[Scummvm-git-logs] scummvm master -> f4b19d88c4a19dd0002b2079b2f197a590300e75

aquadran noreply at scummvm.org
Thu Jul 24 15:46:55 UTC 2025


This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://api.github.com/repos/scummvm/scummvm .

Summary:
f4b19d88c4 WINTERMUTE: Revert to Lite version as common as it's a fix for both.


Commit: f4b19d88c4a19dd0002b2079b2f197a590300e75
    https://github.com/scummvm/scummvm/commit/f4b19d88c4a19dd0002b2079b2f197a590300e75
Author: Paweł Kołodziejski (aquadran at gmail.com)
Date: 2025-07-24T17:46:50+02:00

Commit Message:
WINTERMUTE: Revert to Lite version as common as it's a fix for both.

Original commit: "Button pressed state painting prolonged by one frame."

Changed paths:
    engines/wintermute/ui/ui_button.cpp


diff --git a/engines/wintermute/ui/ui_button.cpp b/engines/wintermute/ui/ui_button.cpp
index 1a4332c681f..b76da114d4f 100644
--- a/engines/wintermute/ui/ui_button.cpp
+++ b/engines/wintermute/ui/ui_button.cpp
@@ -36,7 +36,6 @@
 #include "engines/wintermute/base/base_string_table.h"
 #include "engines/wintermute/base/base_sprite.h"
 #include "engines/wintermute/base/base_file_manager.h"
-#include "engines/wintermute/base/base_engine.h"
 #include "engines/wintermute/base/gfx/base_renderer.h"
 #include "engines/wintermute/base/scriptables/script_value.h"
 #include "engines/wintermute/base/scriptables/script.h"
@@ -667,9 +666,6 @@ bool UIButton::display(int offsetX, int offsetY) {
 		press();
 	}
 
-	if (BaseEngine::instance().getTargetExecutable() < WME_LITE) {
-		_press = _hover && _gameRef->_mouseLeftDown && _gameRef->_capturedObject == this;
-	}
 
 	if (_disable) {
 		if (_backDisable) {
@@ -771,9 +767,7 @@ bool UIButton::display(int offsetX, int offsetY) {
 		_imageHover->reset();
 	}
 
-	if (BaseEngine::instance().getTargetExecutable() == WME_LITE) {
-		_press = _hover && _gameRef->_mouseLeftDown && _gameRef->_capturedObject == this;
-	}
+	_press = _hover && _gameRef->_mouseLeftDown && _gameRef->_capturedObject == this;
 
 	return STATUS_OK;
 }




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