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path: root/engines/agi/keyboard.cpp
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2017-11-19EVENTS: Rename synthetic to kbdRepeatBastien Bouclet
2017-02-11AGI: Hold-key-mode fixMartin Kiewitz
Original AGI only created a stationary event, when the last pressed direction key was released. We do that now as well. Makes cursor in MH1 behave properly. Thanks to waltervn for pointing this out.
2016-04-13AGI: Move predictivedialog.h out of agi.hOri Avtalion
2016-02-27AGI: Add support for upscaling and Hercules hires fontMartin Kiewitz
- User option to force Hercules hires font for any rendering mode - Also change mouse cursor hotspots from 1,1 to 0,0 - Fix inaccuracy in mouse controlled game menu - Change render_Block(), drawBox(), drawDisplayRect() to use upper Y instead of lower Y. Original AGI uses lower Y, but upper Y makes upscaling way easier.
2016-02-09AGI: Hold-Key: only send stationary for directionsMartin Kiewitz
2016-02-06AGI: Move debugger to Ctrl-Shift-DMartin Kiewitz
because of Police Quest 1 using Ctrl-D for calling dispatch. Solves FR #395
2016-02-04AGI: Fix Hold-Key-Mode implementationMartin Kiewitz
Hold-Key-Mode got introduced v2.425, it was simply not possible to disable it until 3.098. Now creating a AGI_KEY_STATIONARY event, so that it works properly Fixes Mixed Up Mother Goose
2016-02-03AGI: Message box mouse supportMartin Kiewitz
2016-02-03AGI: Change cycle delay handling, seems to fix GRMartin Kiewitz
Removed pollTimer() Renamed pause() to wait() Doing 10 msec delays instead of at least 50 msec per EventProcess Seems to fix weird Gold Rush ingame timer issue?! bug #4147
2016-02-03AGI: Cycle event processing changedMartin Kiewitz
processEvents() renamed to processScummVMEvents() mainCycle() renamed to processAGIEvents() have.key now sets up an inner loop and calls processAGIEvents() to avoid any further cycle work processing
2016-02-03AGI: Implement messageBox() as inner loopMartin Kiewitz
Also remove _game.keypress, _game.msgBoxTicks
2016-02-02AGI: Remove inputMode, not needed anyoreMartin Kiewitz
2016-02-02AGI: Fix formatting.Johannes Schickel
This mostly enforces tabs for indentation and spaces for formatting. But also fixes spaces on empty lines, some extra/missing spaces. astyle + manual fixup
2016-02-02AGI: Don't use status row for menu mouse triggerMartin Kiewitz
Use hardcoded first line instead In Donald Duck the status line is at line 24, but also hidden
2016-02-02AGI: mouse support for menuMartin Kiewitz
2016-02-01AGI: change how menus are triggered on Non-PCMartin Kiewitz
2016-02-01AGI: Revert revert the keyboard handling changesMartin Kiewitz
It seems the issues on AmigaOS aren't actually caused by the new code. Reverting the revert.
2016-02-01AGI: Keyboard handling changeMartin Kiewitz
It seems the current code causes issues on at least AmigaOS. Changed current code to the way SCI handled it. Needs to get investigated in detail. Added FIXME. Also see engines/sci/event.cpp
2016-02-01AGI: implement predictive dialogMartin Kiewitz
2016-01-31AGI: remove timer hack, implement in game timerMartin Kiewitz
in game timer is now updated, when scripts read in game timer VM variables and during main loop. ScummVM total play time feature is used for it. Game cycle syncing is done at the same time.
2016-01-31AGI: getflag/setflag/etc. cleanupMartin Kiewitz
renamed getflag() to getFlag() renamed setflag() to setFlag() renamed flipflag() to flipFlag() preagi: renamed setFlag for this engine to setWinnieFlag
2016-01-31AGI: VM Var code cleanupMartin Kiewitz
Don't access variables directly, but through method Shouldn't include any functional differences Also changed several hardcoded values to the corresponding enums.
2016-01-31AGI: change key -> direction handlingMartin Kiewitz
After the VM Var 6 <-> ego direction change, this is required Also our original behavior was inaccurate in that part as well.
2016-01-30AGI: fix keyboard input code for keycodesMartin Kiewitz
Reset key, when no valid .ascii was received.
