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authorSimon Tatham <anakin@pobox.com>2009-12-17 18:16:42 +0000
committerSimon Tatham <anakin@pobox.com>2009-12-17 18:16:42 +0000
commit97477f0916bd6aa9a746310e9566158d389b82d5 (patch)
tree072881ea5fde930154ce2f750c35146df8284265 /loopy.c
parent6d5245d8bfb44f4d2ecddab0507fcf00876b86e3 (diff)
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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.c8
1 files changed, 8 insertions, 0 deletions
diff --git a/loopy.c b/loopy.c
index 34b97a2..afa362c 100644
--- a/loopy.c
+++ b/loopy.c
@@ -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;