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added in-game mouse actions for Mirror Magic game engine
[rocksndiamonds.git]
/
src
/
events.c
diff --git
a/src/events.c
b/src/events.c
index b51839817a0e480b37be24bc8fb26bab2aee0aca..2365674739f44880cc7890a31ea06d5e482b6be1 100644
(file)
--- a/
src/events.c
+++ b/
src/events.c
@@
-1323,9
+1323,12
@@
void HandleButton(int mx, int my, int button, int button_nr)
HandleSetupScreen(mx, my, 0, 0, button);
break;
HandleSetupScreen(mx, my, 0, 0, button);
break;
-#if defined(TARGET_SDL2)
case GAME_MODE_PLAYING:
case GAME_MODE_PLAYING:
- HandleFollowFinger(mx, my, button);
+ if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ ClickElement(mx, my, button);
+#if defined(TARGET_SDL2)
+ else
+ HandleFollowFinger(mx, my, button);
#endif
#ifdef DEBUG
#endif
#ifdef DEBUG
@@
-1892,7
+1895,9
@@
void HandleKey(Key key, int key_status)
void HandleNoEvent()
{
// if (button_status && game_status != GAME_MODE_PLAYING)
void HandleNoEvent()
{
// if (button_status && game_status != GAME_MODE_PLAYING)
- if (button_status && (game_status != GAME_MODE_PLAYING || tape.pausing))
+ if (button_status && (game_status != GAME_MODE_PLAYING ||
+ tape.pausing ||
+ level.game_engine_type == GAME_ENGINE_TYPE_MM))
{
HandleButton(0, 0, button_status, -button_status);
}
{
HandleButton(0, 0, button_status, -button_status);
}