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https://github.com/libretro/scummvm.git
synced 2025-02-22 12:12:16 +00:00
CRAB: Fix PVS V768: Handle return values of Button::handleEvents() properly
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commit
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@ -199,7 +199,8 @@ void MainMenu::handleEvents(Common::Event &event, bool &shouldChangeState, GameS
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}
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}
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if (g_engine->_inputManager->state(IU_BACK) || (_back.handleEvents(event) && (_state != STATE_SAVENAME && _state != STATE_CREDITS))) {
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if (g_engine->_inputManager->state(IU_BACK) || ((_back.handleEvents(event) != BUAC_IGNORE) &&
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(_state != STATE_SAVENAME && _state != STATE_CREDITS))) {
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if (_state == STATE_SAVENAME)
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changeState(STATE_DIFF);
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else if (_state != STATE_NORMAL)
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@ -254,7 +255,7 @@ void MainMenu::handleEvents(Common::Event &event, bool &shouldChangeState, GameS
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} break;
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case STATE_SAVENAME:
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if (_save.handleEvents(event) || _accept.handleEvents(event)) {
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if (_save.handleEvents(event) || (_accept.handleEvents(event)) != BUAC_IGNORE) {
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if (_save._text != "") {
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g_engine->_tempData->_filename = _save._text;
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g_engine->_tempData->_ironman = true;
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@ -262,7 +263,7 @@ void MainMenu::handleEvents(Common::Event &event, bool &shouldChangeState, GameS
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newStateId = GAMESTATE_NEW_GAME;
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} else
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debug("Please enter a valid filename for the iron man save.");
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} else if (_cancel.handleEvents(event))
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} else if (_cancel.handleEvents(event) != BUAC_IGNORE)
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changeState(STATE_DIFF);
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break;
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@ -48,7 +48,7 @@ void ChapterIntro::load(rapidxml::xml_node<char> *node) {
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}
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bool ChapterIntro::handleEvents(Common::Event &event) {
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if (_traits.handleEvents(event))
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if (_traits.handleEvents(event) != BUAC_IGNORE)
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_showTraits = true;
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return _dialog.handleEvents(event);
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@ -115,9 +115,9 @@ bool CreditScreen::handleEvents(Common::Event &event) {
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else if (_reverse.handleEvents(event) == BUAC_LCLICK)
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_speed._cur = _speed._reverse;
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if (_website.handleEvents(event))
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if (_website.handleEvents(event) != BUAC_IGNORE)
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g_system->openUrl("http://pyrodactyl.com");
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else if (_twitter.handleEvents(event))
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else if (_twitter.handleEvents(event) != BUAC_IGNORE)
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g_system->openUrl("https://www.twitter.com/pyrodactylgames");
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return (_back.handleEvents(event) == BUAC_LCLICK);
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@ -111,7 +111,7 @@ void DebugConsole::handleEvents(const Common::Event &event) {
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}
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}
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if (_back.handleEvents(event)) {
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if (_back.handleEvents(event) != BUAC_IGNORE) {
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_state = STATE_NORMAL;
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}
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break;
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@ -79,10 +79,10 @@ void GeneralSettingMenu::handleEvents(const Common::Event &event) {
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g_engine->_musicManager->volEffects(_volEffects.Value());
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// No need to change screen here
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if (_saveOnExit.handleEvents(event))
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if (_saveOnExit.handleEvents(event) != BUAC_IGNORE)
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g_engine->_screenSettings->_saveOnExit = !g_engine->_screenSettings->_saveOnExit;
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if (_mouseTrap.handleEvents(event)) {
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if (_mouseTrap.handleEvents(event) != BUAC_IGNORE) {
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g_engine->_screenSettings->_mouseTrap = !g_engine->_screenSettings->_mouseTrap;
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}
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@ -91,24 +91,24 @@ void GfxSettingMenu::draw() {
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// Purpose: Handle input
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//------------------------------------------------------------------------
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int GfxSettingMenu::handleEvents(const Common::Event &event) {
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if (_fullscreen.handleEvents(event)) {
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if (_fullscreen.handleEvents(event) != BUAC_IGNORE) {
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// Setting video flags is necessary when toggling fullscreen
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g_engine->_screenSettings->_fullscreen = !g_engine->_screenSettings->_fullscreen;
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}
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// Vsync doesn't need to set the change value
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if (_vsync.handleEvents(event)) {
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if (_vsync.handleEvents(event) != BUAC_IGNORE) {
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g_engine->_screenSettings->_vsync = !g_engine->_screenSettings->_vsync;
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}
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// Quality and resolution can only be changed in the main menu
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if (!g_engine->_screenSettings->_inGame) {
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if (_quality.handleEvents(event))
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if (_quality.handleEvents(event) != BUAC_IGNORE)
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g_engine->_screenSettings->_quality = !g_engine->_screenSettings->_quality;
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}
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// Window border doesn't matter if you are in fullscreen
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if (_border.handleEvents(event) && !g_engine->_screenSettings->_fullscreen) {
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if (_border.handleEvents(event) && !g_engine->_screenSettings->_fullscreen != BUAC_IGNORE) {
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g_engine->_screenSettings->_border = !g_engine->_screenSettings->_border;
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}
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@ -201,10 +201,10 @@ bool OptionMenu::handleEvents(Button &back, const Common::Event &event) {
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break;
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case STATE_CONFIRM:
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if (_accept.handleEvents(event)) {
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if (_accept.handleEvents(event) != BUAC_IGNORE) {
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_state = STATE_GRAPHICS;
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_timer.stop();
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} else if (_cancel.handleEvents(event)) {
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} else if (_cancel.handleEvents(event) != BUAC_IGNORE) {
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_gfx.SetInfo();
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_state = STATE_GRAPHICS;
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}
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