diff --git a/src/ScreenTextEntry.h b/src/ScreenTextEntry.h index 0bebcee94d..e5e4745389 100644 --- a/src/ScreenTextEntry.h +++ b/src/ScreenTextEntry.h @@ -121,6 +121,8 @@ private: wstring m_sAnswer; bool m_bShowAnswerCaret; + // todo: allow Left/Right to change caret location -aj + //int m_iCaretLocation; BitmapText m_textQuestion; BitmapText m_textAnswer; diff --git a/src/StepMania.cpp b/src/StepMania.cpp index 04466daac8..bc9837ac17 100644 --- a/src/StepMania.cpp +++ b/src/StepMania.cpp @@ -396,13 +396,13 @@ static void AdjustForChangedSystemCapabilities() // is this assumption outdated? -aj /* Let's consider 128-meg systems low-memory, and 256-meg systems high-memory. - * Cut off at 192. This is somewhat conservative; many 128-meg systems can + * Cut off at 192. This is pretty conservative; many 128-meg systems can * deal with higher memory profile settings, but some can't. * * Actually, Windows lops off a meg or two; cut off a little lower to treat * 192-meg systems as high-memory. */ const bool HighMemory = (Memory >= 190); - const bool LowMemory = (Memory < 100); /* 64 and 96-meg systems */ + const bool LowMemory = (Memory < 100); // 64 and 96-meg systems /* Two memory-consuming features that we can disable are texture caching and * preloaded banners. Texture caching can use a lot of memory; disable it for @@ -1387,7 +1387,6 @@ bool HandleGlobalInputs( const InputEventPlus &input ) ( input.DeviceI == DeviceInput(DEVICE_KEYBOARD, KEY_F12) && (INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_LMETA), &input.InputList) || INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_RMETA), &input.InputList)) ); - #else /* The default Windows message handler will capture the desktop window upon * pressing PrntScrn, or will capture the foreground with focus upon pressing @@ -1407,7 +1406,7 @@ bool HandleGlobalInputs( const InputEventPlus &input ) RageTimer timer; StepMania::SaveScreenshot( "Screenshots/", bSaveCompressed, false, -1 ); LOG->Trace( "Screenshot took %f seconds.", timer.GetDeltaTime() ); - return true; // handled + return true; // handled } if( input.DeviceI == DeviceInput(DEVICE_KEYBOARD, KEY_ENTER) && @@ -1415,11 +1414,11 @@ bool HandleGlobalInputs( const InputEventPlus &input ) INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_LALT), &input.InputList)) ) { // alt-enter - /* In OS X, this is a menu item and will be handled as such. This will happen - * first and then the lower priority GUI thread will happen second causing the - * window to toggle twice. Another solution would be to put a timer in - * ArchHooks::SetToggleWindowed() and just not set the bool it if it's been less - * than, say, half a second. */ + /* In OS X, this is a menu item and will be handled as such. This will + * happen first and then the lower priority GUI thread will happen second, + * causing the window to toggle twice. Another solution would be to put + * a timer in ArchHooks::SetToggleWindowed() and just not set the bool + * it if it's been less than, say, half a second. */ #if !defined(MACOSX) ArchHooks::SetToggleWindowed(); #endif @@ -1433,10 +1432,11 @@ void HandleInputEvents(float fDeltaTime) { INPUTFILTER->Update( fDeltaTime ); - /* Hack: If the topmost screen hasn't been updated yet, don't process input, since - * we must not send inputs to a screen that hasn't at least had one update yet. (The - * first Update should be the very first thing a screen gets.) We'll process it next - * time. Do call Update above, so the inputs are read and timestamped. */ + /* Hack: If the topmost screen hasn't been updated yet, don't process input, + * since we must not send inputs to a screen that hasn't at least had one + * update yet. (The first Update should be the very first thing a screen gets.) + * We'll process it next time. Call Update above, so the inputs are + * read and timestamped. */ if( SCREENMAN->GetTopScreen()->IsFirstUpdate() ) return;