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authorMax Horn2010-10-27 15:53:53 +0000
committerMax Horn2010-10-27 15:53:53 +0000
commitaaf7ffdd5c160447cfa56468bf0a8c768d14ad5d (patch)
tree44b633b4881fb5aafe289eb52a1a7ae09baf2ab7 /engines/sword25
parent95353b0e60a8acaec28bd0e348b8f1c76d92cabf (diff)
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SWORD25: Fix keyboard state handling
Previously, you could get the game into a state where it would think a key was constantly being pressed. E.g. by pressing 'p' several times quickly in a row, the game would end in a state where it endlessly toggled between pause mode and regular mode. svn-id: r53878
Diffstat (limited to 'engines/sword25')
-rw-r--r--engines/sword25/input/inputengine.cpp7
1 files changed, 7 insertions, 0 deletions
diff --git a/engines/sword25/input/inputengine.cpp b/engines/sword25/input/inputengine.cpp
index a85096bc2f..0226458f5f 100644
--- a/engines/sword25/input/inputengine.cpp
+++ b/engines/sword25/input/inputengine.cpp
@@ -87,7 +87,14 @@ bool InputEngine::init() {
void InputEngine::update() {
Common::Event event;
+
+ // We keep two sets of keyboard states: The current one, and that of
+ // the previous frame. This allows us to detect which keys changed
+ // state. Also, by keeping a single central keystate array, we
+ // ensure that all script queries for key state during a single
+ // frame get the same consistent replies.
_currentState ^= 1;
+ memcpy(_keyboardState[_currentState], _keyboardState[_currentState ^ 1], sizeof(_keyboardState[0]));
// Loop through processing any pending events
bool handleEvents = true;