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added enabling/disabling virtual button overlay depending on input events
[rocksndiamonds.git]
/
src
/
events.c
diff --git
a/src/events.c
b/src/events.c
index 2472fdf5f8978b048af638730299206544445255..64fda8081da0fab274d5f3008bb35369d4a5f486 100644
(file)
--- a/
src/events.c
+++ b/
src/events.c
@@
-250,7
+250,11
@@
void HandleOtherEvents(Event *event)
#if defined(TARGET_SDL2)
case SDL_CONTROLLERBUTTONDOWN:
case SDL_CONTROLLERBUTTONUP:
#if defined(TARGET_SDL2)
case SDL_CONTROLLERBUTTONDOWN:
case SDL_CONTROLLERBUTTONUP:
+ // for any game controller button event, disable overlay buttons
+ SetOverlayEnabled(FALSE);
+
HandleSpecialGameControllerButtons(event);
HandleSpecialGameControllerButtons(event);
+
/* FALL THROUGH */
case SDL_CONTROLLERDEVICEADDED:
case SDL_CONTROLLERDEVICEREMOVED:
/* FALL THROUGH */
case SDL_CONTROLLERDEVICEADDED:
case SDL_CONTROLLERDEVICEREMOVED:
@@
-668,6
+672,9
@@
void HandleFingerEvent(FingerEvent *event)
"KEY_PRESSED");
int i;
"KEY_PRESSED");
int i;
+ // for any touch input event, enable overlay buttons (if activated)
+ SetOverlayEnabled(TRUE);
+
Error(ERR_DEBUG, "::: key '%s' was '%s' [fingerId: %lld]",
getKeyNameFromKey(key), key_status_name, event->fingerId);
Error(ERR_DEBUG, "::: key '%s' was '%s' [fingerId: %lld]",
getKeyNameFromKey(key), key_status_name, event->fingerId);
@@
-1148,9
+1155,16
@@
void HandleKeyEvent(KeyEvent *event)
#endif
#if defined(PLATFORM_ANDROID)
#endif
#if defined(PLATFORM_ANDROID)
- // always map the "back" button to the "escape" key on Android devices
if (key == KSYM_Back)
if (key == KSYM_Back)
+ {
+ // always map the "back" button to the "escape" key on Android devices
key = KSYM_Escape;
key = KSYM_Escape;
+ }
+ else
+ {
+ // for any key event other than "back" button, disable overlay buttons
+ SetOverlayEnabled(FALSE);
+ }
#endif
HandleKeyModState(keymod, key_status);
#endif
HandleKeyModState(keymod, key_status);