[Scummvm-devel] kFeatureVirtualKeyboard

Marcus Comstedt marcus at mc.pp.se
Sat Oct 15 09:02:49 CEST 2005


Well, I got tired of the virtual keyboard popping up whenever I enter
the savegame dialog, even before I have selected a slot to save to,
so I decided to rework this a bit.

Ideally, the virtual keyboard should appear whenever a text input
widget has focus, and only then.  So the first thing I did was to
make ListWidget summon the keyboard when it is in _editMode.  That
made the SCUMM save dialog work fine without any need for the latter
to get involved in the details.

I then proceeded to fix the sword1 and sword2 save dialogs, which
implemented their own text input widgets, but had a similar structure
to the SCUMM dialog nevertheless.  (Note: I don't have these games,
so I have not been able to test these changes.  It would be nice if
someone who has these games (as well as a backend supporting
kFeatureVirtualKeyboard of course) would try it out.)

When it comes to BaSS and Simon, which both fiddle around with the
virtual keyboard, I wasn't able to figure out how the keyboard focus
worked though.  A further complication is that while I do have these
games (well, the demo in the case of Simon), I wasn't able to summon
the savegame dialog to have a look at it.  Well, for the Simon demo
maybe it's not so strange that you can't save, but I'm a bit worried
about not being able to save in BaSS.  AFAICR, you pressed one of the
F-keys to save on the Amiga, but I got no reaction out of these.  Nor
of the other keys I tried.  How are you supposed to save in this
engine?


  // Marcus






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