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| author | Simon Tatham <anakin@pobox.com> | 2009-12-17 18:16:42 +0000 |
|---|---|---|
| committer | Simon Tatham <anakin@pobox.com> | 2009-12-17 18:16:42 +0000 |
| commit | 97477f0916bd6aa9a746310e9566158d389b82d5 (patch) | |
| tree | 072881ea5fde930154ce2f750c35146df8284265 /loopy.c | |
| parent | 6d5245d8bfb44f4d2ecddab0507fcf00876b86e3 (diff) | |
| download | puzzles-97477f0916bd6aa9a746310e9566158d389b82d5.zip puzzles-97477f0916bd6aa9a746310e9566158d389b82d5.tar.gz puzzles-97477f0916bd6aa9a746310e9566158d389b82d5.tar.bz2 puzzles-97477f0916bd6aa9a746310e9566158d389b82d5.tar.xz | |
Patches from Frode Austvik to modify the effects of the mouse
buttons in several games if STYLUS_BASED is defined: in games where
you can set a puzzle element to 'on', 'off' or 'not yet set', when
it's hard to mimic a second mouse button, it's better to have the
one 'button' cycle between all three states rather than from 'on'
back to 'unset'.
[originally from svn r8784]
Diffstat (limited to 'loopy.c')
| -rw-r--r-- | loopy.c | 8 |
1 files changed, 8 insertions, 0 deletions
@@ -3222,6 +3222,10 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, button_char = 'y'; break; case LINE_YES: +#ifdef STYLUS_BASED + button_char = 'n'; + break; +#endif case LINE_NO: button_char = 'u'; break; @@ -3236,6 +3240,10 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, button_char = 'n'; break; case LINE_NO: +#ifdef STYLUS_BASED + button_char = 'y'; + break; +#endif case LINE_YES: button_char = 'u'; break; |