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author | Torbjörn Andersson | 2004-05-09 13:32:04 +0000 |
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committer | Torbjörn Andersson | 2004-05-09 13:32:04 +0000 |
commit | fc970b3c75fd64f399a4c22222d7e295825184c9 (patch) | |
tree | 92998da511ba26705bbdc7cbe161e32bb9e031b6 /sword2/driver/animation.cpp | |
parent | 577600537c2e3cfdacb4e53ccfdab7e06b55a0ed (diff) | |
download | scummvm-rg350-fc970b3c75fd64f399a4c22222d7e295825184c9.tar.gz scummvm-rg350-fc970b3c75fd64f399a4c22222d7e295825184c9.tar.bz2 scummvm-rg350-fc970b3c75fd64f399a4c22222d7e295825184c9.zip |
Removed the buffering of mouse and keyboard events. I don't think any of
our other engines do this, so there is little reason for BS2 to. I did add
a filtering mechanism so that mouse button releases and scroll wheeling is
ignored during normal gameplay, but I don't know if that was necessary
either.
Since this left little more than an empty husk where the Input class used
to be, I've eliminated that class and buried its remains in Sword2Engine.
svn-id: r13812
Diffstat (limited to 'sword2/driver/animation.cpp')
-rw-r--r-- | sword2/driver/animation.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/sword2/driver/animation.cpp b/sword2/driver/animation.cpp index b7d177ed84..f975b4be7d 100644 --- a/sword2/driver/animation.cpp +++ b/sword2/driver/animation.cpp @@ -424,9 +424,9 @@ int32 MoviePlayer::playDummy(const char *filename, MovieTextObject *text[], byte _vm->_graphics->updateDisplay(); - KeyboardEvent ke; + KeyboardEvent *ke = _vm->keyboardEvent(); - if ((_vm->_input->readKey(&ke) == RD_OK && ke.keycode == 27) || _vm->_quit) { + if ((ke && ke->keycode == 27) || _vm->_quit) { _snd->stopHandle(handle); skipCutscene = true; break; |