Fix the issue with needing double clicks to interact with the engine's menus.
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d5c711014f
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1 changed files with 17 additions and 2 deletions
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@ -1873,6 +1873,21 @@ static qboolean M_KeyEvent(menu_t *m, qboolean isdown, unsigned int devid, int k
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{
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if (key == K_MOUSE1 || key == K_TOUCHTAP) //mouse clicks are deferred until the release event. this is for touch screens and aiming.
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{
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if (menu->mouseitem && menu->selecteditem != menu->mouseitem)
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{
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menu->selecteditem = menu->mouseitem;
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#ifdef HEXEN2
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if (M_GameType() == MGT_HEXEN2)
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S_LocalSound ("raven/menu1.wav");
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else
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#endif
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S_LocalSound ("misc/menu1.wav");
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if (menu->cursoritem)
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menu->cursoritem->common.posy = menu->selecteditem->common.posy + (menu->selecteditem->common.height-menu->cursoritem->common.height)/2;
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}
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if (menu->mouseitem && menu->mouseitem->common.type == mt_frameend)
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menu->mouseitem->frame.mousedown = true;
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else
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@ -2272,7 +2287,7 @@ void M_Complex_Key(emenu_t *currentmenu, int key, int unicode)
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break;
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if (currentmenu->mouseitem && currentmenu->selecteditem != currentmenu->mouseitem)
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{
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currentmenu->selecteditem = currentmenu->mouseitem;
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/* currentmenu->selecteditem = currentmenu->mouseitem;
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#ifdef HEXEN2
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if (M_GameType() == MGT_HEXEN2)
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S_LocalSound ("raven/menu1.wav");
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@ -2282,7 +2297,7 @@ void M_Complex_Key(emenu_t *currentmenu, int key, int unicode)
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if (currentmenu->cursoritem)
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currentmenu->cursoritem->common.posy = currentmenu->selecteditem->common.posy + (currentmenu->selecteditem->common.height-currentmenu->cursoritem->common.height)/2;
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break; //require a double-click when selecting...
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*/ break; //require a double-click when selecting... too easy to miss, and a touble-tap at least makes it easier to clarify what you meant.
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}
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//fall through
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default:
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