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author | Cameron Cawley | 2019-11-10 16:34:25 +0000 |
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committer | Eugene Sandulenko | 2019-11-17 22:33:56 +0100 |
commit | f2b9f7bb76c041825bef1dcee3abf17d923898da (patch) | |
tree | 9ead87f005a086b6c1cb2cfe4e81d846e3e691dc /engines/drascula | |
parent | c5a5e0f68a8d740f37f234e773988e8f58273466 (diff) | |
download | scummvm-rg350-f2b9f7bb76c041825bef1dcee3abf17d923898da.tar.gz scummvm-rg350-f2b9f7bb76c041825bef1dcee3abf17d923898da.tar.bz2 scummvm-rg350-f2b9f7bb76c041825bef1dcee3abf17d923898da.zip |
BACKENDS: Remove the Windows CE port
Diffstat (limited to 'engines/drascula')
-rw-r--r-- | engines/drascula/drascula.cpp | 28 |
1 files changed, 0 insertions, 28 deletions
diff --git a/engines/drascula/drascula.cpp b/engines/drascula/drascula.cpp index 02fe2114a9..bf9e9fb329 100644 --- a/engines/drascula/drascula.cpp +++ b/engines/drascula/drascula.cpp @@ -578,15 +578,7 @@ bool DrasculaEngine::runCurrentChapter() { _canSaveLoad = true; delay(25); -#ifndef _WIN32_WCE - // FIXME - // This and the following #ifndefs disable the excess updateEvents() calls *within* the game loop. - // Events such as keypresses or mouse clicks are dropped on the ground with no processing - // by these calls. They are properly handled by the implicit call through getScan() below. - // It is not a good practice to not process events and indeed this created problems with synthesized - // events in the wince port. updateEvents(); -#endif _canSaveLoad = false; if (_loadedDifferentChapter) return true; @@ -594,12 +586,7 @@ bool DrasculaEngine::runCurrentChapter() { if (!_menuScreen && takeObject == 1) checkObjects(); -#ifdef _WIN32_WCE - if (_rightMouseButton) { - if (_menuScreen) { -#else if (_rightMouseButton == 1 && _menuScreen) { -#endif _rightMouseButton = 0; if (currentChapter == 2) { loadPic(menuBackground, cursorSurface); @@ -610,16 +597,11 @@ bool DrasculaEngine::runCurrentChapter() { } setPalette((byte *)&gamePalette); _menuScreen = false; -#ifndef _WIN32_WCE // FIXME: This call here is in hope that it will catch the rightmouseup event so the // next if block won't be executed. This too is not a good coding practice. I've recoded it // with a mutual exclusive if block for the menu. I would commit this properly but I cannot test // for other (see Desktop) ports right now. updateEvents(); -#endif -#ifdef _WIN32_WCE - } else { -#else } // Do not show the inventory screen in chapter 5, if the right mouse button is clicked @@ -627,7 +609,6 @@ bool DrasculaEngine::runCurrentChapter() { // Fixes bug #2059621 - "DRASCULA: Plug bug" if (_rightMouseButton == 1 && !_menuScreen && !(currentChapter == 5 && pickedObject == 16)) { -#endif _rightMouseButton = 0; _characterMoved = false; if (trackProtagonist == 2) @@ -646,14 +627,9 @@ bool DrasculaEngine::runCurrentChapter() { loadPic("icons.alg", cursorSurface); } _menuScreen = true; -#ifndef _WIN32_WCE updateEvents(); -#endif selectVerb(kVerbNone); } -#ifdef _WIN32_WCE - } -#endif if (_leftMouseButton == 1 && _menuBar) { selectVerbFromBar(); @@ -842,11 +818,7 @@ void DrasculaEngine::updateEvents() { updateMusic(); -#ifdef _WIN32_WCE - if (eventMan->pollEvent(event)) { -#else while (eventMan->pollEvent(event)) { -#endif switch (event.type) { case Common::EVENT_KEYDOWN: if (event.kbd.keycode == Common::KEYCODE_d && event.kbd.hasFlags(Common::KBD_CTRL)) { |