/* * CL_TouchEvent */ void CL_TouchEvent( int id, touchevent_t type, int x, int y, unsigned int time ) { switch( cls.key_dest ) { case key_game: CL_GameModule_TouchEvent( id, type, x, y, time ); break; case key_console: case key_message: if( id == 0 ) Con_TouchEvent( ( type != TOUCH_UP ) ? true : false, x, y ); break; case key_menu: CL_UIModule_TouchEvent( id, type, x, y ); break; default: break; } }
/* * CL_TouchEvent */ void CL_TouchEvent( int id, touchevent_t type, int x, int y, unsigned int time ) { switch( cls.key_dest ) { case key_game: CL_GameModule_TouchEvent( id, type, x, y ); break; case key_console: case key_message: if( id == 0 ) Con_TouchEvent( ( type != TOUCH_UP ) ? qtrue : qfalse, x, y ); break; case key_menu: if( id != 0 ) break; CL_UIModule_MouseSet( x, y ); switch( type ) { case TOUCH_DOWN: Key_MouseEvent( K_MOUSE1, qtrue, time ); break; case TOUCH_UP: Key_MouseEvent( K_MOUSE1, qfalse, time ); CL_UIModule_MouseSet( 0, 0 ); break; default: break; } break; default: break; } }
/* * CL_TouchEvent */ void CL_TouchEvent( int id, touchevent_t type, int x, int y, unsigned int time ) { switch( cls.key_dest ) { case key_game: { bool toQuickMenu = false; if( SCR_IsQuickMenuShown() && !CL_GameModule_IsTouchDown( id ) ) { if( CL_UIModule_IsTouchDownQuick( id ) ) toQuickMenu = true; // if the quick menu has consumed the touch event, don't send the event to the game toQuickMenu |= CL_UIModule_TouchEventQuick( id, type, x, y ); } if( !toQuickMenu ) CL_GameModule_TouchEvent( id, type, x, y, time ); } break; case key_console: case key_message: if( id == 0 ) Con_TouchEvent( ( type != TOUCH_UP ) ? true : false, x, y ); break; case key_menu: CL_UIModule_TouchEvent( id, type, x, y ); break; default: break; } }