BS1: savegame name text input ignores keypresses
|Reported by:||wjp||Owned by:|
|Cc:||Game:||Broken Sword 1|
The keyboard handling in the sword1 savegame dialog uses a variable to store the 'current keypress', and polls this variable to check for keypresses.
This means it almost always misses keypresses when several keys are pressed rapidly in a row, giving a very laggy feel to the dialog.
The least invasive way of fixing this would probably be the introduction of a small keyboard buffer that can store, say, 16 keypresses, with the event handler putting keys in that list, and the key handlers removing them again.
Ticket imported from: #1328022. Ticket imported from: bugs/2263.