X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fevents.c;h=7b2ba984732b8fa857478f9bfc44d26d9259d041;hb=c3e0f340f3ba490911b5e1dce7d9902b01afc207;hp=f3330a7ee318ece3e7578f01551a509161c4396f;hpb=0732b0680b5ce9468facaef0b7d9a50fc0894515;p=rocksndiamonds.git diff --git a/src/events.c b/src/events.c index f3330a7e..7b2ba984 100644 --- a/src/events.c +++ b/src/events.c @@ -39,6 +39,8 @@ static int cursor_mode_last = CURSOR_DEFAULT; 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); @@ -722,6 +724,8 @@ static void HandleFingerEvent_VirtualButtons(FingerEvent *event) "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); @@ -1545,10 +1549,13 @@ void HandleButton(int mx, int my, int button, int button_nr) #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)) @@ -1842,9 +1849,9 @@ boolean HandleKeysDebug(Key key, int key_status) return TRUE; } } +#endif return FALSE; -#endif } void HandleKey(Key key, int key_status) @@ -2353,6 +2360,16 @@ void HandleJoystick(void) 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)