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author | Paul Gilbert | 2018-04-07 11:02:09 -0400 |
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committer | Paul Gilbert | 2018-04-07 11:02:09 -0400 |
commit | 6a3251649010e0488046c5c994b600b5c831a209 (patch) | |
tree | 6d26cdd40c3604d001397d952f04d88de82c594e /engines/xeen/interface.cpp | |
parent | 28a3faa1785293df6aa94917c3e846e2f8e6258e (diff) | |
download | scummvm-rg350-6a3251649010e0488046c5c994b600b5c831a209.tar.gz scummvm-rg350-6a3251649010e0488046c5c994b600b5c831a209.tar.bz2 scummvm-rg350-6a3251649010e0488046c5c994b600b5c831a209.zip |
XEEN: Cache mouse clicks as well as keyboard in EventsManager
This allows the well open door/gate, shoot at enemies, then close
to work with the mouse as well as the keyboard. The pending event
queue has also been limited to 5 pending events. Trust me, you
don't want to spent time spamming Shoot at a high level monster
that can't reach you, only for when it's killed to have to wait
several minutes whilst your party keeps shooting.
Diffstat (limited to 'engines/xeen/interface.cpp')
-rw-r--r-- | engines/xeen/interface.cpp | 6 |
1 files changed, 1 insertions, 5 deletions
diff --git a/engines/xeen/interface.cpp b/engines/xeen/interface.cpp index 8e52aae7ae..88b33c4164 100644 --- a/engines/xeen/interface.cpp +++ b/engines/xeen/interface.cpp @@ -262,7 +262,6 @@ void Interface::perform() { Party &party = *_vm->_party; Scripts &scripts = *_vm->_scripts; Sound &sound = *_vm->_sound; - const Common::Rect WAIT_BOUNDS(8, 8, 224, 140); do { // Draw the next frame @@ -276,10 +275,7 @@ void Interface::perform() { if (g_vm->shouldExit() || g_vm->isLoadPending() || party._dead) return; - if (events._leftButton && WAIT_BOUNDS.contains(events._mousePos)) - _buttonValue = Common::KEYCODE_SPACE; - else - checkEvents(g_vm); + checkEvents(g_vm); } while (!_buttonValue && events.timeElapsed() < 1); } while (!_buttonValue); |