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author | Joseph-Eugene Winzer | 2017-07-29 11:38:20 +0200 |
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committer | Thierry Crozat | 2018-01-23 00:29:34 +0000 |
commit | bcd32509bb3b27073d57e2e9e4a4d0bcf7743403 (patch) | |
tree | 488a6484c188f92f993b7d5dfca206ed18d4de63 /engines | |
parent | 5dce4bc874a9befa3160e0f23bb3ea814f164327 (diff) | |
download | scummvm-rg350-bcd32509bb3b27073d57e2e9e4a4d0bcf7743403.tar.gz scummvm-rg350-bcd32509bb3b27073d57e2e9e4a4d0bcf7743403.tar.bz2 scummvm-rg350-bcd32509bb3b27073d57e2e9e4a4d0bcf7743403.zip |
SUPERNOVA: Implements 'wait for input'
Currrently the only implemented scene that uses this function is looking
at the monitor in the cockpit. Depending on use cases in other scenes
the function needs to be extended.
Diffstat (limited to 'engines')
-rw-r--r-- | engines/supernova/state.cpp | 11 |
1 files changed, 9 insertions, 2 deletions
diff --git a/engines/supernova/state.cpp b/engines/supernova/state.cpp index 42e1db9a9e..4fb856a0ad 100644 --- a/engines/supernova/state.cpp +++ b/engines/supernova/state.cpp @@ -540,8 +540,15 @@ void GameManager::mouseInput() { } void GameManager::mouseInput2() { - // STUB - // If animation off and timer expired, skip room animation + while (true) { + _vm->updateEvents(); + // TODO: handle key input (e.g. alt+x, F-keys?) + if (_mouseClicked || _key) { + break; + } + g_system->updateScreen(); + g_system->delayMillis(_vm->_delay); + } } void GameManager::mouseInput3() { |