diff options
Diffstat (limited to 'backends/platform')
-rw-r--r-- | backends/platform/wince/CEActionsPocket.cpp | 11 | ||||
-rw-r--r-- | backends/platform/wince/CEActionsSmartphone.cpp | 11 | ||||
-rw-r--r-- | backends/platform/wince/README-WinCE.txt | 6 | ||||
-rw-r--r-- | backends/platform/wince/wince-sdl.cpp | 27 | ||||
-rw-r--r-- | backends/platform/wince/wince-sdl.h | 1 |
5 files changed, 47 insertions, 9 deletions
diff --git a/backends/platform/wince/CEActionsPocket.cpp b/backends/platform/wince/CEActionsPocket.cpp index 194f855e98..5980a41caa 100644 --- a/backends/platform/wince/CEActionsPocket.cpp +++ b/backends/platform/wince/CEActionsPocket.cpp @@ -215,6 +215,8 @@ void CEActionsPocket::initInstanceGame() { _key_action[POCKET_ACTION_MULTI].setKey(Common::ASCII_F1, SDLK_F1); // bargon : F1 to start else if (gameid == "atlantis") _key_action[POCKET_ACTION_MULTI].setKey(0, SDLK_KP0); // fate of atlantis : Ins to sucker-punch + else if (is_simon) + _key_action[POCKET_ACTION_MULTI].setKey(Common::ASCII_F10, SDLK_F10); // F10 else _key_action[POCKET_ACTION_MULTI].setKey('V', SDLK_v, KMOD_SHIFT); // FT cheat : shift-V // Key bind method @@ -268,6 +270,15 @@ bool CEActionsPocket::perform(GUI::ActionType action, bool pushed) { else _key_action[action].setKey(SDLK_s); } + if (action == POCKET_ACTION_SKIP && ConfMan.get("gameid") == "agi") { + // In several AGI games (for example SQ2) it is needed to press F10 to exit from + // a screen. But we still want be able to skip normally with the skip button. + // Because of this, we inject a F10 keystroke here (this works and doesn't seem + // to have side-effects) + _key_action[action].setKey(Common::ASCII_F10, SDLK_F10); // F10 + EventsBuffer::simulateKey(&_key_action[action], true); + _key_action[action].setKey(KEY_ALL_SKIP); + } EventsBuffer::simulateKey(&_key_action[action], true); return true; case POCKET_ACTION_KEYBOARD: diff --git a/backends/platform/wince/CEActionsSmartphone.cpp b/backends/platform/wince/CEActionsSmartphone.cpp index c6456d3eb5..2cce288323 100644 --- a/backends/platform/wince/CEActionsSmartphone.cpp +++ b/backends/platform/wince/CEActionsSmartphone.cpp @@ -181,6 +181,8 @@ void CEActionsSmartphone::initInstanceGame() { _key_action[SMARTPHONE_ACTION_MULTI].setKey(Common::ASCII_F1, SDLK_F1); // bargon : F1 to start else if (gameid == "atlantis") _key_action[SMARTPHONE_ACTION_MULTI].setKey(0, SDLK_KP0); // fate of atlantis : Ins to sucker-punch + else if (is_simon) + _key_action[SMARTPHONE_ACTION_MULTI].setKey(Common::ASCII_F10, SDLK_F10); // F10 else _key_action[SMARTPHONE_ACTION_MULTI].setKey('V', SDLK_v, KMOD_SHIFT); // FT cheat : shift-V // Bind keys @@ -232,6 +234,15 @@ bool CEActionsSmartphone::perform(GUI::ActionType action, bool pushed) { else _key_action[action].setKey(SDLK_s); } + if (action == SMARTPHONE_ACTION_SKIP && ConfMan.get("gameid") == "agi") { + // In several AGI games (for example SQ2) it is needed to press F10 to exit from + // a screen. But we still want be able to skip normally with the skip button. + // Because of this, we inject a F10 keystroke here (this works and doesn't seem + // to have side-effects) + _key_action[action].setKey(Common::ASCII_F10, SDLK_F10); // F10 + EventsBuffer::simulateKey(&_key_action[action], true); + _key_action[action].setKey(KEY_ALL_SKIP); + } EventsBuffer::simulateKey(&_key_action[action], true); return true; case SMARTPHONE_ACTION_RIGHTCLICK: diff --git a/backends/platform/wince/README-WinCE.txt b/backends/platform/wince/README-WinCE.txt index 87f6e78ffe..60bcf710bb 100644 --- a/backends/platform/wince/README-WinCE.txt +++ b/backends/platform/wince/README-WinCE.txt @@ -1,5 +1,5 @@ ScummVM Windows CE FAQ -Last updated: 2011-07-14 +Last updated: 2011-07-20 Release version: x.x.x ------------------------------------------------------------------------ @@ -9,6 +9,10 @@ x.x.x: - Changed default values for "high_sample_rate" & "FM_high_quality" to "true" as most devices today are fast enough to handle this. It's still possible to set this to "false" if you have a slower device. +- Fix for TeenAgent & Hugo engines (both weren't running at all, crashed right + at the beginning) +- Replaced the game mass-adding functionality with the functionality used on all + other platforms. It now shows progress while searching for games. 1.3.1: - Fix for Normal2xAspect scaler which was causing screen update issues in some diff --git a/backends/platform/wince/wince-sdl.cpp b/backends/platform/wince/wince-sdl.cpp index ec222c6fc1..1abc3cb350 100644 --- a/backends/platform/wince/wince-sdl.cpp +++ b/backends/platform/wince/wince-sdl.cpp @@ -42,6 +42,7 @@ #include "audio/mixer_intern.h" #include "audio/fmopl.h" +#include "backends/mutex/sdl/sdl-mutex.h" #include "backends/timer/sdl/sdl-timer.h" #include "gui/Actions.h" @@ -379,14 +380,6 @@ void OSystem_WINCE3::initBackend() { ((WINCESdlEventSource *)_eventSource)->init((WINCESdlGraphicsManager *)_graphicsManager); - // Create the timer (but remove the timer manager from the SDL backend first). - // CE SDL does not support multiple timers (SDL_AddTimer). - // We work around this by using the SetTimer function, since we only use - // one timer in scummvm (for the time being) - delete _timerManager; - _timerManager = new DefaultTimerManager(); - SDL_SetTimer(10, &timer_handler_wrapper); - // Call parent implementation of this method OSystem_SDL::initBackend(); @@ -546,6 +539,24 @@ void OSystem_WINCE3::initSDL() { } } +void OSystem_WINCE3::init() { + // Create SdlMutexManager instance as the TimerManager relies on the + // MutexManager being already initialized + if (_mutexManager == 0) + _mutexManager = new SdlMutexManager(); + + // Create the timer. CE SDL does not support multiple timers (SDL_AddTimer). + // We work around this by using the SetTimer function, since we only use + // one timer in scummvm (for the time being) + if (_timerManager == 0) { + _timerManager = new DefaultTimerManager(); + SDL_SetTimer(10, &timer_handler_wrapper); + } + + // Call parent implementation of this method + OSystem_SDL::init(); +} + void OSystem_WINCE3::quit() { fclose(stdout_file); fclose(stderr_file); diff --git a/backends/platform/wince/wince-sdl.h b/backends/platform/wince/wince-sdl.h index 481956c19a..b4f323c9e2 100644 --- a/backends/platform/wince/wince-sdl.h +++ b/backends/platform/wince/wince-sdl.h @@ -52,6 +52,7 @@ public: void initBackend(); // Overloaded from SDL backend + void init(); void quit(); virtual Common::String getSystemLanguage() const; |