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authorColin Snover2017-09-15 13:53:00 -0500
committerColin Snover2017-09-19 19:54:29 -0500
commit22d157cee7a75a0dbe9b849d58a55e186a5ddb86 (patch)
tree884d93291e0c60e6897892a44f513149f400340e /engines/sci
parentd36d01b82cdf88e40c62851170f06e526d36f352 (diff)
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SCI32: Flush all events before warping mouse
This improves the behaviour at the end of PQ4 when navigating the warehouse with the flashlight by getting rid of mouse events that may have been queued before the mouse warp to the other side of the screen is performed. Without this, frequently, those extra events would then be processed and cause the mouse to jump back to the opposite side of the screen, triggering another navigation in the opposite direction. This patch really only helps when mouse capture is enabled in ScummVM as well, but it does allow the sequence to be played pretty much normally in that situation. Additional (pending) patches to ScummVM itself are needed to move the mouse to the correct place when mouse capture is off and the system mouse moves outside of the game window. Refs Trac#9689.
Diffstat (limited to 'engines/sci')
-rw-r--r--engines/sci/graphics/cursor32.cpp1
1 files changed, 1 insertions, 0 deletions
diff --git a/engines/sci/graphics/cursor32.cpp b/engines/sci/graphics/cursor32.cpp
index 1db74024b7..9bb0d4a112 100644
--- a/engines/sci/graphics/cursor32.cpp
+++ b/engines/sci/graphics/cursor32.cpp
@@ -340,6 +340,7 @@ void GfxCursor32::setPosition(const Common::Point &position) {
newPosition.x = (position.x * Ratio(screenWidth, scriptWidth)).toInt();
newPosition.y = (position.y * Ratio(screenHeight, scriptHeight)).toInt();
+ g_sci->getEventManager()->flushEvents();
g_system->warpMouse(newPosition.x, newPosition.y);
deviceMoved(newPosition);
}