[Scummvm-cvs-logs] scummvm master -> cede1a3f5c4e25bd081b1970f43049ef77ae53f2

CeRiAl ikhatib at gmail.com
Wed Jul 20 03:01:22 CEST 2011


This automated email contains information about 4 new commits which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .

Summary:
edfd998642 WINCE: Update port specific README
822a2ef3dc WINCE: Move initialization of TimerManager to overloaded init() method.
bc47ce1fef WINCE: Change keymapping for AGI and Simon 1 & 2
cede1a3f5c WINCE: Update port specific README


Commit: edfd998642833d23d5b6004334b96b867f7023f8
    https://github.com/scummvm/scummvm/commit/edfd998642833d23d5b6004334b96b867f7023f8
Author: CeRiAl (ikhatib at gmail.com)
Date: 2011-07-19T17:14:30-07:00

Commit Message:
WINCE: Update port specific README

Changed paths:
    backends/platform/wince/README-WinCE.txt



diff --git a/backends/platform/wince/README-WinCE.txt b/backends/platform/wince/README-WinCE.txt
index 87f6e78..1e66d36 100644
--- a/backends/platform/wince/README-WinCE.txt
+++ b/backends/platform/wince/README-WinCE.txt
@@ -9,6 +9,8 @@ x.x.x:
 - Changed default values for "high_sample_rate" & "FM_high_quality" to "true" as
   most devices today are fast enough to handle this. It's still possible to set
   this to "false" if you have a slower device.
+- Fix for TeenAgent engine (TeenAgent wasn't running at all, crashed right at
+  the beginning)
 
 1.3.1:
 - Fix for Normal2xAspect scaler which was causing screen update issues in some


Commit: 822a2ef3dccaedd654ca5429b677456328b22ef1
    https://github.com/scummvm/scummvm/commit/822a2ef3dccaedd654ca5429b677456328b22ef1
Author: CeRiAl (ikhatib at gmail.com)
Date: 2011-07-19T17:14:34-07:00

Commit Message:
WINCE: Move initialization of TimerManager to overloaded init() method.

Changed paths:
    backends/platform/wince/wince-sdl.cpp
    backends/platform/wince/wince-sdl.h



diff --git a/backends/platform/wince/wince-sdl.cpp b/backends/platform/wince/wince-sdl.cpp
index ec222c6..1abc3cb 100644
--- a/backends/platform/wince/wince-sdl.cpp
+++ b/backends/platform/wince/wince-sdl.cpp
@@ -42,6 +42,7 @@
 #include "audio/mixer_intern.h"
 #include "audio/fmopl.h"
 
+#include "backends/mutex/sdl/sdl-mutex.h"
 #include "backends/timer/sdl/sdl-timer.h"
 
 #include "gui/Actions.h"
@@ -379,14 +380,6 @@ void OSystem_WINCE3::initBackend() {
 
 	((WINCESdlEventSource *)_eventSource)->init((WINCESdlGraphicsManager *)_graphicsManager);
 
-	// Create the timer (but remove the timer manager from the SDL backend first).
-	// CE SDL does not support multiple timers (SDL_AddTimer).
-	// We work around this by using the SetTimer function, since we only use
-	// one timer in scummvm (for the time being)
-	delete _timerManager;
-	_timerManager = new DefaultTimerManager();
-	SDL_SetTimer(10, &timer_handler_wrapper);
-
 	// Call parent implementation of this method
 	OSystem_SDL::initBackend();
 
@@ -546,6 +539,24 @@ void OSystem_WINCE3::initSDL() {
 	}
 }
 
+void OSystem_WINCE3::init() {
+	// Create SdlMutexManager instance as the TimerManager relies on the
+	// MutexManager being already initialized
+	if (_mutexManager == 0)
+		_mutexManager = new SdlMutexManager();
+
+	// Create the timer. CE SDL does not support multiple timers (SDL_AddTimer).
+	// We work around this by using the SetTimer function, since we only use
+	// one timer in scummvm (for the time being)
+	if (_timerManager == 0) {
+		_timerManager = new DefaultTimerManager();
+		SDL_SetTimer(10, &timer_handler_wrapper);
+	}
+
+	// Call parent implementation of this method
+	OSystem_SDL::init();
+}
+
 void OSystem_WINCE3::quit() {
 	fclose(stdout_file);
 	fclose(stderr_file);
diff --git a/backends/platform/wince/wince-sdl.h b/backends/platform/wince/wince-sdl.h
index 481956c..b4f323c 100644
--- a/backends/platform/wince/wince-sdl.h
+++ b/backends/platform/wince/wince-sdl.h
@@ -52,6 +52,7 @@ public:
 	void initBackend();
 
 	// Overloaded from SDL backend
+	void init();
 	void quit();
 	virtual Common::String getSystemLanguage() const;
 


Commit: bc47ce1fefd1a247e8de6246cdd31459e607d05e
    https://github.com/scummvm/scummvm/commit/bc47ce1fefd1a247e8de6246cdd31459e607d05e
Author: CeRiAl (ikhatib at gmail.com)
Date: 2011-07-19T17:14:38-07:00

