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Diffstat (limited to 'engines/titanic/input_handler.cpp')
-rw-r--r--engines/titanic/input_handler.cpp18
1 files changed, 9 insertions, 9 deletions
diff --git a/engines/titanic/input_handler.cpp b/engines/titanic/input_handler.cpp
index e2d1bd7a32..cb1e3c9c68 100644
--- a/engines/titanic/input_handler.cpp
+++ b/engines/titanic/input_handler.cpp
@@ -32,7 +32,7 @@ namespace Titanic {
CInputHandler::CInputHandler(CGameManager *owner) :
_gameManager(owner), _inputTranslator(nullptr), _dragging(false),
_buttonDown(false), _dragItem(nullptr), _lockCount(0),
- _singleton(false) {
+ _abortMessage(false) {
CScreenManager::_screenManagerPtr->_inputHandler = this;
}
@@ -59,7 +59,7 @@ void CInputHandler::decLockCount() {
}
_buttonDown = _inputTranslator->isMousePressed();
- _singleton = true;
+ _abortMessage = true;
}
}
@@ -75,11 +75,11 @@ void CInputHandler::handleMessage(CMessage &msg, bool respectLock) {
void CInputHandler::processMessage(CMessage *msg) {
const CMouseMsg *mouseMsg = dynamic_cast<const CMouseMsg *>(msg);
- _singleton = false;
+ _abortMessage = false;
dispatchMessage(msg);
- if (_singleton) {
- _singleton = false;
+ if (_abortMessage) {
+ _abortMessage = false;
} else if (mouseMsg) {
// Keep the game state mouse position up to date
if (_mousePos != mouseMsg->_mousePos) {
@@ -100,8 +100,8 @@ void CInputHandler::processMessage(CMessage *msg) {
CMouseDragMoveMsg moveMsg(_mousePos);
moveMsg.execute(_dragItem);
}
- } else {
- if (mouseMsg->isButtonUpMsg() && _dragItem) {
+ } else if (mouseMsg->isButtonUpMsg()) {
+ if (_dragItem) {
// Mouse drag ended
CGameObject *target = dragEnd(_mousePos, _dragItem);
CMouseDragEndMsg endMsg(_mousePos, target);
@@ -132,7 +132,7 @@ void CInputHandler::processMessage(CMessage *msg) {
if (_dragItem) {
CMouseDragMoveMsg moveMsg(_dragStartPos);
- dispatchMessage(&moveMsg);
+ moveMsg.execute(_dragItem);
}
_dragging = true;
@@ -155,7 +155,7 @@ CGameObject *CInputHandler::dragEnd(const Point &pt, CTreeItem *dragItem) {
if (!view)
return nullptr;
- // Scan through the view items to find the item being dropped on
+ // Scan through the view items to find the element being dropped on
CGameObject *target = nullptr;
for (CTreeItem *treeItem = view->scan(view); treeItem; treeItem = treeItem->scan(view)) {
CGameObject *gameObject = dynamic_cast<CGameObject *>(treeItem);