Commit Graph
17 Commits
Author SHA1 Message Date
antoniou79 c2aa001fbd BLADERUNNER: Add confirm and delete keymaps for KIA 2022-04-06 13:06:26 +03:00
antoniou79 6994d79e59 BLADERUNNER: Filter Delete key press if no selected saved game
Also introduce a getValidChar() method to improve modularity and readability
2022-04-03 22:51:33 +03:00
antoniou79 942aee68d9 BLADERUNNER: Further optimization for key input
Support for repeated input for symbols and extended ASCII keys

Also keypad return works now just like the Enter key, and SHIFT+key when spammed results in the correct key being repeated.
2022-02-15 23:44:28 +02:00
antoniou79 ddfa41b327 BLADERUNNER: Fix for warning of adding \0 to String
This was happening in the KIA save screen's input box when attempting to encode the key pressed to Dos850 charset
2022-02-15 18:05:52 +02:00
Eugene Sandulenko abea37c9bb ALL: Update ScummVM project license to GPLv3+ 2021-12-26 18:48:43 +01:00
athrxx 633f33d056 BLADERUNNER: add comment 2021-11-01 16:20:47 +01:00
athrxx 1f10ab5bd5 BLADERUNNER: fix encodings for save descriptions
If you type save names like e. g. "äöüß" in the GMM this will now show up correctly in the ingame save/load dialogs.

You still cannot type these characters ingame due to the current implementation of UIInputBox::charIsValid(char kc). I don't know why. If I comment out this function and simply return true it works just fine for me. So it is not a limitation of the font (although I am playing the English version).

Still, I haven't changed that behavior, since I am not familiar with the engine...If the only reason for charIsValid() was the wrong encoding it might make sense to limit or even remove it.
2021-11-01 16:20:47 +01:00
Thierry Crozat ca781b7389 BLADERUNNER: Use virtual keyboard feature in save screen
This is used on platforms that have a virtual keyboard, such
as iOS, to show/hide the virtual keyboard when we expect text
input.
2019-12-23 18:06:50 +01:00
Peter Kohaut ffbfe90afa BLADERUNNER: Ajdust font interface to ScummVM's one 2019-07-16 21:32:34 +02:00
Peter Kohaut 4cd58f2fba BLADERUNNER: Switch all keyUp events to keyDown
With keyDown events some parts of the game feels more responsive.
This wasn't working before because of a issue in SDL library.
Also added ability to skip talking with ESC key.
2019-06-22 11:40:47 +02:00
Peter Kohaut e86ee33999 BLADERUNNER: Abstraction from 555 pixel format
Removing hardcoded 555 pixel format to support Android
2019-04-17 22:51:18 +02:00
Peter Kohaut 6854ea3ddd BLADERUNNER: Improved time management
This should fix thi issue with freezing actors after loading save game,
but works on new saves only. Game was not paused before saving
and wrong timer value got saved.
2019-02-11 22:48:55 +01:00
Peter Kohaut 2f242a10da BLADERUNNER: Added time control and game pausing 2018-12-15 23:02:58 +01:00
Peter Kohaut 1855d1cf13 BLADERUNNER: Add in-game saving screen 2018-12-05 18:18:49 +01:00
Peter Kohaut a4229c9398 BLADERUNNER: Completed KIA interface
Added Diagnostic section - small button above main buttons
Added Pogo section - easter egg - write "pogo" while KIA is open
Code formatting again
2018-01-29 20:42:35 +01:00
Peter Kohaut 9dffe62959 BLADERUNNER: Fix compilation issues 2018-01-28 11:14:29 +01:00
Peter Kohaut 1e5f9d3078 BLADERUNNER: Added basic KIA interface
Settings works
Help works
Clue database works
Fixed code for inserting objects into scene
Reorganization of few files
Unification & code formatting of few older files
2018-01-28 10:57:16 +01:00