added using setup option for displaying overlay touch buttons
[rocksndiamonds.git] / src / screens.c
index 58a9afae8ab2a8e3b0235f253b5690a2cf169263..b45e99119d3e7c5e163fd23cfff625fd5807db70 100644 (file)
@@ -4353,6 +4353,9 @@ static void DrawChooseTree(TreeInfo **ti_ptr)
   boolean restart_music = (game_status != game_status_last_screen &&
                           game_status_last_screen != GAME_MODE_SCOREINFO);
 
+  scores.continue_on_return = (game_status == GAME_MODE_SCORES &&
+                              game_status_last_screen == GAME_MODE_PLAYING);
+
   if (CheckFadeAll())
     fade_mask = REDRAW_ALL;
 
@@ -4810,11 +4813,11 @@ static void HandleChooseTree(int mx, int my, int dx, int dy, int button,
   }
 
 #if defined(PLATFORM_ANDROID)
-  // touching the screen anywhere continues playing the next level
-  if ((mx || my) && scores.continue_playing)
+  // directly continue when touching the screen after playing
+  if ((mx || my) && scores.continue_on_return)
   {
+    // ignore touch events until released
     mx = my = 0;
-    button = MB_MENU_CHOICE;
   }
 #endif
 
@@ -4912,14 +4915,14 @@ static void HandleChooseTree(int mx, int my, int dx, int dy, int button,
       return;
     }
   }
-  else if (dx == -1 && ti->node_parent)
+  else if ((dx == -1 || button == MB_MENU_CONTINUE) && ti->node_parent)
   {
-    FadeSetLeaveMenu();
+    if (game_status != GAME_MODE_SCORES)
+      FadeSetLeaveMenu();
 
     PlaySound(SND_MENU_ITEM_SELECTING);
 
     *ti_ptr = ti->node_parent;
-
     DrawChooseTree(ti_ptr);
 
     return;
@@ -5311,7 +5314,7 @@ static void DrawHallOfFame_setScoreEntries(void)
   if (score_entry_current == NULL)
     score_entry_current = getFirstValidTreeInfoEntry(score_entries);
 
-  if (score_entries != NULL && scores.last_added >= 0)
+  if (score_entries != NULL && scores.continue_playing)
     setString(&score_entries->node_group->name, BACKLINK_TEXT_NEXT);
 
   // ("score_entries" and "score_entry_current" may be NULL here)
@@ -5320,7 +5323,6 @@ static void DrawHallOfFame_setScoreEntries(void)
 void DrawHallOfFame(int nr)
 {
   scores.last_level_nr = nr;
-  scores.continue_on_return = (game_status_last_screen == GAME_MODE_PLAYING);
 
   // (this is needed when called from GameEnd() after winning a game)
   KeyboardAutoRepeatOn();
@@ -7392,7 +7394,7 @@ static struct TokenInfo setup_info_editor[] =
 
 static struct TokenInfo setup_info_graphics[] =
 {
-#if !defined(PLATFORM_ANDROID)
+#if !defined(PLATFORM_ANDROID) && !defined(PLATFORM_EMSCRIPTEN)
   { TYPE_SWITCH,       &setup.fullscreen,      "Fullscreen:"           },
   { TYPE_ENTER_LIST,   execSetupChooseWindowSize, "Window Scaling:"    },
   { TYPE_STRING,       &window_size_text,      ""                      },
@@ -7405,8 +7407,10 @@ static struct TokenInfo setup_info_graphics[] =
   { TYPE_ENTER_LIST,   execSetupChooseScrollDelay, "Scroll Delay:"     },
   { TYPE_STRING,       &scroll_delay_text,     ""                      },
 #endif
+#if !defined(PLATFORM_EMSCRIPTEN)
   { TYPE_ENTER_LIST,   execSetupChooseVsyncMode, "Vertical Sync (VSync):" },
   { TYPE_STRING,       &vsync_mode_text,       ""                      },
+#endif
   { TYPE_SWITCH,       &setup.fade_screens,    "Fade Screens:"         },
   { TYPE_SWITCH,       &setup.quick_switch,    "Quick Player Focus Switch:" },
   { TYPE_SWITCH,       &setup.quick_doors,     "Quick Menu Doors:"     },
@@ -9741,6 +9745,10 @@ static void CreateScreenMenubuttons(void)
     int type = GD_TYPE_NORMAL_BUTTON;
     boolean checked = FALSE;
 
+    // do not use touch buttons if overlay touch buttons are disabled
+    if (is_touch_button && !setup.touch.overlay_buttons)
+      continue;
+
     event_mask = menubutton_info[i].event_mask;
 
     x = (is_touch_button ? pos->x : mSX + GDI_ACTIVE_POS(pos->x));