[Scummvm-cvs-logs] CVS: scummvm/sword1 control.cpp,1.62,1.63
Robert Göffringmann
lavosspawn at users.sourceforge.net
Tue Oct 25 23:17:35 CEST 2005
Update of /cvsroot/scummvm/scummvm/sword1
In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv25266/sword1
Modified Files:
control.cpp
Log Message:
fix for bug #1328022: BS1: savegame name text input ignores keypresses
Index: control.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/sword1/control.cpp,v
retrieving revision 1.62
retrieving revision 1.63
diff -u -d -r1.62 -r1.63
--- control.cpp 18 Oct 2005 01:30:24 -0000 1.62
+++ control.cpp 26 Oct 2005 06:16:14 -0000 1.63
@@ -312,12 +312,7 @@
_system->copyRectToScreen(_screenBuf, SCREEN_WIDTH, 0, 0, SCREEN_WIDTH, 480);
}
_system->updateScreen();
- // Use shorter delay when editing savegames names to minimize
- // the risk of keypresses being lost.
- if (mode == BUTTON_SAVE_PANEL && _selectedSavegame < 255)
- delay(20);
- else
- delay(1000 / 12);
+ delay(1000 / 12);
newMode = getClicks(mode, &retVal);
} while ((newMode != BUTTON_DONE) && (retVal == 0) && (!SwordEngine::_systemVars.engineQuit));
destroyButtons();
@@ -1047,7 +1042,9 @@
_keyPressed = (byte)event.kbd.ascii;
_keyRepeatTime = now + kKeyRepeatInitialDelay;
_keyRepeat = _keyPressed;
- break;
+ // we skip the rest of the delay and return immediately
+ // to handle keyboard input
+ return;
case OSystem::EVENT_KEYUP:
_keyRepeatTime = 0;
_keyRepeat = 0;
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