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fixed new game control input method 'follow finger' for SDL 1.2 target
[rocksndiamonds.git]
/
src
/
events.c
diff --git
a/src/events.c
b/src/events.c
index d19ff88098cefc0979dbfa8c357e3e91b0805a6a..647446226abd3a975acf79ffe6c047209c03f5bd 100644
(file)
--- a/
src/events.c
+++ b/
src/events.c
@@
-1231,8
+1231,10
@@
void HandleButton(int mx, int my, int button, int button_nr)
HandleSetupScreen(mx, my, 0, 0, button);
break;
HandleSetupScreen(mx, my, 0, 0, button);
break;
+#if defined(TARGET_SDL2)
case GAME_MODE_PLAYING:
HandleFollowFinger(mx, my, button);
case GAME_MODE_PLAYING:
HandleFollowFinger(mx, my, button);
+#endif
#ifdef DEBUG
if (button == MB_PRESSED && !motion_status && IN_GFX_FIELD_PLAY(mx, my) &&
#ifdef DEBUG
if (button == MB_PRESSED && !motion_status && IN_GFX_FIELD_PLAY(mx, my) &&
@@
-1851,9
+1853,11
@@
void HandleNoEvent()
HandleLevelEditorIdle();
break;
HandleLevelEditorIdle();
break;
+#if defined(TARGET_SDL2)
case GAME_MODE_PLAYING:
HandleFollowFinger(-1, -1, -1);
break;
case GAME_MODE_PLAYING:
HandleFollowFinger(-1, -1, -1);
break;
+#endif
default:
break;
default:
break;