Some more misc fixes

git-svn-id: svn://rtsoft.com/rtsvn/projects/RTDink@1495 353e56fe-9613-0410-8469-b96ad8e6f29c
This commit is contained in:
seth 2017-09-19 11:39:43 +00:00
parent a5da7058ed
commit ee5ed829b3
4 changed files with 28 additions and 9 deletions

View file

@ -135,6 +135,7 @@ www.rtsoft.com
* Space no longer selects dialog, you'll have to use ENTER or CONTROL like on 1.08
* Mouse can now be used to select dialog options
* Fixed mouse issue with Bugmania in the town where it wasn't sending button down messages
* Made escape open the Dink HD menu even when wait_for_button is being used. This may be a problem if any DMODs require ESCAPE to be a button that is used though

View file

@ -56,7 +56,8 @@ void GameOnSelect(VariantList *pVList) //0=vec2 point of click, 1=entity sent fr
g_dglo.m_dirInput[DINK_INPUT_BUTTON5] = true;
g_dglo.m_dirInputFinished[DINK_INPUT_BUTTON5] = true;
return;
//if we ONLY want the game to handle this, we'd enable this return...
//return;
}
if (!pMenu->GetEntityByName("PauseMenu"))

View file

@ -464,12 +464,16 @@ void CheckForNewVersion(Entity *pMenu)
//pComp->GetFunction("Init")->sig_function(&v);
GetMessageManager()->CallComponentFunction(pComp,1000, "Init", &v); //call it in a bit
GetMessageManager()->CallComponentFunction(pComp,100, "Init", &v); //call it in a bit
Entity *pEnt = VersionShowScoreMessage(pMenu, "`6");
Entity *pEnt = VersionShowScoreMessage(pMenu, "`wChecking for updates..");
EntityComponent *pTyper = pEnt->AddComponent(new TyperComponent);
pTyper->GetVar("text")->Set("Checking rtsoft.com for updates...");
pTyper->GetVar("speedMS")->Set(uint32(30));
pTyper->GetVar("text")->Set("...................");
pTyper->GetVar("speedMS")->Set(uint32(200));
}

View file

@ -6250,7 +6250,7 @@ void BuildScreenBackground( bool bFullRebuild, bool bBuildImageFromScratch )
if (g_forceBuildBackgroundFromScratch)
{
bBuildImageFromScratch = true;
g_forceBuildBackgroundFromScratch = false;
}
if (bFullRebuild)
@ -6279,7 +6279,7 @@ void BuildScreenBackground( bool bFullRebuild, bool bBuildImageFromScratch )
restart:
if (g_dglos.g_gameMode > 2)
if (g_dglos.g_gameMode > 2 || g_dglos.m_bRenderBackgroundOnLoad || bBuildImageFromScratch)
{
//we want to render tiles to the BG too
@ -6312,6 +6312,8 @@ restart:
}
}
g_forceBuildBackgroundFromScratch = false;
if (bFullRebuild)
{
if (strlen(g_dglos.g_smallMap.script) > 1)
@ -7209,6 +7211,7 @@ pass:
if (g_dglos.g_gameMode == 1 || g_dglos.g_gameMode == 2)
{
g_dglos.m_bRenderBackgroundOnLoad = true;
g_forceBuildBackgroundFromScratch = true;
} else
{
g_dglos.m_bRenderBackgroundOnLoad = false;
@ -7652,6 +7655,7 @@ pass:
if (compare(ev[1], (char*)"draw_background"))
{
g_forceBuildBackgroundFromScratch = true;
BuildScreenBackground(false, true);
strcpy(pLineIn, h);
return(0);
@ -7932,7 +7936,7 @@ pass:
fill_screen(g_nlist[0]);
SetBitmapCopy(""); //no bitmap, but it will trigger the no status bar rendering until "something happens"
g_dglos.m_bRenderBackgroundOnLoad = true;
//g_dglos.m_bRenderBackgroundOnLoad = true;
}
@ -17232,7 +17236,7 @@ bool LoadState(string const &path, bool bLoadPathsOnly)
return false;
}
// if ( g_dglos.g_gameMode > 2 || g_dglos.m_bRenderBackgroundOnLoad)
if ( g_dglos.g_gameMode > 2 || g_dglos.m_bRenderBackgroundOnLoad)
{
BuildScreenBackground(false, true);
}
@ -17241,6 +17245,11 @@ bool LoadState(string const &path, bool bLoadPathsOnly)
{
CopyBitmapToBackBuffer(g_dglos.g_lastBitmapShown);
}
if (g_dglos.copy_bmp_to_screen[0] != 0)
{
copy_bmp(g_dglos.copy_bmp_to_screen);
}
return bOk; //success
}
@ -17530,6 +17539,10 @@ void DinkOnForeground()
//reinit any lost surfaces that we need to
if ( g_dglos.g_gameMode > 2 || g_dglos.m_bRenderBackgroundOnLoad)
{
if (g_dglos.m_bRenderBackgroundOnLoad)
{
g_forceBuildBackgroundFromScratch = true;
}
BuildScreenBackground(false);
}