more small changes

This commit is contained in:
AJ Kelly
2011-02-23 13:27:08 -06:00
parent edc9592c31
commit 5b0fca0953
2 changed files with 15 additions and 13 deletions
+2
View File
@@ -121,6 +121,8 @@ private:
wstring m_sAnswer; wstring m_sAnswer;
bool m_bShowAnswerCaret; bool m_bShowAnswerCaret;
// todo: allow Left/Right to change caret location -aj
//int m_iCaretLocation;
BitmapText m_textQuestion; BitmapText m_textQuestion;
BitmapText m_textAnswer; BitmapText m_textAnswer;
+12 -12
View File
@@ -396,13 +396,13 @@ static void AdjustForChangedSystemCapabilities()
// is this assumption outdated? -aj // is this assumption outdated? -aj
/* Let's consider 128-meg systems low-memory, and 256-meg systems high-memory. /* 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. * 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 * Actually, Windows lops off a meg or two; cut off a little lower to treat
* 192-meg systems as high-memory. */ * 192-meg systems as high-memory. */
const bool HighMemory = (Memory >= 190); 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 /* 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 * 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) && ( input.DeviceI == DeviceInput(DEVICE_KEYBOARD, KEY_F12) &&
(INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_LMETA), &input.InputList) || (INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_LMETA), &input.InputList) ||
INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_RMETA), &input.InputList)) ); INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_RMETA), &input.InputList)) );
#else #else
/* The default Windows message handler will capture the desktop window upon /* The default Windows message handler will capture the desktop window upon
* pressing PrntScrn, or will capture the foreground with focus upon pressing * pressing PrntScrn, or will capture the foreground with focus upon pressing
@@ -1415,11 +1414,11 @@ bool HandleGlobalInputs( const InputEventPlus &input )
INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_LALT), &input.InputList)) ) INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_LALT), &input.InputList)) )
{ {
// alt-enter // alt-enter
/* In OS X, this is a menu item and will be handled as such. This will happen /* In OS X, this is a menu item and will be handled as such. This will
* first and then the lower priority GUI thread will happen second causing the * happen first and then the lower priority GUI thread will happen second,
* window to toggle twice. Another solution would be to put a timer in * causing the window to toggle twice. Another solution would be to put
* ArchHooks::SetToggleWindowed() and just not set the bool it if it's been less * a timer in ArchHooks::SetToggleWindowed() and just not set the bool
* than, say, half a second. */ * it if it's been less than, say, half a second. */
#if !defined(MACOSX) #if !defined(MACOSX)
ArchHooks::SetToggleWindowed(); ArchHooks::SetToggleWindowed();
#endif #endif
@@ -1433,10 +1432,11 @@ void HandleInputEvents(float fDeltaTime)
{ {
INPUTFILTER->Update( fDeltaTime ); INPUTFILTER->Update( fDeltaTime );
/* Hack: If the topmost screen hasn't been updated yet, don't process input, since /* Hack: If the topmost screen hasn't been updated yet, don't process input,
* we must not send inputs to a screen that hasn't at least had one update yet. (The * since we must not send inputs to a screen that hasn't at least had one
* first Update should be the very first thing a screen gets.) We'll process it next * update yet. (The first Update should be the very first thing a screen gets.)
* time. Do call Update above, so the inputs are read and timestamped. */ * We'll process it next time. Call Update above, so the inputs are
* read and timestamped. */
if( SCREENMAN->GetTopScreen()->IsFirstUpdate() ) if( SCREENMAN->GetTopScreen()->IsFirstUpdate() )
return; return;