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Moving the vitual keyboard show/hide hints during the copy protection screens to the scumm engine.
As the original code is slightly cryptic, there may be something wrong with MI1 (as commented) svn-id: r29495
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@ -24,7 +24,7 @@
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*/
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#include "common/system.h"
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#include "scumm/actor.h"
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#include "scumm/boxes.h"
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#include "scumm/intern.h"
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@ -213,6 +213,22 @@ void ScummEngine::startScene(int room, Actor *a, int objectNr) {
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}
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_doEffect = true;
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// Hint the backend about the virtual keyboard during copy protection screens
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if (_game.id == GID_MONKEY2) {
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if (_system->getFeatureState(OSystem::kFeatureVirtualKeyboard)) {
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if (room != 108)
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_system->setFeatureState(OSystem::kFeatureVirtualKeyboard, false);
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} else if (room == 108)
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_system->setFeatureState(OSystem::kFeatureVirtualKeyboard, true);
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} else if (_game.id == GID_MONKEY_EGA) { // this is my estimation that the room code is 90 (untested)
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if (_system->getFeatureState(OSystem::kFeatureVirtualKeyboard)) {
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if (room != 90)
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_system->setFeatureState(OSystem::kFeatureVirtualKeyboard, false);
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} else if (room == 90)
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_system->setFeatureState(OSystem::kFeatureVirtualKeyboard, true);
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}
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}
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/**
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