// check if screen orientation has changed (should always be true here)
if (nr != GRID_ACTIVE_NR())
{
- int x, y;
-
if (game_status == GAME_MODE_SETUP)
RedrawSetupScreenAfterScreenRotation(nr);
- nr = GRID_ACTIVE_NR();
-
- overlay.grid_xsize = setup.touch.grid_xsize[nr];
- overlay.grid_ysize = setup.touch.grid_ysize[nr];
-
- for (x = 0; x < MAX_GRID_XSIZE; x++)
- for (y = 0; y < MAX_GRID_YSIZE; y++)
- overlay.grid_button[x][y] = setup.touch.grid_button[nr][x][y];
+ SetOverlayGridSizeAndButtons();
}
}
}
break;
case GAME_MODE_PSEUDO_TYPENAME:
- HandleTypeName(0, KSYM_Return);
+ HandleTypeName(KSYM_Return);
break;
case GAME_MODE_LEVELS:
{
global.show_frames_per_second = !global.show_frames_per_second;
}
+ else if (strSuffix(cheat_input, ":xsn"))
+ {
+ tile_cursor.xsn_debug = TRUE;
+ }
}
else if (game_status == GAME_MODE_PLAYING)
{
switch (game_status)
{
case GAME_MODE_PSEUDO_TYPENAME:
- HandleTypeName(0, key);
+ HandleTypeName(key);
break;
case GAME_MODE_TITLE:
}
if (newbutton && (game_status == GAME_MODE_PSEUDO_TYPENAME ||
+ game_status == GAME_MODE_PSEUDO_TYPENAMES ||
anyTextGadgetActive()))
{
// leave name input in main menu or text input gadget