Age | Commit message (Collapse) | Author |
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Other platforms, that support analog stick + touch screen at the
same time, are possibly also affected.
Cursor workarounds exist for qfg1vga, qfg3, lsl5 and Island of
Dr. Brain. Those sometimes worked and sometimes didn't on
at least OpenPandora and should be fixed now.
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Also added comment about .data field. Should be renamed.
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Was effectively caused by commit adding the keyboard driver bug
for SCI0/SCI01, although the bug is actually real and happens.
It seems Sierra did not check the key-modifier in kMenuSelect.
We do and that's why the code didn't recognize all sorts of
menu keys anymore.
We now isolate the lower byte before comparing.
I also noticed, that Sierra passed keyboard modifiers in mouse
events. This was probably done, so that owners of a 1-button
mouse were able to right-click. We do this now too.
Also added information about mouse modifiers in kGetEvent.
Moved the mouse modifier code into getScummVMEvent().
This should fix bug #7009.
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- SCI1 EGA QfG2 keyboard driver resets AH
In the original commit I forgot to mention:
- thanks to lskovlun for figuring out that bit 9 is checked/set
- thanks to wjp for checking SCI32
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Will fix darts minigame in the fan game "Betrayed Alliance"
This bug in the original interpreter/keyboard driver seems to have
been fixed in SCI32.
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- Detection works via signatures (couldn't find a better way)
- new kString subcalls were introduced SCI2.1 LATE
- kString now has signatures and is split via subcall table
- kString fix, so that KQ7 doesn't crash, when starting a chapter
- Sci2StringFunctionType removed, because no longer needed
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will delay restoring a saved game until the next
kGetEvent or kWait
also implement aborting playback for kPortrait
and kShowMovie
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getSciEvent can trigger the main ScummVM menu, which can trigger loading
a game, which will invalidate the game state that kGetEvent is operating
on.
Other kernel functions may still have the same problem, and a better
solution may be necessary.
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No functionality change has been made with this commit. This avoids
setting and getting the reg_t members directly, and is the basis of any
future work on large SCI3 scripts (larger than 64KB)
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This tries to make our code a bit more compliant with our code formatting
conventions. For future use, this is the command I used:
git ls-files "*.cpp" "*.h" | xargs sed -i -e 's/[ \t]*$//'
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Instead of querying the event manager for the current mouse cursor coordinates
kGetEvent now uses the saved mouse positions, which will assure every event
will be processed with the correct coordinates instead of the current ones.
Various other functions using SciEvent directly were adapted too.
This fixes cursor click positions for the WinCE backend.
Thanks to wjp and waltervn for helping me with this.
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The heuristic in question was used to detect the pseudo mouse control
functionality, however the change in controls seems to have occurred with the
transition to cursor views. Fixes keypad control in Conquest of the Longbow.
Moreover, the code also checked for key scan code 76 when checking for the middle
keypad button, which seems to be a mistake, as that case never occurred.
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will hopefully
not clash with the speed throttler. This is a more proper fix for bug #3058865, and a
partial fix for bug #3127824
svn-id: r55046
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svn-id: r52511
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incompatibility with some sierra games. Some games open a new menu, set mouse cursor within that menu and expect the mouse cursor to be in there and will close it, if it's outside. In case of Wiimote/touch interfaces this logic won't work of course. Fixes island of dr. brain and QfG1VGA on Wii and touch-interface platforms
svn-id: r52474
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svn-id: r52432
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- fixes lsl6hires inventory
svn-id: r51275
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- mouse position now gets adjusted inside kGetEvent
- priority is read out during kFrameout
- check planeRect
- check if plane picture resource actually exists
fixes sq6
svn-id: r51270
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svn-id: r51084
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svn-id: r51037
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svn-id: r50836
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svn-id: r50532
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it from the EngineState, since it's static throughout the course of a game
svn-id: r50484
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renamed SCI_EVENT_JOYSTICK to SCI_EVENT_DIRECTION
svn-id: r50045
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- fixes keyboard controlling of mouse in all sorts of games - although this is not 100% done, the change actually happened inbetween sci1early, added fixme
svn-id: r50034
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svn-id: r49960
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* Move sleep() from EventManager to SciEngine
* Rename EventManager methods: get -> getSciEvent, and
getFromScummVM -> getScummVMEvent
* Make scancode_rows static const
* Turn altify & numlockify from EventManager methods into static
functions (and comment out the currently unused numlockify)
svn-id: r49959
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svn-id: r49860
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svn-id: r49843
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structure, and removed it from the engine state
svn-id: r49534
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EngineState class into one variable, abortScriptProcessing. The flag kept to signify a game restart has been placed in a boolean, gameWasRestarted
svn-id: r49518
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svn-id: r49513
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more state-related variables to it, and remove several FIXME's about non-const global variables. Also, the entries in the data stack are now deleted when loading (fixes a memory leak - thanks to digitall for this).
svn-id: r49465
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svn-id: r49413
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removed from the engine state
svn-id: r49373
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were just cloaking functions with a different name
- GET_SEL32 -> readSelector
- GET_SEL32V -> readSelectorValue
- PUT_SEL32 -> writeSelector
- PUT_SEL32V -> writeSelectorValue
Also, changed some selector-related function names and variables to CamelCase
svn-id: r49317
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svn-id: r48049
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svn-id: r48047
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svn-id: r48046
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svn-id: r47918
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class directly, kGraph / RedrawBox is now using GfxPaint16 directly
svn-id: r47908
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SciGui/32
svn-id: r47903
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svn-id: r47850
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svn-id: r47682
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