static unsigned int special_cursor_delay = 0;
static unsigned int special_cursor_delay_value = 1000;
+static boolean virtual_button_pressed = FALSE;
+
// forward declarations for internal use
static void HandleNoEvent(void);
"KEY_PRESSED");
int i;
+ virtual_button_pressed = (key_status == KEY_PRESSED && key != KSYM_UNDEFINED);
+
// for any touch input event, enable overlay buttons (if activated)
SetOverlayEnabled(TRUE);
// always map the "back" button to the "escape" key on Android devices
key = KSYM_Escape;
}
+ else if (key == KSYM_Menu)
+ {
+ // the "menu" button can be used to toggle displaying virtual buttons
+ if (key_status == KEY_PRESSED)
+ SetOverlayEnabled(!GetOverlayEnabled());
+ }
else
{
- // for any key event other than "back" button, disable overlay buttons
+ // for any other "real" key event, disable virtual buttons
SetOverlayEnabled(FALSE);
}
#endif
#if defined(PLATFORM_ANDROID)
// when playing, only handle gadgets when using "follow finger" controls
// or when using touch controls in combination with the MM game engine
+ // or when using gadgets that do not overlap with virtual buttons
handle_gadgets =
(game_status != GAME_MODE_PLAYING ||
level.game_engine_type == GAME_ENGINE_TYPE_MM ||
- strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER));
+ strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER) ||
+ (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS) &&
+ !virtual_button_pressed));
#endif
if (HandleGlobalAnimClicks(mx, my, button))
return TRUE;
}
}
+#endif
return FALSE;
-#endif
}
void HandleKey(Key key, int key_status)
return;
}
+ if (newbutton && (game_status == GAME_MODE_PSEUDO_TYPENAME ||
+ anyTextGadgetActive()))
+ {
+ // leave name input in main menu or text input gadget
+ HandleKey(KSYM_Escape, KEY_PRESSED);
+ HandleKey(KSYM_Escape, KEY_RELEASED);
+
+ return;
+ }
+
if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
{
if (game_status == GAME_MODE_PLAYING)