Stop Light Up from eating system keypresses, which it was previously

doing whenever the cursor was active.

[originally from svn r6258]
This commit is contained in:
Simon Tatham
2005-09-01 17:25:06 +00:00
parent bd5606ae74
commit 8d4b62c9bd

View File

@ -1824,11 +1824,13 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
int x, int y, int button)
{
enum { NONE, FLIP_LIGHT, FLIP_IMPOSSIBLE } action = NONE;
int cx = -1, cy = -1, cv = ui->cur_visible;
int cx = -1, cy = -1;
unsigned int flags;
char buf[80], *nullret, *empty = "", c;
char buf[80], *nullret = NULL, *empty = "", c;
if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
if (ui->cur_visible)
nullret = empty;
ui->cur_visible = 0;
cx = FROMCOORD(x);
cy = FROMCOORD(y);
@ -1855,13 +1857,9 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
ui->cur_x = min(max(ui->cur_x, 0), state->w - 1);
ui->cur_y = min(max(ui->cur_y, 0), state->h - 1);
ui->cur_visible = 1;
}
/* Always redraw if the cursor is on, or if it's just been
* removed. */
if (ui->cur_visible) nullret = empty;
else if (cv) nullret = empty;
else nullret = NULL;
nullret = empty;
} else
return NULL;
switch (action) {
case FLIP_LIGHT: