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added using '.draw_masked' for global animation and toon graphics
[rocksndiamonds.git]
/
src
/
events.c
diff --git
a/src/events.c
b/src/events.c
index abf74ba51b1385dbf1eefe283f34da81880042b7..93b135503b073c32e9a34ee79ccf5fbbcf13562a 100644
(file)
--- a/
src/events.c
+++ b/
src/events.c
@@
-532,8
+532,8
@@
void HandleWindowEvent(WindowEvent *event)
if (new_window_width != video.window_width ||
new_window_height != video.window_height)
{
if (new_window_width != video.window_width ||
new_window_height != video.window_height)
{
- int new_xpercent =
(100 * new_window_width / video.screen_width)
;
- int new_ypercent =
(100 * new_window_height / video.screen_height)
;
+ int new_xpercent =
100.0 * new_window_width / video.screen_width + .5
;
+ int new_ypercent =
100.0 * new_window_height / video.screen_height + .5
;
// (extreme window scaling allowed, but cannot be saved permanently)
video.window_scaling_percent = MIN(new_xpercent, new_ypercent);
// (extreme window scaling allowed, but cannot be saved permanently)
video.window_scaling_percent = MIN(new_xpercent, new_ypercent);
@@
-1233,6
+1233,12
@@
void HandleButton(int mx, int my, int button, int button_nr)
}
#endif
}
#endif
+ if (HandleGlobalAnimClicks(mx, my, button))
+ {
+ /* do not handle this button event anymore */
+ mx = my = -32; /* force mouse event to be outside screen tiles */
+ }
+
if (button_hold && game_status == GAME_MODE_PLAYING && tape.pausing)
return;
if (button_hold && game_status == GAME_MODE_PLAYING && tape.pausing)
return;
@@
-1433,7
+1439,7
@@
void HandleKeysDebug(Key key)
(mod_key_pressed == setup.debug.frame_delay_use_mod_key))
{
GameFrameDelay = (GameFrameDelay != setup.debug.frame_delay[i] ?
(mod_key_pressed == setup.debug.frame_delay_use_mod_key))
{
GameFrameDelay = (GameFrameDelay != setup.debug.frame_delay[i] ?
- setup.debug.frame_delay[i] :
GAME_FRAME_DELAY
);
+ setup.debug.frame_delay[i] :
setup.game_frame_delay
);
if (!setup.debug.frame_delay_game_only)
MenuFrameDelay = GameFrameDelay;
if (!setup.debug.frame_delay_game_only)
MenuFrameDelay = GameFrameDelay;