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author | Max Horn | 2007-06-22 21:34:03 +0000 |
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committer | Max Horn | 2007-06-22 21:34:03 +0000 |
commit | c9030e4653d8dd3a96724681a6423f1b1b296d4d (patch) | |
tree | 72233ef1f69f654151e449a1ed9122baf7ec4174 /engines | |
parent | 753eee6d0c25b5b3767c4ab7e7a95488753423a7 (diff) | |
download | scummvm-rg350-c9030e4653d8dd3a96724681a6423f1b1b296d4d.tar.gz scummvm-rg350-c9030e4653d8dd3a96724681a6423f1b1b296d4d.tar.bz2 scummvm-rg350-c9030e4653d8dd3a96724681a6423f1b1b296d4d.zip |
Made BS1 track the full KeyState upon KEYDOWN events (this makes it possible to remove to workaround for Mac keyboards)
svn-id: r27627
Diffstat (limited to 'engines')
-rw-r--r-- | engines/sword1/control.cpp | 44 | ||||
-rw-r--r-- | engines/sword1/control.h | 7 |
2 files changed, 23 insertions, 28 deletions
diff --git a/engines/sword1/control.cpp b/engines/sword1/control.cpp index 108773fc23..7479484a06 100644 --- a/engines/sword1/control.cpp +++ b/engines/sword1/control.cpp @@ -204,7 +204,7 @@ void Control::askForCd(void) { _system->copyRectToScreen(_screenBuf, 640, 0, 0, 640, 480); } delay(300); - if (_keyPressed) { + if (_keyPressed.keycode) { if (!Common::File::exists(fName)) { memset(_screenBuf, 0, 640 * 480); renderText(_lStrings[STR_INCORRECT_CD], 320, 230, TEXT_CENTER); @@ -224,7 +224,8 @@ void Control::askForCd(void) { uint8 Control::runPanel(void) { _mouseDown = false; _restoreBuf = NULL; - _keyPressed = _numButtons = 0; + _keyPressed.keycode = Common::KEYCODE_INVALID; + _numButtons = 0; _screenBuf = (uint8*)malloc(640 * 480); memset(_screenBuf, 0, 640 * 480); _system->copyRectToScreen(_screenBuf, 640, 0, 0, 640, 480); @@ -283,7 +284,7 @@ uint8 Control::runPanel(void) { _cursorVisible = false; _cursorTick = 0; } - if (_keyPressed) + if (_keyPressed.keycode) handleSaveKey(_keyPressed); else if (_cursorVisible != visible) showSavegameNames(); @@ -328,10 +329,9 @@ uint8 Control::getClicks(uint8 mode, uint8 *retVal) { } uint8 flag = 0; - if (_keyPressed == 27) + if (_keyPressed.keycode == Common::KEYCODE_ESCAPE) flag = kButtonCancel; - // 3 is num keypad Enter on Macs. See FR #1273746 - else if (_keyPressed == '\r' || _keyPressed == '\n' || _keyPressed == 3) + else if (_keyPressed.keycode == Common::KEYCODE_RETURN || _keyPressed.keycode == Common::KEYCODE_KP_ENTER) flag = kButtonOk; if (flag) { @@ -622,9 +622,9 @@ bool Control::getConfirm(const uint8 *title) { buttons[0]->draw(); buttons[1]->draw(); delay(1000 / 12); - if (_keyPressed == 27) + if (_keyPressed.keycode == Common::KEYCODE_ESCAPE) retVal = 2; - else if (_keyPressed == '\r' || _keyPressed == '\n') + else if (_keyPressed.keycode == Common::KEYCODE_RETURN || _keyPressed.keycode == Common::KEYCODE_KP_ENTER) retVal = 1; if (_mouseState & BS1L_BUTTON_DOWN) { if (buttons[0]->wasClicked(_mouseX, _mouseY)) @@ -649,7 +649,7 @@ bool Control::getConfirm(const uint8 *title) { return retVal == 1; } -bool Control::keyAccepted(uint8 key) { +bool Control::keyAccepted(uint16 