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Working back button
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parent
a396424230
commit
e0debda422
4 changed files with 25 additions and 6 deletions
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@ -2558,7 +2558,7 @@ void titleinput(void)
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//In the menu system, all keypresses are single taps rather than holds. Therefore this test has to be done for all presses
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if (!game.press_action && !game.press_left && !game.press_right && !key.isDown(27) && !key.isDown(game.controllerButton_esc)
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&& !touch::button_tapped(TOUCH_BUTTON_CANCEL))
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&& !touch::button_tapped(TOUCH_BUTTON_CANCEL) && !key.pressed_android_back)
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{
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game.jumpheld = false;
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}
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@ -2568,7 +2568,7 @@ void titleinput(void)
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if (!game.jumpheld && graphics.fademode == FADE_NONE)
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{
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if (game.press_action || game.press_left || game.press_right || game.press_map || key.isDown(27) || key.isDown(game.controllerButton_esc)
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|| touch::button_tapped(TOUCH_BUTTON_CANCEL))
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|| touch::button_tapped(TOUCH_BUTTON_CANCEL) || key.pressed_android_back)
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{
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game.jumpheld = true;
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}
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@ -2587,7 +2587,7 @@ void titleinput(void)
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if (game.menustart
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&& game.menucountdown <= 0
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&& (key.isDown(27) || key.isDown(game.controllerButton_esc) || touch::button_tapped(TOUCH_BUTTON_CANCEL)))
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&& (key.isDown(27) || key.isDown(game.controllerButton_esc) || touch::button_tapped(TOUCH_BUTTON_CANCEL) || key.pressed_android_back))
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{
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if (game.currentmenuname == Menu::language && loc::pre_title_lang_menu)
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{
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@ -2607,8 +2607,16 @@ void titleinput(void)
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}
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else if (game.currentmenuname == Menu::mainmenu)
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{
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game.createmenu(Menu::youwannaquit);
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map.nexttowercolour();
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if (key.pressed_android_back)
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{
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// Minimize the game!!! (Android only)
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SDL_MinimizeWindow(gameScreen.m_window);
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}
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else
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{
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game.createmenu(Menu::youwannaquit);
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map.nexttowercolour();
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}
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}
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else
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{
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@ -261,6 +261,8 @@ void KeyPoll::Poll(void)
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touch::reset();
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pressed_android_back = false;
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while (SDL_PollEvent(&evt))
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{
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switch (evt.type)
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@ -275,6 +277,11 @@ void KeyPoll::Poll(void)
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pressedbackspace = true;
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}
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if (evt.key.keysym.sym == SDLK_AC_BACK)
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{
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pressed_android_back = true;
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}
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#ifdef __APPLE__ /* OSX prefers the command keys over the alt keys. -flibit */
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altpressed = keymap[SDLK_LGUI] || keymap[SDLK_RGUI];
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#else
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@ -625,9 +632,9 @@ void KeyPoll::Poll(void)
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case SDL_KEYDOWN:
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if (evt.key.keysym.sym != SDLK_AC_BACK)
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{
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// If we hit the back button on Android, this doesn't mean we're not using touch
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using_touch = false;
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}
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if (evt.key.repeat == 0)
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{
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hidemouse = true;
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@ -76,6 +76,7 @@ public:
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bool linealreadyemptykludge;
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bool using_touch;
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bool pressed_android_back;
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private:
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std::map<SDL_JoystickID, SDL_GameController*> controllers;
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@ -609,6 +609,9 @@ int main(int argc, char *argv[])
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/* We already do the button swapping in ButtonGlyphs, disable SDL's swapping */
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SDL_SetHintWithPriority(SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS, "0", SDL_HINT_OVERRIDE);
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/* We want to capture back inputs */
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SDL_SetHintWithPriority(SDL_HINT_ANDROID_TRAP_BACK_BUTTON, "1", SDL_HINT_OVERRIDE);
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if(!FILESYSTEM_init(argv[0], baseDir, assetsPath, langDir, fontsDir))
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{
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vlog_error("Unable to initialize filesystem!");
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