Commit Message:
WINCE: Change keymapping for AGI and Simon 1 & 2

Changed paths:
    backends/platform/wince/CEActionsPocket.cpp
    backends/platform/wince/CEActionsSmartphone.cpp



diff --git a/backends/platform/wince/CEActionsPocket.cpp b/backends/platform/wince/CEActionsPocket.cpp
index 194f855..5980a41 100644
--- a/backends/platform/wince/CEActionsPocket.cpp
+++ b/backends/platform/wince/CEActionsPocket.cpp
@@ -215,6 +215,8 @@ void CEActionsPocket::initInstanceGame() {
 		_key_action[POCKET_ACTION_MULTI].setKey(Common::ASCII_F1, SDLK_F1); // bargon : F1 to start
 	else if (gameid == "atlantis")
 		_key_action[POCKET_ACTION_MULTI].setKey(0, SDLK_KP0); // fate of atlantis : Ins to sucker-punch
+	else if (is_simon)
+		_key_action[POCKET_ACTION_MULTI].setKey(Common::ASCII_F10, SDLK_F10); // F10
 	else
 		_key_action[POCKET_ACTION_MULTI].setKey('V', SDLK_v, KMOD_SHIFT); // FT cheat : shift-V
 	// Key bind method
@@ -268,6 +270,15 @@ bool CEActionsPocket::perform(GUI::ActionType action, bool pushed) {
 			else
 				_key_action[action].setKey(SDLK_s);
 		}
+		if (action == POCKET_ACTION_SKIP && ConfMan.get("gameid") == "agi") {
+			// In several AGI games (for example SQ2) it is needed to press F10 to exit from
+			// a screen. But we still want be able to skip normally with the skip button.
+			// Because of this, we inject a F10 keystroke here (this works and doesn't seem
+			// to have side-effects)
+			_key_action[action].setKey(Common::ASCII_F10, SDLK_F10); // F10
+			EventsBuffer::simulateKey(&_key_action[action], true);
+			_key_action[action].setKey(KEY_ALL_SKIP);
+		}
 		EventsBuffer::simulateKey(&_key_action[action], true);
 		return true;
 	case POCKET_ACTION_KEYBOARD:
diff --git a/backends/platform/wince/CEActionsSmartphone.cpp b/backends/platform/wince/CEActionsSmartphone.cpp
index c6456d3..2cce288 100644
--- a/backends/platform/wince/CEActionsSmartphone.cpp
+++ b/backends/platform/wince/CEActionsSmartphone.cpp
@@ -181,6 +181,8 @@ void CEActionsSmartphone::initInstanceGame() {
 		_key_action[SMARTPHONE_ACTION_MULTI].setKey(Common::ASCII_F1, SDLK_F1); // bargon : F1 to start
 	else if (gameid == "atlantis")
 		_key_action[SMARTPHONE_ACTION_MULTI].setKey(0, SDLK_KP0); // fate of atlantis : Ins to sucker-punch
+	else if (is_simon)
+		_key_action[SMARTPHONE_ACTION_MULTI].setKey(Common::ASCII_F10, SDLK_F10); // F10
 	else
 		_key_action[SMARTPHONE_ACTION_MULTI].setKey('V', SDLK_v, KMOD_SHIFT); // FT cheat : shift-V
 	// Bind keys
@@ -232,6 +234,15 @@ bool CEActionsSmartphone::perform(GUI::ActionType action, bool pushed) {
 			else
 				_key_action[action].setKey(SDLK_s);
 		}
+		if (action == SMARTPHONE_ACTION_SKIP && ConfMan.get("gameid") == "agi") {
+			// In several AGI games (for example SQ2) it is needed to press F10 to exit from
+			// a screen. But we still want be able to skip normally with the skip button.
+			// Because of this, we inject a F10 keystroke here (this works and doesn't seem
+			// to have side-effects)
+			_key_action[action].setKey(Common::ASCII_F10, SDLK_F10); // F10
+			EventsBuffer::simulateKey(&_key_action[action], true);
+			_key_action[action].setKey(KEY_ALL_SKIP);
+		}
 		EventsBuffer::simulateKey(&_key_action[action], true);
 		return true;
 	case SMARTPHONE_ACTION_RIGHTCLICK:


Commit: cede1a3f5c4e25bd081b1970f43049ef77ae53f2
    https://github.com/scummvm/scummvm/commit/cede1a3f5c4e25bd081b1970f43049ef77ae53f2
Author: CeRiAl (ikhatib at gmail.com)
Date: 2011-07-19T17:58:12-07:00

Commit Message:
WINCE: Update port specific README

Changed paths:
    backends/platform/wince/README-WinCE.txt



diff --git a/backends/platform/wince/README-WinCE.txt b/backends/platform/wince/README-WinCE.txt
index 1e66d36..60bcf71 100644
--- a/backends/platform/wince/README-WinCE.txt
+++ b/backends/platform/wince/README-WinCE.txt
@@ -1,5 +1,5 @@
 ScummVM Windows CE FAQ
-Last updated: 2011-07-14
+Last updated: 2011-07-20
 Release version: x.x.x
 ------------------------------------------------------------------------
 
@@ -9,8 +9,10 @@ x.x.x:
 - Changed default values for "high_sample_rate" & "FM_high_quality" to "true" as
   most devices today are fast enough to handle this. It's still possible to set
   this to "false" if you have a slower device.
-- Fix for TeenAgent engine (TeenAgent wasn't running at all, crashed right at
-  the beginning)
+- Fix for TeenAgent & Hugo engines (both weren't running at all, crashed right
+  at the beginning)
+- Replaced the game mass-adding functionality with the functionality used on all
+  other platforms. It now shows progress while searching for games.
 
 1.3.1:
 - Fix for Normal2xAspect scaler which was causing screen update issues in some






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