#6208 closed defect (fixed)
WME: Chivalry - some keys do not work in savegame menu
Reported by: | misterhands | Owned by: | somaen |
---|---|---|---|
Priority: | normal | Component: | Engine: Wintermute |
Version: | Keywords: | ||
Cc: | Game: | Wintermute |
Description
Latest Win64 nightly build Chivalry is not Dead
The M key does not work in the in-game Save menu. Also, a number of other keys/characters do not work, but they work in the original game : ;.:/!ยง+- And numbers typed from the numpad are ignored too.
I use an azerty keyboard.
Ticket imported from: #3594779. Ticket imported from: bugs/6208.
Change History (5)
comment:1 by , 12 years ago
Owner: | set to |
---|
comment:2 by , 12 years ago
comment:3 by , 12 years ago
This bug should be fixed now, could you retest with a build that's newer than this comment?
comment:5 by , 12 years ago
Resolution: | โ fixed |
---|---|
Status: | new โ closed |
Note:
See TracTickets
for help on using tickets.
misterhands: I think this another case of using KEYCODE, rather than ascii in the Wintermute engine.. as per bug #3590814 "DREAMWEB: M key does not work in Network Monitor": https://sourceforge.net/tracker/?func=detail&aid=3590814&group_id=37116&atid=418820
somaen: The offending code appears to be in bool BaseKeyboardState::readKey(Common::Event *event) function around line 200 in the file scummvm/engines/wintermute/base/base_keyboard_state.cpp... specifically the checks of KEYCODE for [a-z,A-Z,0-9] should be replaced with event.kbd.ascii instead... See the commits associated with the above Dreamweb bug for guide on the required changes. The keypad issue is similar as KEYCODE_0 and KEYCODE_KP0 are different, but the ascii value produced i.e. '0' is the same...