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authorMax Horn2002-07-15 12:47:12 +0000
committerMax Horn2002-07-15 12:47:12 +0000
commit272c391eb04b51a088e43fcbae37a84c39d8ff35 (patch)
tree46725aa7e58e7f091f80b1627f1992e700a42e96
parentd3541761072047dd6f57e488e8575eebd7d45a0f (diff)
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fixed my fix - mouse cursor now moves again in new GUI
svn-id: r4550
-rw-r--r--scummvm.cpp6
1 files changed, 2 insertions, 4 deletions
diff --git a/scummvm.cpp b/scummvm.cpp
index 3dbe9f813d..13f4d9e81f 100644
--- a/scummvm.cpp
+++ b/scummvm.cpp
@@ -1263,10 +1263,8 @@ void Scumm::waitForTimer(int msec_delay) {
// if newgui is running, copy event to EventList, and let the GUI handle it itself
// we might consider this approach for ScummLoop as well, and clean up the current mess
- if (_newgui->isActive()) {
+ if (_newgui->isActive())
_newgui->handleEvent(event);
- continue;
- }
switch(event.event_code) {
case OSystem::EVENT_KEYDOWN:
@@ -1286,7 +1284,7 @@ void Scumm::waitForTimer(int msec_delay) {
g_debugger.attach(this);
else if (event.kbd.keycode=='s')
resourceStats();
- } else
+ } else if (!_newgui->isActive())
_keyPressed = event.kbd.ascii; // Normal key press, pass on to the game.
break;