[Scummvm-devel] Modifier support and keypad handling

Max Horn max at quendi.de
Sun Feb 21 10:29:49 CET 2010


Bluddy,

doesn't this bear the risk of heaps of regressions? We are about to go  
into a freeze for a new release.


Bye,
Max

Am 21.02.2010 um 06:36 schrieb yotam barnoy:

> Hi everyone
>
> I just committed littleboy's excellent patch, which adds proper  
> modifier support to all the engines. Every engine that was checking  
> for keystate flags should now be doing it properly (with & on the  
> bits or the hasFlags() function rather than ==) and numlock,  
> capslock and scroll-lock have been added to the flags field. The  
> reason I'm announcing this is that last time I made a similar patch  
> in an incomplete way and 'under the radar', trampling in the process  
> those people who want to use the keypad for number input. Now,  
> numlock must be on to input numbers with the keypad (as it should  
> be). Otherwise, the keypad will be used for directional input (which  
> is the input method AGI and SCI0 games were designed for). You may  
> want to test your particular platform to see that everything works  
> as it should.
>
> Additionally, if your backend has a D-Pad, it would be best to map  
> it to the keypad keys since they will work in AGI, SCI0, the GUI and  
> the Indy3 fight scenes, while the arrow keys won't work in Indy3.  
> This was the reason behind my original, flawed patch.
>
> Thanks again to littleboy for his work on finding my bug and  
> resolving it!
>
> Bluddy
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