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author | athrxx | 2011-06-24 17:17:20 +0200 |
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committer | athrxx | 2011-06-25 15:54:37 +0200 |
commit | 3f2b5b9e8b9196c9d0e573abf8f8350ec4034b1d (patch) | |
tree | ad609cc66a1ab4028470d490e2942aae17c769af | |
parent | 1a05efa8eda02eb2c40432e19d77c6e507c86453 (diff) | |
download | scummvm-rg350-3f2b5b9e8b9196c9d0e573abf8f8350ec4034b1d.tar.gz scummvm-rg350-3f2b5b9e8b9196c9d0e573abf8f8350ec4034b1d.tar.bz2 scummvm-rg350-3f2b5b9e8b9196c9d0e573abf8f8350ec4034b1d.zip |
KYRA: revert d7e700f370c258a5f4786d972af3666b93b71f94
The GMM mouse cursor bug has now been fixed inside the GMM and CursorMan code.
-rw-r--r-- | engines/kyra/kyra_hof.cpp | 8 | ||||
-rw-r--r-- | engines/kyra/kyra_lok.cpp | 8 | ||||
-rw-r--r-- | engines/kyra/kyra_mr.cpp | 8 | ||||
-rw-r--r-- | engines/kyra/kyra_v1.cpp | 1 | ||||
-rw-r--r-- | engines/kyra/kyra_v1.h | 3 | ||||
-rw-r--r-- | engines/kyra/lol.cpp | 8 | ||||
-rw-r--r-- | engines/kyra/saveload_hof.cpp | 2 | ||||
-rw-r--r-- | engines/kyra/saveload_lok.cpp | 2 | ||||
-rw-r--r-- | engines/kyra/saveload_lol.cpp | 2 | ||||
-rw-r--r-- | engines/kyra/saveload_mr.cpp | 2 |
10 files changed, 4 insertions, 40 deletions
diff --git a/engines/kyra/kyra_hof.cpp b/engines/kyra/kyra_hof.cpp index 9a4f7bc42e..5c58e6e3ed 100644 --- a/engines/kyra/kyra_hof.cpp +++ b/engines/kyra/kyra_hof.cpp @@ -503,14 +503,6 @@ void KyraEngine_HoF::runLoop() { int inputFlag = checkInput(_buttonList, true); removeInputTop(); - if (_updateHandItemCursor) { - // This works around an issue which would occur when setHandItem(_itemInHand) - // was called from inside loadGameState(). When loading via GMM the - // mouse cursor would not be set correctly. - _updateHandItemCursor = false; - setHandItem(_itemInHand); - } - update(); if (inputFlag == 198 || inputFlag == 199) { diff --git a/engines/kyra/kyra_lok.cpp b/engines/kyra/kyra_lok.cpp index ee67062cdd..7f356f34c1 100644 --- a/engines/kyra/kyra_lok.cpp +++ b/engines/kyra/kyra_lok.cpp @@ -821,14 +821,6 @@ void KyraEngine_LoK::updateMousePointer(bool forceUpdate) { newY = 4; } - if (_updateHandItemCursor) { - // This works around an issue which would occur when setHandItem(_itemInHand) - // was called from inside loadGameState(). When loading via GMM the - // mouse cursor would not be set correctly. - _updateHandItemCursor = false; - setHandItem(_itemInHand); - } - if ((newMouseState && _mouseState != newMouseState) || (newMouseState && forceUpdate)) { _mouseState = newMouseState; _screen->hideMouse(); diff --git a/engines/kyra/kyra_mr.cpp b/engines/kyra/kyra_mr.cpp index 973ab25088..f5bcd04ea0 100644 --- a/engines/kyra/kyra_mr.cpp +++ b/engines/kyra/kyra_mr.cpp @@ -908,14 +908,6 @@ void KyraEngine_MR::runLoop() { int inputFlag = checkInput(_mainButtonList, true); removeInputTop(); - if (_updateHandItemCursor) { - // This works around an issue which would occur when setHandItem(_itemInHand) - // was called from inside loadGameState(). When loading via GMM the - // mouse cursor would not be set correctly. - _updateHandItemCursor = false; - setHandItem(_itemInHand); - } - update(); _timer->update(); diff --git a/engines/kyra/kyra_v1.cpp b/engines/kyra/kyra_v1.cpp index