BS1: savegame name text input ignores keypresses
|Reported by:||wjp||Owned by:|
|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.