if (drawing_target == DRAW_TO_FADE_TARGET)
after_fading = TRUE;
+ // special case: changing from/to this screen is done without fading
+ if (global.anim_status == GAME_MODE_PSEUDO_TYPENAME ||
+ anim_status_last == GAME_MODE_PSEUDO_TYPENAME)
+ after_fading = TRUE;
+
// ---------- part 1 ------------------------------------------------------
// start or stop global animations by change of game mode
// (special handling of animations for "current screen" and "all screens")
{
struct GlobalAnimPartControlInfo *part;
struct GraphicInfo *c = &anim->control_info;
+ int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
int state, active_part_nr;
+ int i;
#if 0
printf("::: HandleGlobalAnim_Main: %d, %d => %d\n",
case ANIM_STOP:
anim->state = ANIM_STATE_INACTIVE;
- {
- int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
- int i;
-
- for (i = 0; i < num_parts; i++)
- StopGlobalAnimSoundAndMusic(&anim->part[i]);
- }
+ for (i = 0; i < num_parts; i++)
+ StopGlobalAnimSoundAndMusic(&anim->part[i]);
return;
if (c->anim_mode & ANIM_ALL || anim->num_parts == 0)
{
- int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
- int i;
-
#if 0
printf("::: HandleGlobalAnim_Main: %d, %d => %d\n",
anim->mode_nr, anim->nr, num_parts);
static boolean InitGlobalAnim_Clicked(int mx, int my, boolean clicked)
{
+ boolean anything_clicked = FALSE;
boolean any_part_clicked = FALSE;
int mode_nr;
- for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
+ // check game modes in reverse draw order (to stop when clicked)
+ for (mode_nr = NUM_GAME_MODES - 1; mode_nr >= 0; mode_nr--)
{
struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
int anim_nr;
- for (anim_nr = 0; anim_nr < ctrl->num_anims; anim_nr++)
+ // check animations in reverse draw order (to stop when clicked)
+ for (anim_nr = ctrl->num_anims - 1; anim_nr >= 0; anim_nr--)
{
struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
int part_nr;
- for (part_nr = 0; part_nr < anim->num_parts_all; part_nr++)
+ // check animation parts in reverse draw order (to stop when clicked)
+ for (part_nr = anim->num_parts_all - 1; part_nr >= 0; part_nr--)
{
struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
if (!part->clickable)
continue;
+ // always handle "any" click events (clicking anywhere on screen) ...
if (isClickablePart(part, ANIM_EVENT_ANY))
- any_part_clicked = part->clicked = TRUE;
+ anything_clicked = part->clicked = TRUE;
+
+ // ... but only handle the first (topmost) clickable animation
+ if (any_part_clicked)
+ continue;
if (isClickedPart(part, mx, my, clicked))
{
printf("::: %d.%d CLICKED\n", anim_nr, part_nr);
#endif
+ any_part_clicked = TRUE;
+
if (isClickablePart(part, ANIM_EVENT_SELF))
- any_part_clicked = part->clicked = TRUE;
+ anything_clicked = part->clicked = TRUE;
// check if this click is defined to trigger other animations
int gic_anim_nr = part->old_anim_nr + 1; // X as in "anim_X"
struct GlobalAnimPartControlInfo *part2 = &anim2->part[part2_nr];
if (isClickablePart(part2, mask))
- any_part_clicked = part2->clicked = TRUE;
+ anything_clicked = part2->clicked = TRUE;
#if 0
struct GraphicInfo *c = &part2->control_info;
}
}
- return any_part_clicked;
+ return anything_clicked;
}
static void ResetGlobalAnim_Clickable()