KYRA: revert d7e700f370c258a5f4786d972af3666b93b71f94

The GMM mouse cursor bug has now been fixed inside the GMM and CursorMan code.
This commit is contained in:
athrxx 2011-06-24 17:17:20 +02:00
parent 1a05efa8ed
commit 3f2b5b9e8b
10 changed files with 4 additions and 40 deletions

View File

@ -503,14 +503,6 @@ void KyraEngine_HoF::runLoop() {
int inputFlag = checkInput(_buttonList, true);
removeInputTop();
if (_updateHandItemCursor) {
// This works around an issue which would occur when setHandItem(_itemInHand)
// was called from inside loadGameState(). When loading via GMM the
// mouse cursor would not be set correctly.
_updateHandItemCursor = false;
setHandItem(_itemInHand);
}
update();
if (inputFlag == 198 || inputFlag == 199) {

View File

@ -821,14 +821,6 @@ void KyraEngine_LoK::updateMousePointer(bool forceUpdate) {
newY = 4;
}
if (_updateHandItemCursor) {
// This works around an issue which would occur when setHandItem(_itemInHand)
// was called from inside loadGameState(). When loading via GMM the
// mouse cursor would not be set correctly.
_updateHandItemCursor = false;
setHandItem(_itemInHand);
}
if ((newMouseState && _mouseState != newMouseState) || (newMouseState && forceUpdate)) {
_mouseState = newMouseState;
_screen->hideMouse();

View File

@ -908,14 +908,6 @@ void KyraEngine_MR::runLoop() {
int inputFlag = checkInput(_mainButtonList, true);
removeInputTop();
if (_updateHandItemCursor) {
// This works around an issue which would occur when setHandItem(_itemInHand)
// was called from inside loadGameState(). When loading via GMM the
// mouse cursor would not be set correctly.
_updateHandItemCursor = false;
setHandItem(_itemInHand);
}
update();
_timer->update();

View File

@ -56,7 +56,6 @@ KyraEngine_v1::KyraEngine_v1(OSystem *system, const GameFlags &flags)
_gameToLoad = -1;
_mouseState = -1;
_updateHandItemCursor = false;
_deathHandler = -1;
memset(_flagsTable, 0, sizeof(_flagsTable));

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@ -343,9 +343,6 @@ protected:
virtual void setHandItem(Item item) = 0;
virtual void removeHandItem() = 0;
void setDelayedCursorUpdate() { _updateHandItemCursor = true; }
bool _updateHandItemCursor;
// game flags
uint8 _flagsTable[100]; // TODO: check this value

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@ -935,14 +935,6 @@ void LoLEngine::runLoop() {
checkFloatingPointerRegions();
gui_updateInput();
if (_updateHandItemCursor) {
// This works around an issue which would occur when setHandItem(_itemInHand)
// was called from inside loadGameState(). When loading via GMM the
// mouse cursor would not be set correctly.
_updateHandItemCursor = false;
setHandItem(_itemInHand);
}
update();
if (_sceneUpdateRequired)

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@ -306,7 +306,7 @@ Common::Error KyraEngine_HoF::loadGameState(int slot) {
_mainCharacter.facing = 4;
enterNewScene(_mainCharacter.sceneId, _mainCharacter.facing, 0, 0, 1);
setDelayedCursorUpdate();
setHandItem(_itemInHand);
if (_lastMusicCommand >= 0 && !_unkSceneScreenFlag1)
snd_playWanderScoreViaMap(_lastMusicCommand, 1);

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@ -170,7 +170,7 @@ Common::Error KyraEngine_LoK::loadGameState(int slot) {
_screen->copyRegion(8, 8, 8, 8, 304, 212, 10, 0);
}
setDelayedCursorUpdate();
setHandItem(_itemInHand);
// Will-O-Wisp uses a different shape size than Brandon's usual
// shape, thus we need to setup the correct size depending on

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@ -257,7 +257,7 @@ Common::Error LoLEngine::loadGameState(int slot) {
int t = _credits;
_credits = 0;
giveCredits(t, 0);
setDelayedCursorUpdate();
setHandItem(_itemInHand);
loadLevel(_currentLevel);
gui_drawPlayField();
timerSpecialCharacterUpdate(0);

View File

@ -305,7 +305,7 @@ Common::Error KyraEngine_MR::loadGameState(int slot) {
_goodConsciencePosition = false;
enterNewScene(_mainCharacter.sceneId, _mainCharacter.facing, 0, 0, 1);
setDelayedCursorUpdate();
setHandItem(_itemInHand);
if (_lastMusicCommand >= 0 && !_unkSceneScreenFlag1)
snd_playWanderScoreViaMap(_lastMusicCommand, 1);