Previously, you could get the game into a state where it would think a
key was constantly being pressed. E.g. by pressing 'p' several times
quickly in a row, the game would end in a state where it endlessly
toggled between pause mode and regular mode.
svn-id: r53878
Previously, the constructor of an anonymous global object was used to do
this, for no apparent reason.
However, maybe there was a hidden reason which I missed, so this change
might cause regressions. I.e., please test.
svn-id: r53735
It turns out that strict C++ doesn't allow function pointers to be converted to void pointers and vice versa. Since there are two callback function pointer types - one with a KEY_COMMANDS enum parameter, and the other with an unsigned char type, I changed all void * occurances to a function pointer type with an 'int' parameter, and changed all implementation methods to take in an int parameter.
svn-id: r53208
I have the same problem with this file as inputengine.cpp.. I'm getting errors converting between 'void *' and CommandCallback function pointers.
svn-id: r53205
Previously with some of the files I was leaving the #include references to the library inside the global namespace. However, since the engine itself is now inside a namespace, I had to do a lot of changes, such as lua_State to ::lua_State. This way is cleaner, and I just need to add a 'using namespace Lua' where needed.
svn-id: r53198
This commit creates a skeleton detection and engine class, as well as code necessary to call the kernel initiation.
The kernel/kernel.cpp has been converted to compile under ScummVM, along with all dependant header files.
svn-id: r53184