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Fix the issue with needing double clicks to interact with the engine's menus.

This commit is contained in:
Shpoike 2023-08-16 05:17:26 +01:00
parent d5c711014f
commit aa43bc40f7

View file

@ -1873,6 +1873,21 @@ static qboolean M_KeyEvent(menu_t *m, qboolean isdown, unsigned int devid, int k
{
if (key == K_MOUSE1 || key == K_TOUCHTAP) //mouse clicks are deferred until the release event. this is for touch screens and aiming.
{
if (menu->mouseitem && menu->selecteditem != menu->mouseitem)
{
menu->selecteditem = menu->mouseitem;
#ifdef HEXEN2
if (M_GameType() == MGT_HEXEN2)
S_LocalSound ("raven/menu1.wav");
else
#endif
S_LocalSound ("misc/menu1.wav");
if (menu->cursoritem)
menu->cursoritem->common.posy = menu->selecteditem->common.posy + (menu->selecteditem->common.height-menu->cursoritem->common.height)/2;
}
if (menu->mouseitem && menu->mouseitem->common.type == mt_frameend)
menu->mouseitem->frame.mousedown = true;
else
@ -2272,7 +2287,7 @@ void M_Complex_Key(emenu_t *currentmenu, int key, int unicode)
break;
if (currentmenu->mouseitem && currentmenu->selecteditem != currentmenu->mouseitem)
{
currentmenu->selecteditem = currentmenu->mouseitem;
/* currentmenu->selecteditem = currentmenu->mouseitem;
#ifdef HEXEN2
if (M_GameType() == MGT_HEXEN2)
S_LocalSound ("raven/menu1.wav");
@ -2282,7 +2297,7 @@ void M_Complex_Key(emenu_t *currentmenu, int key, int unicode)
if (currentmenu->cursoritem)
currentmenu->cursoritem->common.posy = currentmenu->selecteditem->common.posy + (currentmenu->selecteditem->common.height-currentmenu->cursoritem->common.height)/2;
break; //require a double-click when selecting...
*/ 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.
}
//fall through
default: