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author | Hubert Maier | 2019-04-11 00:28:18 +0200 |
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committer | Filippos Karapetis | 2019-04-11 01:28:18 +0300 |
commit | ce8227323b3fa658cdfb2f1e3de9b2fbca783c5a (patch) | |
tree | 373ab2ae43ca02ce944888db9256b43b0fc0d705 /backends/events/sdl | |
parent | 08d3c7f636f7957412d4f50e39e77442f5c437b6 (diff) | |
download | scummvm-rg350-ce8227323b3fa658cdfb2f1e3de9b2fbca783c5a.tar.gz scummvm-rg350-ce8227323b3fa658cdfb2f1e3de9b2fbca783c5a.tar.bz2 scummvm-rg350-ce8227323b3fa658cdfb2f1e3de9b2fbca783c5a.zip |
AmigaOS4: Exclude platform from a SDL1/2 keyboard fix that breaks numpad usage (#1551)
SDL1/2: Exclude AmigaOS4 from returning 0 for .ascii
*reset .ascii to 0, when Num-Lock is NOT enabled and keypad directional keys are pressed* (original description) is causing the numpad to play dead completely on AmigaOS4 (no matter if numlock is active or not). This is a workaround for the SCUMM engine, where keycodes are mixed with ASCII codes.
Check commit f5ed14e93d85b638c8e49468b2885c1278d56d20 for reference.
Fixes bug #10558. Tested with both SDL1 and 2 on AmigaOS4 and with both Indiana Jones games.
Diffstat (limited to 'backends/events/sdl')
-rw-r--r-- | backends/events/sdl/sdl-events.cpp | 10 |
1 files changed, 8 insertions, 2 deletions
diff --git a/backends/events/sdl/sdl-events.cpp b/backends/events/sdl/sdl-events.cpp index 6c4774554c..ff5f4b9ce3 100644 --- a/backends/events/sdl/sdl-events.cpp +++ b/backends/events/sdl/sdl-events.cpp @@ -170,8 +170,14 @@ int SdlEventSource::mapKey(SDLKey sdlKey, SDLMod mod, Uint16 unicode) { if (key >= Common::KEYCODE_F1 && key <= Common::KEYCODE_F9) { return key - Common::KEYCODE_F1 + Common::ASCII_F1; } else if (key >= Common::KEYCODE_KP0 && key <= Common::KEYCODE_KP9) { - if ((mod & KMOD_NUM) == 0) - return 0; // In case Num-Lock is NOT enabled, return 0 for ascii, so that directional keys on numpad work + // WORKAROUND: Disable this change for AmigaOS4 as it is breaking numpad usage ("fighting") on that platform. + // This fixes bug #10558. + // The actual issue here is that the SCUMM engine uses ASCII codes instead of keycodes for input. + // See also the relevant FIXME in SCUMM's input.cpp. + #ifndef __amigaos4__ + if ((mod & KMOD_NUM) == 0) + return 0; // In case Num-Lock is NOT enabled, return 0 for ascii, so that directional keys on numpad work + #endif return key - Common::KEYCODE_KP0 + '0'; } else if (key >= Common::KEYCODE_UP && key <= Common::KEYCODE_PAGEDOWN) { return key; |