[Scummvm-devel] AGI keyboard input problems

David Symonds dsymonds at scummvm.org
Mon Dec 24 00:04:53 CET 2007


On Dec 24, 2007 2:26 AM, Max Horn <max at quendi.de> wrote:
> Hi folks,
>
> 2) As you can tell by the FIXME comments in agi.cpp, line 222 and
> following, things are still not quite clear. In particular, I wonder
> why we check the key*code* instead of the key ascii value. I propose
> that we insert the following line in line 222 (i.e. just after
> "default:"):
>     key = event.kbd.ascii;
> Does this look OK to the AGI experts? Could somebody test with that
> line, and see whether it causes regressions? If not, just commit it...

I would guess that it would break some rather obscure things. The AGI
event handling is all done with key codes (since that's what's used in
the bytecode), both for the top menus, as well as other random places
(PQ1 is a notable user). I don't think the original games would have
supported AZERTY keyboards; perhaps it would be cleaner to just have a
higher-level mapping of its keycodes to the equivalent pc101 keycodes.


Dave.




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