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author | Torbjörn Andersson | 2004-04-07 12:31:32 +0000 |
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committer | Torbjörn Andersson | 2004-04-07 12:31:32 +0000 |
commit | 489e473fca7f5ae424115e4a3907d29733fa6d81 (patch) | |
tree | 4ba379a7f694eb317ad64f7a9a0d6f188c7754c4 /sword2/driver | |
parent | c2870adf609067cba2d5cec0bc6b9bbe3895b42f (diff) | |
download | scummvm-rg350-489e473fca7f5ae424115e4a3907d29733fa6d81.tar.gz scummvm-rg350-489e473fca7f5ae424115e4a3907d29733fa6d81.tar.bz2 scummvm-rg350-489e473fca7f5ae424115e4a3907d29733fa6d81.zip |
Cleanup.
svn-id: r13494
Diffstat (limited to 'sword2/driver')
-rw-r--r-- | sword2/driver/_mouse.cpp | 7 | ||||
-rw-r--r-- | sword2/driver/render.cpp | 11 |
2 files changed, 11 insertions, 7 deletions
diff --git a/sword2/driver/_mouse.cpp b/sword2/driver/_mouse.cpp index af0055dbca..f0dc663daf 100644 --- a/sword2/driver/_mouse.cpp +++ b/sword2/driver/_mouse.cpp @@ -64,13 +64,6 @@ MouseEvent *Input::mouseEvent(void) { return NULL; } -void Graphics::resetRenderEngine(void) { - _parallaxScrollX = 0; - _parallaxScrollY = 0; - _scrollX = 0; - _scrollY = 0; -} - // FIXME: The original code used 0 for transparency, while our backend uses // 0xFF. That means that parts of the mouse cursor that weren't meant to be // transparent may be now. diff --git a/sword2/driver/render.cpp b/sword2/driver/render.cpp index 3a235a0dbe..ff06fb5fef 100644 --- a/sword2/driver/render.cpp +++ b/sword2/driver/render.cpp @@ -673,6 +673,17 @@ bool Graphics::endRenderCycle(void) { } /** + * Reset scrolling stuff. This function is called from initBackground() + */ + +void Graphics::resetRenderEngine(void) { + _parallaxScrollX = 0; + _parallaxScrollY = 0; + _scrollX = 0; + _scrollY = 0; +} + +/** * Sets the scroll target position for the end of the game cycle. The driver * will then automatically scroll as many times as it can to reach this * position in the allotted time. |