[Scummvm-cvs-logs] SF.net SVN: scummvm: [31462] scummvm/trunk/engines/agi
thebluegr at users.sourceforge.net
thebluegr at users.sourceforge.net
Thu Apr 10 10:27:11 CEST 2008
Revision: 31462
http://scummvm.svn.sourceforge.net/scummvm/?rev=31462&view=rev
Author: thebluegr
Date: 2008-04-10 01:27:09 -0700 (Thu, 10 Apr 2008)
Log Message:
-----------
Allow the predictive dialog to be shown when ego cannot be moved (i.e. when _game.playerControl is 0), since in those cases it is possible to enter text in the input area. Should fix bugs #1935844 - "PQ1: Predictive Text does not load" and #1936374 - "LSL1: No predictive input at age verification page"
Modified Paths:
--------------
scummvm/trunk/engines/agi/agi.cpp
scummvm/trunk/engines/agi/keyboard.cpp
Modified: scummvm/trunk/engines/agi/agi.cpp
===================================================================
--- scummvm/trunk/engines/agi/agi.cpp 2008-04-09 23:38:11 UTC (rev 31461)
+++ scummvm/trunk/engines/agi/agi.cpp 2008-04-10 08:27:09 UTC (rev 31462)
@@ -69,7 +69,7 @@
case Common::EVENT_PREDICTIVE_DIALOG:
if (_predictiveDialogRunning)
break;
- if (_game.playerControl && predictiveDialog()) {
+ if (predictiveDialog()) {
if (_game.inputMode == INPUT_NORMAL) {
strcpy((char *)_game.inputBuffer, _predictiveResult);
handleKeys(KEY_ENTER);
Modified: scummvm/trunk/engines/agi/keyboard.cpp
===================================================================
--- scummvm/trunk/engines/agi/keyboard.cpp 2008-04-09 23:38:11 UTC (rev 31461)
+++ scummvm/trunk/engines/agi/keyboard.cpp 2008-04-10 08:27:09 UTC (rev 31462)
@@ -135,6 +135,17 @@
}
}
+ // Show predictive dialog if the user clicks on input area
+ if (key == BUTTON_LEFT &&
+ (int)g_mouse.y >= _game.lineUserInput * CHAR_LINES &&
+ (int)g_mouse.y <= (_game.lineUserInput + 1) * CHAR_LINES) {
+ if (predictiveDialog()) {
+ strcpy((char *)_game.inputBuffer, _predictiveResult);
+ handleKeys(KEY_ENTER);
+ }
+ return true;
+ }
+
if (_game.playerControl) {
int d = 0;
@@ -167,16 +178,6 @@
}
}
- if (key == BUTTON_LEFT &&
- (int)g_mouse.y >= _game.lineUserInput * CHAR_LINES &&
- (int)g_mouse.y <= (_game.lineUserInput + 1) * CHAR_LINES) {
- if (predictiveDialog()) {
- strcpy((char *)_game.inputBuffer, _predictiveResult);
- handleKeys(KEY_ENTER);
- }
- return true;
- }
-
if (!(getFeatures() & GF_AGIMOUSE)) {
/* Handle mouse button events */
if (key == BUTTON_LEFT) {
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