Use select_menuitem_by_touch() to support touch input in gameplay(player) menu

This commit is contained in:
Bernhard Kaindl
2012-08-07 10:35:56 +02:00
parent fcc15ae092
commit 7d953b3645

View File

@@ -56,7 +56,8 @@ bool select_gameplay( void )
JE_loadPic(VGAScreen, 2, false);
JE_dString(VGAScreen, JE_fontCenter(gameplay_name[0], FONT_SHAPES), 20, gameplay_name[0], FONT_SHAPES);
int gameplay = 1,
const JE_byte menu_top = 30, menu_spacing = 24;
JE_shortint gameplay = 1,
gameplay_max = 4;
bool fade_in = true;
@@ -64,7 +65,7 @@ bool select_gameplay( void )
{
for (int i = 1; i <= gameplay_max; i++)
{
JE_outTextAdjust(VGAScreen, JE_fontCenter(gameplay_name[i], SMALL_FONT_SHAPES), i * 24 + 30, gameplay_name[i], 15, - 4 + (i == gameplay ? 2 : 0) - (i == 4 ? 4 : 0), SMALL_FONT_SHAPES, true);
JE_outTextAdjust(VGAScreen, JE_fontCenter(gameplay_name[i], SMALL_FONT_SHAPES), i * menu_spacing + menu_top, gameplay_name[i], 15, - 4 + (i == gameplay ? 2 : 0) - (i == 4 ? 4 : 0), SMALL_FONT_SHAPES, true);
}
JE_showVGA();
@@ -77,6 +78,9 @@ bool select_gameplay( void )
JE_word temp = 0;
JE_textMenuWait(&temp, false);
if (select_menuitem_by_touch(menu_top, menu_spacing, gameplay_max, &gameplay))
continue;
if (newkey)
{
switch (lastkey_sym)