ascii) { // this routine needs changes for Czech keys... No idea how to do that, though. // FIXME: It is not a good idea to put non-ASCII chars into a C source file, // since there is no way to specify which encoding you are using. @@ -658,22 +658,22 @@ bool Control::keyAccepted(uint8 key) { // do not at all specify which encoding keyboard events use, so this // check here is probably not portable anyway... static const char allowedSpecials[] = "éèáàúùäöüÄÖÜß,.:-()?! \"\'"; - if (((key >= 'A') && (key <= 'Z')) || - ((key >= 'a') && (key <= 'z')) || - ((key >= '0') && (key <= '9')) || - strchr(allowedSpecials, key)) + if (((ascii >= 'A') && (ascii <= 'Z')) || + ((ascii >= 'a') && (ascii <= 'z')) || + ((ascii >= '0') && (ascii <= '9')) || + strchr(allowedSpecials, ascii)) return true; else return false; } -void Control::handleSaveKey(uint8 key) { +void Control::handleSaveKey(Common::KeyState kbd) { if (_selectedSavegame < 255) { uint8 len = strlen((char*)_saveNames[_selectedSavegame]); - if ((key == 8) && len) // backspace + if ((kbd.keycode == Common::KEYCODE_BACKSPACE) && len) // backspace _saveNames[_selectedSavegame][len - 1] = '\0'; - else if (keyAccepted(key) && (len < 31)) { - _saveNames[_selectedSavegame][len] = key; + else if (keyAccepted(kbd.ascii) && (len < 31)) { + _saveNames[_selectedSavegame][len] = kbd.ascii; _saveNames[_selectedSavegame][len + 1] = '\0'; } showSavegameNames(); @@ -1037,7 +1037,7 @@ void Control::delay(uint32 msecs) { uint32 now = _system->getMillis(); uint32 endTime = now + msecs; - _keyPressed = 0; //reset + _keyPressed.keycode = Common::KEYCODE_INVALID; //reset _mouseState = 0; do { @@ -1045,13 +1045,7 @@ void Control::delay(uint32 msecs) { while (eventMan->pollEvent(event)) { switch (event.type) { case Common::EVENT_KEYDOWN: - - // Make sure backspace works right (this fixes a small issue on OS X) - if (event.kbd.keycode == Common::KEYCODE_BACKSPACE) { -printf("Mac backspace workaround, was %d\n", event.kbd.ascii); - _keyPressed = 8; - } else - _keyPressed = (byte)event.kbd.ascii; + _keyPressed = event.kbd; // we skip the rest of the delay and return immediately // to handle keyboard input return; diff --git a/engines/sword1/control.h b/engines/sword1/control.h index 89ea7199b6..1825350170 100644 --- a/engines/sword1/control.h +++ b/engines/sword1/control.h @@ -27,6 +27,7 @@ #define SWORD1_CONTROL_H #include "common/scummsys.h" +#include "common/events.h" #include "sword1/sworddefs.h" class OSystem; @@ -118,8 +119,8 @@ private: void saveNameSelect(uint8 id, bool saving); bool saveToFile(void); bool restoreFromFile(void); - bool keyAccepted(uint8 key); - void handleSaveKey(uint8 key); + bool keyAccepted(uint16 ascii); + void handleSaveKey(Common::KeyState kbd); void renderVolumeBar(uint8 id, uint8 volL, uint8 volR); uint16 getTextWidth(const uint8 *str); @@ -141,7 +142,7 @@ private: Sound *_sound; uint8 *_font, *_redFont; uint8 *_screenBuf; - uint8 _keyPressed; + Common::KeyState _keyPressed; void delay(uint32 msecs); uint16 _mouseX, _mouseY, _mouseState; bool _mouseDown; |