From 821bbed1e052205746d9bc2118120a7d31a2a2a1 Mon Sep 17 00:00:00 2001 From: Torbjörn Andersson Date: Wed, 7 Jan 2004 19:03:30 +0000 Subject: 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 --- sword1/screen.cpp | 11 ----------- 1 file changed, 11 deletions(-) (limited to 'sword1/screen.cpp') diff --git a/sword1/screen.cpp b/sword1/screen.cpp index 553424f85c..ce80b3298c 100644 --- a/sword1/screen.cpp +++ b/sword1/screen.cpp @@ -763,17 +763,6 @@ void SwordScreen::showFrame(uint16 x, uint16 y, uint32 resId, uint32 frameNo, co _system->copy_rect(frame, 40, x, y, 40, 40); } -void SwordScreen::clearMenu(uint8 menuType) { - // isn't there a better way to do this? - uint8 *tmp = (uint8*)malloc(640 * 40); - memset(tmp, 0, 640 * 40); - if (menuType == MENU_BOT) - _system->copy_rect(tmp, 640, 0, 440, 640, 40); - else - _system->copy_rect(tmp, 640, 0, 0, 640, 40); - free(tmp); -} - // ------------------- router debugging code -------------------------------- void SwordScreen::vline(uint16 x, uint16 y1, uint16 y2) { -- cgit v1.2.3