video.display_height = new_display_height;
SDLSetScreenProperties();
+ SetGadgetsPosition_OverlayTouchButtons();
// check if screen orientation has changed (should always be true here)
if (nr != GRID_ACTIVE_NR())
int last_move_dir = (ABS(dx) > ABS(dy) ? MV_VERTICAL : MV_HORIZONTAL);
if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
- level.native_em_level->ply[0]->last_move_dir = last_move_dir;
+ game_em.ply[0]->last_move_dir = last_move_dir;
else
local_player->last_move_dir = last_move_dir;
{
// for any other "real" key event, disable virtual buttons
SetOverlayEnabled(FALSE);
+
+ // for any other "real" key event, disable overlay touch buttons
+ runtime.uses_touch_device = FALSE;
}
#endif
// always recognize potentially releasing already pressed gadgets
if (button == MB_RELEASED)
handle_gadgets = TRUE;
+
+ // always recognize pressing or releasing overlay touch buttons
+ if (CheckPosition_OverlayTouchButtons(mx, my, button) && !motion_status)
+ handle_gadgets = TRUE;
#endif
if (HandleGlobalAnimClicks(mx, my, button, FALSE))