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authorDavid Turner2011-12-18 18:29:05 -0800
committerDavid Turner2011-12-18 18:29:05 -0800
commit538d83408091e9077f451f45c1ac1127f302b47d (patch)
treea8b3ffaf9199665b41e8f990549fc267c6421b46 /engines/agi/cycle.cpp
parentf0eee81d327957cddb85c5a1ffe7a308a377f636 (diff)
parentf722542ceea557e906699c60b10b3ace1f41c238 (diff)
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Merge pull request #131 from digitall/goto_considered_harmful
Goto Considered Harmful... The following commits should improve the ScummVM code structure by reducing the number of gotos used in various engine code. They should implement identical functionality, but without using goto and without the result being less readable/maintainable than the version with goto.
Diffstat (limited to 'engines/agi/cycle.cpp')
-rw-r--r--engines/agi/cycle.cpp75
1 files changed, 39 insertions, 36 deletions
diff --git a/engines/agi/cycle.cpp b/engines/agi/cycle.cpp
index 99649fb437..5daadbd1df 100644
--- a/engines/agi/cycle.cpp
+++ b/engines/agi/cycle.cpp
@@ -248,44 +248,47 @@ int AgiEngine::mainCycle() {
if (kascii)
setvar(vKey, kascii);
-process_key:
-
- switch (_game.inputMode) {
- case INPUT_NORMAL:
- if (!handleController(key)) {
- if (key == 0 || !_game.inputEnabled)
- break;
- handleKeys(key);
-
- // if ESC pressed, activate menu before
- // accept.input from the interpreter cycle
- // sets the input mode to normal again
- // (closes: #540856)
- if (key == KEY_ESCAPE) {
- key = 0;
- goto process_key;
+ bool restartProcessKey;
+ do {
+ restartProcessKey = false;
+
+ switch (_game.inputMode) {
+ case INPUT_NORMAL:
+ if (!handleController(key)) {
+ if (key == 0 || !_game.inputEnabled)
+ break;
+ handleKeys(key);
+
+ // if ESC pressed, activate menu before
+ // accept.input from the interpreter cycle
+ // sets the input mode to normal again
+ // (closes: #540856)
+ if (key == KEY_ESCAPE) {
+ key = 0;
+ restartProcessKey = true;
+ }
+
+ // commented out to close Sarien bug #438872
+ //if (key)
+ // _game.keypress = key;
}
-
- // commented out to close Sarien bug #438872
- //if (key)
- // _game.keypress = key;
+ break;
+ case INPUT_GETSTRING:
+ handleController(key);
+ handleGetstring(key);
+ setvar(vKey, 0); // clear ENTER key
+ break;
+ case INPUT_MENU:
+ _menu->keyhandler(key);
+ _gfx->doUpdate();
+ return false;
+ case INPUT_NONE:
+ handleController(key);
+ if (key)
+ _game.keypress = key;
+ break;
}
- break;
- case INPUT_GETSTRING:
- handleController(key);
- handleGetstring(key);
- setvar(vKey, 0); // clear ENTER key
- break;
- case INPUT_MENU:
- _menu->keyhandler(key);
- _gfx->doUpdate();
- return false;
- case INPUT_NONE:
- handleController(key);
- if (key)
- _game.keypress = key;
- break;
- }
+ } while (restartProcessKey);
_gfx->doUpdate();
if (_game.msgBoxTicks > 0)