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authorColin Snover2017-01-09 22:57:41 -0600
committerColin Snover2017-01-11 11:01:38 -0600
commit7156a82a64dea2b2836d42b0d5bcffe4841eb40c (patch)
tree60dffe70d5c13c5527074ec01ab6a36f1ab6be0a
parent7b90f0693ab04dd2d03c097a4a49858f3685a75f (diff)
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SCI32: Improve mouse responsiveness
This is most noticeable at the beginning of the game during benchmarking, where the benchmarking loop used to cause the mouse to get stuck for the duration of the benchmark.
-rw-r--r--engines/sci/graphics/frameout.cpp9
1 files changed, 9 insertions, 0 deletions
diff --git a/engines/sci/graphics/frameout.cpp b/engines/sci/graphics/frameout.cpp
index 08fdd5143f..749403093f 100644
--- a/engines/sci/graphics/frameout.cpp
+++ b/engines/sci/graphics/frameout.cpp
@@ -35,6 +35,7 @@
#include "sci/sci.h"
#include "sci/console.h"
+#include "sci/event.h"
#include "sci/engine/features.h"
#include "sci/engine/kernel.h"
#include "sci/engine/state.h"
@@ -507,6 +508,14 @@ void GfxFrameout::kernelAddPicAt(const reg_t planeObject, const GuiResourceId pi
#pragma mark Rendering
void GfxFrameout::frameOut(const bool shouldShowBits, const Common::Rect &eraseRect) {
+ // In SSCI, mouse events were received via hardware interrupt, so the mouse
+ // cursor would always get updated whenever the user moved the mouse. Since
+ // we must poll for mouse events instead, poll here so that the mouse gets
+ // updated with its current position at render time. If we do not do this,
+ // the mouse gets "stuck" during loops that do not make calls to kGetEvent,
+ // like transitions and the benchmarking loop at the start of every game.
+ g_sci->getEventManager()->getSciEvent(SCI_EVENT_PEEK);
+
RobotDecoder &robotPlayer = g_sci->_video32->getRobotPlayer();
const bool robotIsActive = robotPlayer.getStatus() != RobotDecoder::kRobotStatusUninitialized;