There is a bug introduced in WME Lite. Testcase: 1. Download https://github.com/lolbot-iichan/wme_testsuite/tree/master/slider_test/packages 2. Download https://storage.googleapis.com/google-code-archive-downloads/v2/code.google.com/wmelite/wmelite_10_win.zip 3a. Run game.exe -> Slider moves with the mouse while it is pressed and released when mouse is released 3b. Run wmelite.exe -> Slider is never released 3c. Run ScummVM -> Slider is never released Related bugs: https://bugs.scummvm.org/ticket/6567 https://bugs.scummvm.org/ticket/9861 Reason: slider is a button object that changes it's X until "LeftRelease" event is revieved and breaks the endless loop. Sample code: https://github.com/lolbot-iichan/wme_testsuite/blob/master/slider_test/data/interface/system/speechvolume.script However, WME Lite does not send "LeftRelease" events to any objects, if Game object can handle such event, even is game is frozen and UI is shown. Original code: https://github.com/lolbot-iichan/Wintermute-Engine/blob/master/src/engine_core/wme_ad/AdGame.cpp#L2218 Changed in WME Lite: https://github.com/lolbot-iichan/wmelite/blob/master/src/AdGame.cpp#L2120 This behaviour was introduced in SVN period of wmelite, I believe it was made on purpose for handling some iOS scenarios at commit #37 mentioned on page https://code.google.com/archive/p/wmelite/source/default/commits My proposal is to mark iOS apps as WME_LITE and fill exact WME_1_X_X/WME_LITE versions for all known games. WME_1_X_X can be seen by right-clicking on main executable and seems to be non-empty for almost all existing WME games.
103 lines
3 KiB
C++
103 lines
3 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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/*
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* This file is based on WME Lite.
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* http://dead-code.org/redir.php?target=wmelite
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* Copyright (c) 2011 Jan Nedoma
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*/
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#ifndef WINTERMUTE_BASE_ENGINE_H
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#define WINTERMUTE_BASE_ENGINE_H
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#include "common/str.h"
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#include "common/singleton.h"
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#include "common/random.h"
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#include "common/language.h"
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namespace Wintermute {
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enum WMETargetExecutable {
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OLDEST_VERSION,
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WME_1_0_0,
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WME_1_1_0,
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WME_1_2_0,
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WME_1_3_0,
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WME_1_4_0,
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WME_1_5_0,
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WME_1_6_0,
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WME_1_7_0,
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WME_1_8_0,
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WME_1_8_6,
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WME_1_9_0,
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WME_1_9_3, //displayed version of 1.10.1beta is "1.9.3"
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WME_LITE,
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LATEST_VERSION
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};
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class BaseFileManager;
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class BaseRegistry;
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class BaseGame;
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class BaseSoundMgr;
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class BaseRenderer;
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class SystemClassRegistry;
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class Timer;
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class BaseEngine : public Common::Singleton<Wintermute::BaseEngine> {
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void init();
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BaseFileManager *_fileManager;
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Common::String _gameId;
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Common::String _targetName;
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BaseGame *_gameRef;
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// We need random numbers
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Common::RandomSource *_rnd;
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SystemClassRegistry *_classReg;
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Common::Language _language;
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WMETargetExecutable _targetExecutable;
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public:
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BaseEngine();
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~BaseEngine();
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static void createInstance(const Common::String &targetName, const Common::String &gameId, Common::Language lang, WMETargetExecutable targetExecutable = LATEST_VERSION);
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void setGameRef(BaseGame *gameRef) { _gameRef = gameRef; }
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Common::RandomSource *getRandomSource() { return _rnd; }
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uint32 randInt(int from, int to);
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SystemClassRegistry *getClassRegistry() { return _classReg; }
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BaseGame *getGameRef() { return _gameRef; }
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BaseFileManager *getFileManager() { return _fileManager; }
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BaseSoundMgr *getSoundMgr();
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static BaseRenderer *getRenderer();
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static const Timer *getTimer();
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static const Timer *getLiveTimer();
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static void LOG(bool res, const char *fmt, ...);
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Common::String getGameTargetName() const { return _targetName; }
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Common::String getGameId() const { return _gameId; }
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Common::Language getLanguage() const { return _language; }
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WMETargetExecutable getTargetExecutable() const {
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return _targetExecutable;
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}
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};
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} // End of namespace Wintermute
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#endif
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