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forced standard element size when playing levels using MM game engine
[rocksndiamonds.git]
/
src
/
events.c
diff --git
a/src/events.c
b/src/events.c
index b51839817a0e480b37be24bc8fb26bab2aee0aca..55c9b59dfd6675cf1cb350b13e233dd65f526ed1 100644
(file)
--- a/
src/events.c
+++ b/
src/events.c
@@
-298,7
+298,8
@@
void HandleMouseCursor()
cursor_inside_playfield &&
DelayReached(&special_cursor_delay, special_cursor_delay_value))
{
cursor_inside_playfield &&
DelayReached(&special_cursor_delay, special_cursor_delay_value))
{
- SetMouseCursor(CURSOR_PLAYFIELD);
+ if (level.game_engine_type != GAME_ENGINE_TYPE_MM)
+ SetMouseCursor(CURSOR_PLAYFIELD);
}
}
else if (gfx.cursor_mode != CURSOR_DEFAULT)
}
}
else if (gfx.cursor_mode != CURSOR_DEFAULT)
@@
-1323,14
+1324,17
@@
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
- if (button == MB_PRESSED && !motion_status &&
IN_GFX_FIELD_PLAY(mx, my)
&&
- GetKeyModState() & KMOD_Control)
+ if (button == MB_PRESSED && !motion_status &&
!button_hold
&&
+
IN_GFX_FIELD_PLAY(mx, my) &&
GetKeyModState() & KMOD_Control)
DumpTileFromScreen(mx, my);
#endif
DumpTileFromScreen(mx, my);
#endif
@@
-1892,7
+1896,9
@@
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);
}