Opened 9 months ago
Closed 8 months ago
#15009 closed defect (fixed)
SCUMM: Special keys are processed even when in an original GUI dialog
Reported by: | eriktorbjorn | Owned by: | AndywinXp |
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Priority: | normal | Component: | Engine: SCUMM |
Version: | Keywords: | ||
Cc: | Game: |
Description (last modified by )
I was trying to create a savegame in FM Towns Loom using the original save/load dialog, but when I tried to type an upper-case "S" as part of the savefile name I couldn't. Instead it toggled the sound on or off.
This happens in at least:
- The EGA version of Loom
- The FM Towns version of Loom
- The VGA version of Indiana Jones and the Last Crusade
(Good thing at least one of these is still being sold, eh?)
This probably affects other keys as well, but I haven't had the time to investigate.
I'm guessing that it's a simple fix in ScummEngine::processKeyboard() because that's where the "S" key is hard-coded for some games. But I'm already late for work, so that's as far as I got.
Attachments (1)
Change History (5)
by , 9 months ago
Attachment: | indy3-glitch.png added |
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comment:1 by , 9 months ago
Description: | modified (diff) |
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comment:2 by , 9 months ago
comment:4 by , 8 months ago
Owner: | set to |
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Resolution: | → fixed |
Status: | new → closed |
This is because SHIFT-s is manually bound to those option commands... On a SCUMM v4+ save menu it gets bypassed by design, but I'll have to put in special cases for these in-game menus. The original used ALT-* combinations, but they collide with our ScummVM backend shortcuts so it's a no-go.