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authorMax Horn2007-03-17 19:02:05 +0000
committerMax Horn2007-03-17 19:02:05 +0000
commited54ea9155961d8ca5d5fb3c7777fc57a29f2751 (patch)
tree467b926af11cd4129ba003d04ba01de044c7a6df /engines/sword2
parentf272d1957084098c5b53975ad3501074f6971af8 (diff)
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Moved Event/EventType/keyboard enum from common/system.h (part of class OSystem) to common/events.h (part of namespace Common). Porters may have to make minor changes to their backends to get them to compile again
svn-id: r26180
Diffstat (limited to 'engines/sword2')
-rw-r--r--engines/sword2/animation.cpp8
-rw-r--r--engines/sword2/sword2.cpp26
2 files changed, 17 insertions, 17 deletions
diff --git a/engines/sword2/animation.cpp b/engines/sword2/animation.cpp
index b56d122509..3afd8b8748 100644
--- a/engines/sword2/animation.cpp
+++ b/engines/sword2/animation.cpp
@@ -407,19 +407,19 @@ void MoviePlayer::play(SequenceTextInfo *textList, uint32 numLines, int32 leadIn
drawFrame();
updateScreen();
- OSystem::Event event;
+ Common::Event event;
Common::EventManager *eventMan = _system->getEventManager();
while (eventMan->pollEvent(event)) {
switch (event.type) {
- case OSystem::EVENT_SCREEN_CHANGED:
+ case Common::EVENT_SCREEN_CHANGED:
handleScreenChanged();
break;
- case OSystem::EVENT_QUIT:
+ case Common::EVENT_QUIT:
_vm->closeGame();
terminate = true;
break;
- case OSystem::EVENT_KEYDOWN:
+ case Common::EVENT_KEYDOWN:
if (event.kbd.keycode == 27)
terminate = true;
break;
diff --git a/engines/sword2/sword2.cpp b/engines/sword2/sword2.cpp
index 3e313fcdcc..e399307f72 100644
--- a/engines/sword2/sword2.cpp
+++ b/engines/sword2/sword2.cpp
@@ -375,9 +375,9 @@ int Sword2Engine::go() {
KeyboardEvent *ke = keyboardEvent();
if (ke) {
- if ((ke->modifiers == OSystem::KBD_CTRL && ke->keycode == 'd') || ke->ascii == '#' || ke->ascii == '~') {
+ if ((ke->modifiers == Common::KBD_CTRL && ke->keycode == 'd') || ke->ascii == '#' || ke->ascii == '~') {
_debugger->attach();
- } else if (ke->modifiers == 0 || ke->modifiers == OSystem::KBD_SHIFT) {
+ } else if (ke->modifiers == 0 || ke->modifiers == Common::KBD_SHIFT) {
switch (ke->keycode) {
case 'p':
if (_gamePaused)
@@ -532,13 +532,13 @@ uint32 Sword2Engine::setInputEventFilter(uint32 filter) {
*/
void Sword2Engine::parseInputEvents() {
- OSystem::Event event;
+ Common::Event event;
Common::EventManager *eventMan = _system->getEventManager();
while (eventMan->pollEvent(event)) {
switch (event.type) {
- case OSystem::EVENT_KEYDOWN:
- if (event.kbd.flags == OSystem::KBD_CTRL) {
+ case Common::EVENT_KEYDOWN:
+ if (event.kbd.flags == Common::KBD_CTRL) {
if (event.kbd.keycode == 'f') {
if (_gameSpeed == 1)
_gameSpeed = 2;
@@ -553,48 +553,48 @@ void Sword2Engine::parseInputEvents() {
_keyboardEvent.modifiers = event.kbd.flags;
}
break;
- case OSystem::EVENT_MOUSEMOVE:
+ case Common::EVENT_MOUSEMOVE:
if (!(_inputEventFilter & RD_KEYDOWN)) {
_mouse->setPos(event.mouse.x, event.mouse.y - MENUDEEP);
}
break;
- case OSystem::EVENT_LBUTTONDOWN:
+ case Common::EVENT_LBUTTONDOWN:
if (!(_inputEventFilter & RD_LEFTBUTTONDOWN)) {
_mouseEvent.pending = true;
_mouseEvent.buttons = RD_LEFTBUTTONDOWN;
}
break;
- case OSystem::EVENT_RBUTTONDOWN:
+ case Common::EVENT_RBUTTONDOWN:
if (!(_inputEventFilter & RD_RIGHTBUTTONDOWN)) {
_mouseEvent.pending = true;
_mouseEvent.buttons = RD_RIGHTBUTTONDOWN;
}
break;
- case OSystem::EVENT_LBUTTONUP:
+ case Common::EVENT_LBUTTONUP:
if (!(_inputEventFilter & RD_LEFTBUTTONUP)) {
_mouseEvent.pending = true;
_mouseEvent.buttons = RD_LEFTBUTTONUP;
}
break;
- case OSystem::EVENT_RBUTTONUP:
+ case Common::EVENT_RBUTTONUP:
if (!(_inputEventFilter & RD_RIGHTBUTTONUP)) {
_mouseEvent.pending = true;
_mouseEvent.buttons = RD_RIGHTBUTTONUP;
}
break;
- case OSystem::EVENT_WHEELUP:
+ case Common::EVENT_WHEELUP:
if (!(_inputEventFilter & RD_WHEELUP)) {
_mouseEvent.pending = true;
_mouseEvent.buttons = RD_WHEELUP;
}
break;
- case OSystem::EVENT_WHEELDOWN:
+ case Common::EVENT_WHEELDOWN:
if (!(_inputEventFilter & RD_WHEELDOWN)) {
_mouseEvent.pending = true;
_mouseEvent.buttons = RD_WHEELDOWN;
}
break;
- case OSystem::EVENT_QUIT:
+ case Common::EVENT_QUIT:
closeGame();
break;
default: