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authorPaul Gilbert2018-04-07 11:02:09 -0400
committerPaul Gilbert2018-04-07 11:02:09 -0400
commit6a3251649010e0488046c5c994b600b5c831a209 (patch)
tree6d26cdd40c3604d001397d952f04d88de82c594e /engines/xeen/interface.cpp
parent28a3faa1785293df6aa94917c3e846e2f8e6258e (diff)
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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.cpp6
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);