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authorNicola Mettifogo2009-01-04 15:09:28 +0000
committerNicola Mettifogo2009-01-04 15:09:28 +0000
commita53fa36913d3effba490d1d179c27833684b2635 (patch)
treecfb35c6ae74a36d702e1f2f6a412484a49056de2 /engines/parallaction/input.cpp
parent203358bcb70a8fe0954feccd2c7559ea7d9ade35 (diff)
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Made sure each event is processed only once. This wasn't always the case when _inputMode changed as a result of a game action. This also caused the comment mode to be apparently skipped.
svn-id: r35725
Diffstat (limited to 'engines/parallaction/input.cpp')
-rw-r--r--engines/parallaction/input.cpp9
1 files changed, 9 insertions, 0 deletions
diff --git a/engines/parallaction/input.cpp b/engines/parallaction/input.cpp
index 4904e63df6..3bedebb7f3 100644
--- a/engines/parallaction/input.cpp
+++ b/engines/parallaction/input.cpp
@@ -212,6 +212,8 @@ int Input::updateGameInput() {
int Input::updateInput() {
+ int oldMode = _inputMode;
+
int event = kEvNone;
readInput();
@@ -225,6 +227,13 @@ int Input::updateInput() {
break;
}
+ // when mode changes, then consider any input consumed
+ // for the current frame
+ if (oldMode != _inputMode) {
+ _mouseButtons = kEvNone;
+ _hasKeyPressEvent = false;
+ }
+
return event;
}