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authorTorbjörn Andersson2004-04-07 12:31:32 +0000
committerTorbjörn Andersson2004-04-07 12:31:32 +0000
commit489e473fca7f5ae424115e4a3907d29733fa6d81 (patch)
tree4ba379a7f694eb317ad64f7a9a0d6f188c7754c4 /sword2/driver
parentc2870adf609067cba2d5cec0bc6b9bbe3895b42f (diff)
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Cleanup.
svn-id: r13494
Diffstat (limited to 'sword2/driver')
-rw-r--r--sword2/driver/_mouse.cpp7
-rw-r--r--sword2/driver/render.cpp11
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.