fixed the emoticon selector

This commit is contained in:
Magnus Auvinen 2007-11-26 20:42:39 +00:00
parent 2fa39c90a6
commit 61041e4837

View file

@ -1602,7 +1602,6 @@ void render_sun(float x, float y)
gfx_quads_end();
}
static bool emoticon_selector_inactive_override = false;
static vec2 emoticon_selector_mouse;
void emoticon_selector_reset()
@ -1625,29 +1624,18 @@ int emoticon_selector_render()
if (selected_angle < 0)
selected_angle += 2*pi;
static bool mouse_down = false;
//static bool mouse_down = false;
bool return_now = false;
int selected_emoticon;
int selected_emoticon = -1;
if (length(emoticon_selector_mouse) < 50)
selected_emoticon = -1;
else
if (length(emoticon_selector_mouse) > 50)
selected_emoticon = (int)(selected_angle / (2*pi) * 12.0f);
if (inp_key_pressed(KEY_MOUSE_1))
if(!inp_key_pressed(config.key_emoticon))
{
mouse_down = true;
}
else if (mouse_down)
{
mouse_down = false;
if (selected_emoticon != -1)
{
return_now = true;
emoticon_selector_active = false;
emoticon_selector_inactive_override = true;
}
return_now = true;
emoticon_selector_active = false;
//emoticon_selector_inactive_override = true;
}
gfx_mapscreen(0,0,400,300);
@ -1961,22 +1949,6 @@ void render_world(float center_x, float center_y, float zoom)
damageind.render();
}
static void next_skin()
{
int skin_id = 0;
for(int i = 0; i < skin_num(); i++)
{
if(strcmp(config.player_skin, skin_get(i)->name) == 0)
{
skin_id = (i+1)%skin_num();
break;
}
}
config_set_player_skin(&config, skin_get(skin_id)->name);
send_info(false);
}
static void do_input(int *v, int key)
{
*v += inp_key_presses(key) + inp_key_releases(key);
@ -2104,7 +2076,7 @@ void render_game()
inp_clear();
// fetch new input
if(!menu_active && (!emoticon_selector_active || emoticon_selector_inactive_override))
if(!menu_active && !emoticon_selector_active)
{
int x, y;
inp_mouse_relative(&x, &y);
@ -2326,7 +2298,7 @@ void render_game()
gfx_quads_begin();
// render cursor
if (!menu_active && (!emoticon_selector_active || emoticon_selector_inactive_override))
if (!menu_active && !emoticon_selector_active)
{
select_sprite(data->weapons[local_character->weapon%data->num_weapons].sprite_cursor);
float cursorsize = 64;
@ -2621,25 +2593,25 @@ void render_game()
return;
}
if(chat_mode == CHATMODE_NONE && !menu_active && !spectate && inp_key_pressed(config.key_emoticon))
if(chat_mode == CHATMODE_NONE && !menu_active && !spectate)
{
if (!emoticon_selector_active)
if(!emoticon_selector_active && inp_key_pressed(config.key_emoticon))
{
emoticon_selector_active = true;
emoticon_selector_reset();
}
}
else
{
emoticon_selector_active = false;
emoticon_selector_inactive_override = false;
}
if (emoticon_selector_active && !emoticon_selector_inactive_override)
if(emoticon_selector_active)
{
int emoticon = emoticon_selector_render();
if (emoticon != -1)
{
send_emoticon(emoticon);
emoticon_selector_active = false;
}
}
// render score board