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authorRobert Špalek2009-10-01 16:47:34 +0000
committerRobert Špalek2009-10-01 16:47:34 +0000
commit4a7cea681360d21a9be983bf75942a1c693cdbb9 (patch)
treef8147564c5d20222fe45cc8ac068aa15d942dff8
parent2fa7fbc1a53b7f158dfe9c70395d1b8a2cd442d1 (diff)
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Fixed event handling. ValGrind fixups.
My yesterday's fix on handling 1 event per call caused the game to be unbearably slow on Linux. The old way was much faster. I have solved too fast a succession of mouse button down and up by not clearing the mouse flag when the button goes up instead. Fixed a memory leak and uninitialized variable after my refactoring of game location changes; found by ValGrind. svn-id: r44525
-rw-r--r--engines/draci/draci.cpp6
-rw-r--r--engines/draci/game.cpp13
-rw-r--r--engines/draci/mouse.cpp6
3 files changed, 11 insertions, 14 deletions
diff --git a/engines/draci/draci.cpp b/engines/draci/draci.cpp
index 6290ee01dc..aaf24430ff 100644
--- a/engines/draci/draci.cpp
+++ b/engines/draci/draci.cpp
@@ -224,12 +224,6 @@ bool DraciEngine::handleEvents() {
default:
_mouse->handleEvent(event);
}
-
- // TODO: I place the break here to make sure that each event is
- // processed. If I don't do that and allow more than 1 event,
- // then a very quick succession of mouse button down and up
- // (occuring on a touchpad) cancels each other.
- break;
}
// Show walking map overlay
diff --git a/engines/draci/game.cpp b/engines/draci/game.cpp
index 44a77f8f22..2593d5f763 100644
--- a/engines/draci/game.cpp
+++ b/engines/draci/game.cpp
@@ -157,6 +157,8 @@ void Game::init() {
_shouldQuit = false;
_shouldExitLoop = false;
_scheduledPalette = 0;
+ setLoopStatus(kStatusGate);
+ setLoopSubstatus(kSubstatusOrdinary);
_animUnderCursor = kOverlayImage;
@@ -851,8 +853,7 @@ void Game::dialogueDone() {
_vm->_anims->stop(_dialogueAnims[i]->getID());
}
- _dialogueArchive->closeArchive();
-
+ delete _dialogueArchive;
delete[] _dialogueBlocks;
setLoopStatus(kStatusOrdinary);
@@ -1286,6 +1287,10 @@ void Game::enterNewRoom() {
_persons[kDragonObject]._y = 0;
}
+ // Set the appropriate loop statu before loading the room
+ setLoopStatus(kStatusGate);
+ setLoopSubstatus(kSubstatusOrdinary);
+
loadRoom(_newRoom);
loadOverlays();
@@ -1309,10 +1314,6 @@ void Game::enterNewRoom() {
void Game::runGateProgram(int gate) {
debugC(6, kDraciLogicDebugLevel, "Running program for gate %d", gate);
- // Set the appropriate loop statu before executing the gate program
- setLoopStatus(kStatusGate);
- setLoopSubstatus(kSubstatusOrdinary);
-
// Mark last animation
int lastAnimIndex = _vm->_anims->getLastIndex();
diff --git a/engines/draci/mouse.cpp b/engines/draci/mouse.cpp
index 3629d40d0d..f5eb2bbf4d 100644
--- a/engines/draci/mouse.cpp
+++ b/engines/draci/mouse.cpp
@@ -47,7 +47,10 @@ void Mouse::handleEvent(Common::Event event) {
case Common::EVENT_LBUTTONUP:
debugC(6, kDraciGeneralDebugLevel, "Left button up (x: %u y: %u)", _x, _y);
- _lButton = false;
+ // Don't set _lButton to false, because some touchpads generate
+ // down and up at such a quick succession, that they will
+ // cancel each other in the same call of handleEvents(). Let
+ // the game clear this flag by calling lButtonSet() instead.
break;
case Common::EVENT_RBUTTONDOWN:
@@ -57,7 +60,6 @@ void Mouse::handleEvent(Common::Event event) {
case Common::EVENT_RBUTTONUP:
debugC(6, kDraciGeneralDebugLevel, "Right button up (x: %u y: %u)", _x, _y);
- _rButton = false;
break;
case Common::EVENT_MOUSEMOVE: