Removing WinCE specific code in ScummEngine_v7::processKeyboard -- it made no sense at all. If this breaks something, please contact me so that we can properly fix it together

svn-id: r27674
This commit is contained in:
Max Horn 2007-06-23 16:07:38 +00:00
parent f18132f5b8
commit 558a28f69d

View File

@ -394,7 +394,6 @@ void ScummEngine_v7::processKeyboard(Common::KeyState lastKeyHit) {
const bool cutsceneExitKeyEnabled = (VAR_CUTSCENEEXIT_KEY != 0xFF && VAR(VAR_CUTSCENEEXIT_KEY) != 0);
#ifndef _WIN32_WCE
if (cutsceneExitKeyEnabled && lastKeyHit.keycode == Common::KEYCODE_ESCAPE) {
// Skip cutscene (or active SMUSH video).
if (_smushActive) {
@ -409,31 +408,6 @@ void ScummEngine_v7::processKeyboard(Common::KeyState lastKeyHit) {
_mouseAndKeyboardStat = Common::ASCII_ESCAPE;
return;
}
#else
// On WinCE we've also got one special for skipping cutscenes or dialog, whatever is appropriate
// Since _smushActive is not a member of the base case class ScummEngine::, we detect here if we're
// playing a cutscene and skip it; else we forward the keystroke through to ScummEngine::processInput.
if (cutsceneExitKeyEnabled && lastKeyHit.keycode == Common::KEYCODE_ESCAPE) {
// FIXME: I do not quite understand why this code behaves differently on WinCE ?!?
int bail = 1;
if (_smushActive) {
if (_game.id == GID_FT) {
_insane->escapeKeyHandler();
bail = 0;
} else
_smushVideoShouldFinish = true;
}
if ((!_smushActive && vm.cutScenePtr[vm.cutSceneStackPointer]) || _smushVideoShouldFinish) {
abortCutscene();
bail = 0;
}
if (!bail) {
_mouseAndKeyboardStat = Common::ASCII_ESCAPE;
return;
}
}
#endif
// Fall back to V6 behavior
ScummEngine_v6::processKeyboard(lastKeyHit);