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support F-keys in V2 games
svn-id: r8576
This commit is contained in:
+18
-12
@@ -1809,6 +1809,10 @@ void Scumm::clearClickedStatus() {
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int Scumm::checkKeyHit() {
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int a = _keyPressed;
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_keyPressed = 0;
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if (_version <= 2 && 315 <= a && a < 315+12) {
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// Convert F-Keys
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a -= 314;
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}
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return a;
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}
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@@ -1921,8 +1925,10 @@ void Scumm::processKbd() {
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int saveloadkey;
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getKeyInput();
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if ((_features & GF_OLD256) || (_gameId == GID_CMI) || (_features & GF_OLD_BUNDLE)) /* FIXME: Support ingame screen */
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saveloadkey = 319;
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if (_version <= 2)
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saveloadkey = 5; // F5
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else if ((_features & GF_OLD256) || (_gameId == GID_CMI)) /* FIXME: Support ingame screen ? */
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saveloadkey = 319; // F5
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else
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saveloadkey = VAR(VAR_SAVELOADDIALOG_KEY);
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@@ -2015,6 +2021,16 @@ void Scumm::processKbd() {
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VAR(VAR_CHARINC) = _defaultTalkDelay / 20;
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} else if (_lastKeyHit == '~' || _lastKeyHit == '#') { // Debug console
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g_debugger->attach(this, NULL);
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} else if (_version <= 2) {
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// Store the input type. So far we can't distinguish
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// between 1, 3 and 5.
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// 1) Verb 2) Scene 3) Inv. 4) Key
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// 5) Sentence Bar
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if (_lastKeyHit) { // Key Input
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VAR(VAR_KEYPRESS) = _lastKeyHit;
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runInputScript(4, 0, 0);
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}
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}
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_mouseButStat = _lastKeyHit;
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@@ -2065,16 +2081,6 @@ int Scumm::getKeyInput() {
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} else if (_version == 7) {
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VAR(VAR_LEFTBTN_HOLD) = (_leftBtnPressed & msDown) != 0;
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VAR(VAR_RIGHTBTN_HOLD) = (_rightBtnPressed & msDown) != 0;
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} else if (_version <= 2) {
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// Store the input type. So far we can't distinguish
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// between 1, 3 and 5.
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// 1) Verb 2) Scene 3) Inv. 4) Key
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// 5) Sentence Bar
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if (_lastKeyHit) { // Key Input
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VAR(VAR_KEYPRESS) = _lastKeyHit;
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runInputScript(4, 0, 0);
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}
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}
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_leftBtnPressed &= ~msClicked;
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