#7440 closed feature request (fixed)
BS1: Some smaller refinements to the GUI
Reported by: | SF/helh | Owned by: | sev- |
---|---|---|---|
Priority: | normal | Component: | Engine: Sword1 |
Version: | Keywords: | ||
Cc: | Game: | Broken Sword 1 |
Description
I've already seen that Enter and ESC now work in the BS1 menues, thanks alot.
There are still two things though that I'd like to work like the original interpreter.
First of all, although the enter key works now, the enter key on the num pad doesn't (tried it here with the latest cvs compile under windows xp). Could that be fixed?
Secondly, after saving a game, the original interpreter jumps back to the game, so you don't have to press "Done" or press enter to get out of the main menue. Could that be changed to follow the original game's behaviour?
Ticket imported from: #1273746. Ticket imported from: feature-requests/256.
Change History (8)
comment:1 by , 19 years ago
comment:2 by , 19 years ago
I have another feature request concerning the "return to game after saving" bit:
Like the original interpreter, after saving the game, it should return to the game by fading back into the game, just like it does right now in scummvm when loading a game. Would it be as easy as copy and pasting that piece of code for the saving part?
comment:4 by , 19 years ago
I don't know. It looks like the keypad "Enter" key works now on my Linux box, but since I'm not aware of changing anything in that respect, I don't know if that means it also works on other platforms.
It may be worth noting that the keypad "Enter" key does not work for me in the SCUMM engine save dialog. I haven't checked what they do differently.
comment:5 by , 18 years ago
The keypad "Enter" however does not work on my MacOS X computer. Looking at the code, it seems to use keys '\r' and '\n' (so the line feed and cariage return characters). The enter keys on MacOS X however is a end of text character (ascii code 3). I don't know about other systems.
It seems the only thing to do to make this work on MacOS X (and maybe other systems) is to modify in control.cpp the function uint8 Control::getClicks(uint8 mode, uint8 *retVal) (at line 320 and 321) to get
else if (_keyPressed == '\r' || _keyPressed == '\n' || _keyPressed == 3) flag = kButtonOk;
comment:6 by , 18 years ago
I added that _keyPressed == 3 to SVN. Next time, please, submit different issues under separate tracker items.
comment:7 by , 18 years ago
Owner: | set to |
---|---|
Resolution: | → fixed |
Status: | new → closed |
comment:8 by , 6 years ago
Component: | → Engine: Sword1 |
---|---|
Game: | → Broken Sword 1 |
The "return to game after saving" bit should work now (I just made the change, so it's not in the snapshot release yet), but I'm not sure if we have any standard way of handling the keypad so I didn't do anything about that part yet.