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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/speech.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/speech.cpp')
-rw-r--r-- | sword2/speech.cpp | 18 |
1 files changed, 7 insertions, 11 deletions
diff --git a/sword2/speech.cpp b/sword2/speech.cpp index 73e5c060eb..6f7937574c 100644 --- a/sword2/speech.cpp +++ b/sword2/speech.cpp @@ -135,11 +135,11 @@ int32 Logic::fnChoose(int32 *params) { } // The menu is there - we're just waiting for a click. We only care - // about left clicks and ignore mouse releases. + // about left clicks. - MouseEvent *me = _vm->_input->mouseEvent(); + MouseEvent *me = _vm->mouseEvent(); - if (!me || !(me->buttons & RD_LEFTBUTTONDOWN) || _vm->_input->_mouseY < 400) + if (!me || !(me->buttons & RD_LEFTBUTTONDOWN) || _vm->_mouseY < 400) return IR_REPEAT; // Check for click on a menu. @@ -200,7 +200,7 @@ int32 Logic::fnEndConversation(int32 *params) { _vm->_graphics->hideMenu(RDMENU_BOTTOM); - if (_vm->_input->_mouseY > 399) { + if (_vm->_mouseY > 399) { // Will wait for cursor to move off the bottom menu _vm->_mouseMode = MOUSE_holding; } @@ -995,8 +995,8 @@ int32 Logic::fnISpeak(int32 *params) { // So that we can go to the options panel while text & speech is // being tested - if (_scriptVars[SYSTEM_TESTING_TEXT] == 0 || _vm->_input->_mouseY > 0) { - MouseEvent *me = _vm->_input->mouseEvent(); + if (_scriptVars[SYSTEM_TESTING_TEXT] == 0 || _vm->_mouseY > 0) { + MouseEvent *me = _vm->mouseEvent(); // Note that we now have TWO click-delays - one for LEFT // button, one for RIGHT BUTTON @@ -1004,7 +1004,7 @@ int32 Logic::fnISpeak(int32 *params) { if ((!_leftClickDelay && me && (me->buttons & RD_LEFTBUTTONDOWN)) || (!_rightClickDelay && me && (me->buttons & RD_RIGHTBUTTONDOWN))) { // Mouse click, after click_delay has expired -> end - // the speech. We ignore mouse releases + // the speech. // if testing text & speech if (_scriptVars[SYSTEM_TESTING_TEXT]) { @@ -1018,10 +1018,6 @@ int32 Logic::fnISpeak(int32 *params) { } } - // Trash anything that's buffered - while (_vm->_input->mouseEvent()) - ; - speechFinished = true; // if speech sample playing, halt it prematurely |