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author | Max Horn | 2010-10-27 15:53:53 +0000 |
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committer | Max Horn | 2010-10-27 15:53:53 +0000 |
commit | aaf7ffdd5c160447cfa56468bf0a8c768d14ad5d (patch) | |
tree | 44b633b4881fb5aafe289eb52a1a7ae09baf2ab7 | |
parent | 95353b0e60a8acaec28bd0e348b8f1c76d92cabf (diff) | |
download | scummvm-rg350-aaf7ffdd5c160447cfa56468bf0a8c768d14ad5d.tar.gz scummvm-rg350-aaf7ffdd5c160447cfa56468bf0a8c768d14ad5d.tar.bz2 scummvm-rg350-aaf7ffdd5c160447cfa56468bf0a8c768d14ad5d.zip |
SWORD25: Fix keyboard state handling
Previously, you could get the game into a state where it would think a
key was constantly being pressed. E.g. by pressing 'p' several times
quickly in a row, the game would end in a state where it endlessly
toggled between pause mode and regular mode.
svn-id: r53878
-rw-r--r-- | engines/sword25/input/inputengine.cpp | 7 |
1 files changed, 7 insertions, 0 deletions
diff --git a/engines/sword25/input/inputengine.cpp b/engines/sword25/input/inputengine.cpp index a85096bc2f..0226458f5f 100644 --- a/engines/sword25/input/inputengine.cpp +++ b/engines/sword25/input/inputengine.cpp @@ -87,7 +87,14 @@ bool InputEngine::init() { void InputEngine::update() { Common::Event event; + + // We keep two sets of keyboard states: The current one, and that of + // the previous frame. This allows us to detect which keys changed + // state. Also, by keeping a single central keystate array, we + // ensure that all script queries for key state during a single + // frame get the same consistent replies. _currentState ^= 1; + memcpy(_keyboardState[_currentState], _keyboardState[_currentState ^ 1], sizeof(_keyboardState[0])); // Loop through processing any pending events bool handleEvents = true; |