* Savestates should now properly restore the background in dmods that use mouse controls and tiles at the same time
* Some tweaks with when mouse buttons are processed (only in mouse cursor modes or a dialog menu) * Misc work on touch controls to prepare for the mobile releases * Added some names to credits (if you notice I added anybody twice or would rather be credited a different way or not at all, let me know!) * Fixed bug that could sort of over-write random data if more than 100 sprites were active.. wow, bad git-svn-id: svn://rtsoft.com/rtsvn/projects/RTDink@1518 353e56fe-9613-0410-8469-b96ad8e6f29c
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parent
36a414e12a
commit
7e962c97e0
10 changed files with 183 additions and 124 deletions
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@ -85,10 +85,12 @@ void CursorComponent::OnInput( VariantList *pVList )
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if (!m_bDisable)
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{
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g_dglo.m_dirInput[DINK_INPUT_BUTTON1] = true;
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g_dglo.m_dirInputFinished[DINK_INPUT_BUTTON1] = true;
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g_dinkMouseRightClick = true;
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if (DinkIsMouseActive() || g_dglo.m_lastSubGameMode == DINK_SUB_GAME_MODE_DIALOG)
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{
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g_dglo.m_dirInput[DINK_INPUT_BUTTON1] = true;
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g_dglo.m_dirInputFinished[DINK_INPUT_BUTTON1] = true;
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g_dinkMouseRightClick = true;
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}
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}
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break;
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@ -125,9 +127,12 @@ void CursorComponent::OnInput( VariantList *pVList )
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if (!m_bDisable)
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{
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OnUpdatePos(pt);
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g_dglo.m_dirInput[DINK_INPUT_BUTTON1] = true;
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g_dglo.m_dirInputFinished[DINK_INPUT_BUTTON1] = true;
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g_dinkMouseRightClick = true;
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if (DinkIsMouseActive())
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{
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g_dglo.m_dirInput[DINK_INPUT_BUTTON1] = true;
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g_dglo.m_dirInputFinished[DINK_INPUT_BUTTON1] = true;
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g_dinkMouseRightClick = true;
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}
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}
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