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authorTorbjörn Andersson2004-01-06 13:33:28 +0000
committerTorbjörn Andersson2004-01-06 13:33:28 +0000
commiteb5c4a14499f09050ec1b9868c1eacbad93422d1 (patch)
tree1ec85814adf33ad2a45c36517b669786e7473b44 /sword2/mouse.cpp
parentdd1eb2a4b4b0eef3a771ba67d24e737f4f016e8d (diff)
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Made sure the screen is really cleared when drawing a dialog window, plus
some other cleanups. (This was a regression caused by the less stupid screen updates implemented recently.) svn-id: r12180
Diffstat (limited to 'sword2/mouse.cpp')
-rw-r--r--sword2/mouse.cpp6
1 files changed, 1 insertions, 5 deletions
diff --git a/sword2/mouse.cpp b/sword2/mouse.cpp
index 9701863e16..8ea6c3f5f5 100644
--- a/sword2/mouse.cpp
+++ b/sword2/mouse.cpp
@@ -188,9 +188,6 @@ void Sword2Engine::systemMenuMouse(void) {
// restore proper looping_music_id
_loopingMusicId = safe_looping_music_id;
- // clear the screen & set up the new palette for the menus
-
- _graphics->clearScene();
_graphics->processMenu();
// call the relevent screen
@@ -223,9 +220,8 @@ void Sword2Engine::systemMenuMouse(void) {
buildSystemMenu();
}
- // Clear the screen & restore the location palette
+ // Back to the game again
- _graphics->clearScene();
_graphics->processMenu();
// Reset game palette, but not after a successful restore or restart!