f79fabf9eb..3d81368d2d 100644 --- a/engines/kyra/kyra_v1.cpp +++ b/engines/kyra/kyra_v1.cpp @@ -56,7 +56,6 @@ KyraEngine_v1::KyraEngine_v1(OSystem *system, const GameFlags &flags) _gameToLoad = -1; _mouseState = -1; - _updateHandItemCursor = false; _deathHandler = -1; memset(_flagsTable, 0, sizeof(_flagsTable)); diff --git a/engines/kyra/kyra_v1.h b/engines/kyra/kyra_v1.h index 5b4f3385a4..c5bf2d2960 100644 --- a/engines/kyra/kyra_v1.h +++ b/engines/kyra/kyra_v1.h @@ -343,9 +343,6 @@ protected: virtual void setHandItem(Item item) = 0; virtual void removeHandItem() = 0; - void setDelayedCursorUpdate() { _updateHandItemCursor = true; } - bool _updateHandItemCursor; - // game flags uint8 _flagsTable[100]; // TODO: check this value diff --git a/engines/kyra/lol.cpp b/engines/kyra/lol.cpp index c567cbb037..2cca4fd4e3 100644 --- a/engines/kyra/lol.cpp +++ b/engines/kyra/lol.cpp @@ -935,14 +935,6 @@ void LoLEngine::runLoop() { checkFloatingPointerRegions(); gui_updateInput(); - if (_updateHandItemCursor) { - // This works around an issue which would occur when setHandItem(_itemInHand) - // was called from inside loadGameState(). When loading via GMM the - // mouse cursor would not be set correctly. - _updateHandItemCursor = false; - setHandItem(_itemInHand); - } - update(); if (_sceneUpdateRequired) diff --git a/engines/kyra/saveload_hof.cpp b/engines/kyra/saveload_hof.cpp index b395a38acd..645bd2903f 100644 --- a/engines/kyra/saveload_hof.cpp +++ b/engines/kyra/saveload_hof.cpp @@ -306,7 +306,7 @@ Common::Error KyraEngine_HoF::loadGameState(int slot) { _mainCharacter.facing = 4; enterNewScene(_mainCharacter.sceneId, _mainCharacter.facing, 0, 0, 1); - setDelayedCursorUpdate(); + setHandItem(_itemInHand); if (_lastMusicCommand >= 0 && !_unkSceneScreenFlag1) snd_playWanderScoreViaMap(_lastMusicCommand, 1); diff --git a/engines/kyra/saveload_lok.cpp b/engines/kyra/saveload_lok.cpp index 7689a904b0..34762d4c92 100644 --- a/engines/kyra/saveload_lok.cpp +++ b/engines/kyra/saveload_lok.cpp @@ -170,7 +170,7 @@ Common::Error KyraEngine_LoK::loadGameState(int slot) { _screen->copyRegion(8, 8, 8, 8, 304, 212, 10, 0); } - setDelayedCursorUpdate(); + setHandItem(_itemInHand); // Will-O-Wisp uses a different shape size than Brandon's usual // shape, thus we need to setup the correct size depending on diff --git a/engines/kyra/saveload_lol.cpp b/engines/kyra/saveload_lol.cpp index c81ace26f0..07842ea358 100644 --- a/engines/kyra/saveload_lol.cpp +++ b/engines/kyra/saveload_lol.cpp @@ -257,7 +257,7 @@ Common::Error LoLEngine::loadGameState(int slot) { int t = _credits; _credits = 0; giveCredits(t, 0); - setDelayedCursorUpdate(); + setHandItem(_itemInHand); loadLevel(_currentLevel); gui_drawPlayField(); timerSpecialCharacterUpdate(0); diff --git a/engines/kyra/saveload_mr.cpp b/engines/kyra/saveload_mr.cpp index 0fd3e520f9..139375264f 100644 --- a/engines/kyra/saveload_mr.cpp +++ b/engines/kyra/saveload_mr.cpp @@ -305,7 +305,7 @@ Common::Error KyraEngine_MR::loadGameState(int slot) { _goodConsciencePosition = false; enterNewScene(_mainCharacter.sceneId, _mainCharacter.facing, 0, 0, 1); - setDelayedCursorUpdate(); + setHandItem(_itemInHand); if (_lastMusicCommand >= 0 && !_unkSceneScreenFlag1) snd_playWanderScoreViaMap(_lastMusicCommand, 1); |