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]
This commit is contained in:
Simon Tatham
2009-12-17 18:16:42 +00:00
parent 6d5245d8bf
commit 97477f0916
4 changed files with 31 additions and 2 deletions

View File

@ -1869,11 +1869,19 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
if (flags & F_BLACK)
return nullret;
if (action == FLIP_LIGHT) {
#ifdef STYLUS_BASED
if (flags & F_IMPOSSIBLE || flags & F_LIGHT) c = 'I'; else c = 'L';
#else
if (flags & F_IMPOSSIBLE) return nullret;
c = 'L';
#endif
} else {
#ifdef STYLUS_BASED
if (flags & F_IMPOSSIBLE || flags & F_LIGHT) c = 'L'; else c = 'I';
#else
if (flags & F_LIGHT) return nullret;
c = 'I';
#endif
}
sprintf(buf, "%c%d,%d", (int)c, cx, cy);
break;