return TRUE;
}
+static boolean setPartClicked(struct GlobalAnimPartControlInfo *part)
+{
+ part->clicked = TRUE;
+
+ return (part->control_info.style & STYLE_PASSTHROUGH ? FALSE : TRUE);
+}
+
int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part, int state)
{
struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[part->mode_nr];
{
boolean anything_clicked = FALSE;
boolean any_part_clicked = FALSE;
+ boolean any_event_action = FALSE;
int mode_nr;
// check game modes in reverse draw order (to stop when clicked)
// always handle "any" click events (clicking anywhere on screen) ...
if (isClickablePart(part, ANIM_EVENT_ANY))
- anything_clicked = part->clicked = TRUE;
+ anything_clicked = setPartClicked(part);
// ... but only handle the first (topmost) clickable animation
if (any_part_clicked)
part->control_info.anim_event_action);
#endif
- // after executing event action, force click to be ignored
- if (DoGlobalAnim_EventAction(part))
- return TRUE;
+ // after executing event action, ignore any further actions
+ if (!any_event_action && DoGlobalAnim_EventAction(part))
+ any_event_action = TRUE;
any_part_clicked = TRUE;
if (isClickablePart(part, ANIM_EVENT_SELF))
- anything_clicked = part->clicked = TRUE;
+ anything_clicked = setPartClicked(part);
// check if this click is defined to trigger other animations
int gic_anim_nr = part->old_anim_nr + 1; // X as in "anim_X"
if (isClickablePart(part2, mask))
{
- anything_clicked = part2->clicked = TRUE;
+ setPartClicked(part2);
#if 0
printf("::: %d.%d TRIGGER CLICKED [%d]\n", anim2_nr, part2_nr,
part2->control_info.anim_event_action);
#endif
- // after executing event action, force click to be ignored
- if (DoGlobalAnim_EventAction(part2))
- return TRUE;
+ // after executing event action, ignore any further actions
+ if (!any_event_action && DoGlobalAnim_EventAction(part2))
+ any_event_action = TRUE;
}
#if 0