address the ignored events and bad inventory screen handling 'features'

svn-id: r33758
This commit is contained in:
Kostas Nakos
2008-08-10 17:15:30 +00:00
parent cb6cbc69d3
commit df12c19dad
+31
View File
@@ -286,6 +286,8 @@ void DrasculaEngine::endChapter() {
bool DrasculaEngine::runCurrentChapter() {
int n;
rightMouseButton = 0;
if (_lang == kSpanish)
textSurface = extraSurface;
else
@@ -458,21 +460,44 @@ bool DrasculaEngine::runCurrentChapter() {
}
delay(25);
#ifndef _WIN32_WCE
// FIXME
// This and the following #ifndefs disable the excess updateEvents() calls *within* the game loop.
// Events such as keypresses or mouse clicks are dropped on the ground with no processing
// by these calls. They are properly handled by the implicit call through getScan() below.
// It is not a good practice to not process events and indeed this created problems with synthesized
// events in the wince port.
updateEvents();
#endif
if (menuScreen == 0 && takeObject == 1)
checkObjects();
#ifdef _WIN32_WCE
if (rightMouseButton)
if (menuScreen) {
#else
if (rightMouseButton == 1 && menuScreen == 1) {
#endif
if (currentChapter == 2)
loadPic(menuBackground, backSurface);
else
loadPic(99, backSurface);
setPalette((byte *)&gamePalette);
menuScreen = 0;
#ifndef _WIN32_WCE
// FIXME: This call here is in hope that it will catch the rightmouseup event so the
// next if block won't be executed. This too is not a good coding practice. I've recoded it
// with a mutual exclusive if block for the menu. I would commit this properly but I cannot test
// for other (see Desktop) ports right now.
updateEvents();
#endif
#ifdef _WIN32_WCE
} else {
#else
}
if (rightMouseButton == 1 && menuScreen == 0) {
#endif
characterMoved = 0;
if (trackProtagonist == 2)
trackProtagonist = 1;
@@ -485,7 +510,9 @@ bool DrasculaEngine::runCurrentChapter() {
else
loadPic("icons.alg", backSurface);
menuScreen = 1;
#ifndef _WIN32_WCE
updateEvents();
#endif
withoutVerb();
}
@@ -671,7 +698,11 @@ void DrasculaEngine::updateEvents() {
AudioCD.updateCD();
#ifdef _WIN32_WCE
if (eventMan->pollEvent(event)) {
#else
while (eventMan->pollEvent(event)) {
#endif
switch (event.type) {
case Common::EVENT_KEYDOWN:
_keyPressed = event.kbd;