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authorTorbjörn Andersson2004-01-07 19:03:30 +0000
committerTorbjörn Andersson2004-01-07 19:03:30 +0000
commit821bbed1e052205746d9bc2118120a7d31a2a2a1 (patch)
tree9a06e6d2008ec03d744db0c1ccc2952d56dcf46b /sword1/screen.h
parent8e30afd4386ad13730e9697959515a1bab3cf975 (diff)
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Tried to make the menus behave a bit more like the original. Perhaps most
noticeably: * It no longer matters where you release the mouse button when talking to someone. It uses whatever topic you selected on mouse-down. * The inventory menu doesn't vanish if you're holding an object, even if you move the pointer away from it. * When using an object on a character (to talk to him about it), the top menu fades away, rather than vanishing instantly. Ok, that last change is rather non-obvious, but it does obsolete the clearMenu() function, which has therefore been removed. svn-id: r12222
Diffstat (limited to 'sword1/screen.h')
-rw-r--r--sword1/screen.h1
1 files changed, 0 insertions, 1 deletions
diff --git a/sword1/screen.h b/sword1/screen.h
index b30cb27643..8abe94a95b 100644
--- a/sword1/screen.h
+++ b/sword1/screen.h
@@ -82,7 +82,6 @@ public:
void updateScreen(void);
void showFrame(uint16 x, uint16 y, uint32 resId, uint32 frameNo, const byte *fadeMask = NULL, int8 fadeStatus = 0);
- void clearMenu(uint8 menuType);
void fnSetParallax(uint32 screen, uint32 resId);
void fnFlash(uint8 color);