2016-01-29AGI: add hack to make numpad cursor keys workMartin Kiewitz
should probably get fixed at some point in backend
2016-01-29AGI: graphics rewrite + cleanupMartin Kiewitz
- graphics code fully rewritten - Apple IIgs font support - Amiga Topaz support - Word parser rewritten - menu code rewritten - removed forced 2 second delay on all room changes replaced with heuristic to detect situations, where it's required - lots of naming cleanup - new console commands show_map, screenobj, vmvars and vmflags - all sorts of hacks/workarounds removed - added SCI wait mouse cursor - added Apple IIgs mouse cursor - added Atari ST mouse cursor - added Amiga/Apple IIgs transition - added Atari ST transition - user can select another render mode and use Apple IIgs palette + transition for PC versions - inventory screen rewritten - SetSimple command now properly implemented - PreAGI Mickey: Sierra logo now shown - saved games: now saving controller key mapping also saving automatic save data (SetSimple command) - fixed invalid memory access when saving games (31 bytes were saved using Common::String c_ptr() Special Thanks to: - fuzzie for helping out with the Apple IIgs font + valgrind - eriktorbjorn for helping out with valgrind - LordHoto for figuring out the code, that caused invalid memory access in the original code, when saving a game - sev for help out with reversing the Amiga transition currently missing: - mouse support for menu - mouse support for system dialogs - predictive dialog support
2014-02-18AGI: Make GPL headers consistent in themselves.Johannes Schickel
2012-03-25GUI: Move predictive dialog to common guiOleksiy Kurochko
2011-09-26AGI: Marked 4070342 as a workaroundFilippos Karapetis
2011-09-26AGI: Fix for bug #3018770 - "AGI: PQ1: Flickering newspaper"Filippos Karapetis
2011-09-26AGI: Fixed bug #3074570 - "AGI LSL1: TAB stops working after restart"Filippos Karapetis
Applied eriktorbjorn's patch from that bug tracker item (slightly modified), which is what NAGI does, and which fixes restarting in LSL1 and PQ1 (bug #2823762), and other AGI games that do not reset the controller keys when restarting.
2011-08-14AGI: Renamed some #defines to our code conventions and moved them to enumsEugene Sandulenko
2011-05-12GIT: Clean up: Suppress SVN tags, now uselessstrangerke
2011-04-24AGI: Fix bug #3087825: AGI: Code analysis warningsEugene Sandulenko
2010-10-26AGI: Replace report() macro by debug() / warning()Max Horn
This makes AGI quite a bit less noisy by default. svn-id: r53868
2010-06-15Fix spelling, cleanupMax Horn
svn-id: r49843
2010-06-15AGI: Fix bug #2825273.Eugene Sandulenko
Bug #2825273: "AGI: KQ4: Dwarf sequence". Always allow ESC to work in KQ4. svn-id: r49746
2010-06-15AGI: Fix bug #1875842.Eugene Sandulenko
Bug #1875842: "AGI: Character loses final walking position". Do not reset ADJ_EGO_XY if non-directional keys were pressed. svn-id: r49744
2010-06-15AGI: add more status-related debug output.Eugene Sandulenko
svn-id: r49731
2010-01-03Reduce header dependencies for AGI engine.Eugene Sandulenko
svn-id: r46942
2009-11-02Changed foo(void) to foo() in almost all non-backend source filesMax Horn
svn-id: r45616
2009-10-20AGI: Make scancodeTable constMax Horn
svn-id: r45261
2009-10-20AGI: Turn g_tickTimer & g_mouse into members of class AgiEngine resp. AgiBaseMax Horn
svn-id: r45259
2009-07-22Move functions from agi.cpp to more appropriate files.Eugene Sandulenko
svn-id: r42662
2009-07-22Fix bug #2823759: "AGI: PQ1 help not showing the first time you press F1"Eugene Sandulenko
svn-id: r42659
2009-06-06Correct implementation for set.key opcode. Fixes #2605104: "AGI: Manhunter, ↵Eugene Sandulenko
F3 hotkey dosent work", removed number of hacks svn-id: r41259
2009-06-06CleanupEugene Sandulenko
svn-id: r41254
2009-06-06Fix bug #2721940: "AGI: Gold Rush! Restart Option differs from original"Eugene Sandulenko
svn-id: r41243
2009-06-06Whitespace fixes and C++ commentsEugene Sandulenko
svn-id: r41239
2009-05-19Start of fixing bug #2537054: "AGI: Using GMM to load causes graphics glitches"Eugene Sandulenko
The engine still crashes when load from GMM occured with a text box on screen. svn-id: r40733