diff options
Diffstat (limited to 'Game/Code/Classes')
-rw-r--r-- | Game/Code/Classes/UMain.pas | 35 |
1 files changed, 29 insertions, 6 deletions
diff --git a/Game/Code/Classes/UMain.pas b/Game/Code/Classes/UMain.pas index 69eca419..29ca5fcb 100644 --- a/Game/Code/Classes/UMain.pas +++ b/Game/Code/Classes/UMain.pas @@ -112,7 +112,7 @@ begin CheckEvents;
// display
- done:=not Display.Draw;
+ done := not Display.Draw;
SwapBuffers;
// light
@@ -158,12 +158,35 @@ Begin begin
// popup hack... if there is a visible popup then let it handle input instead of underlying screen
// shoud be done in a way to be sure the topmost popup has preference (maybe error, then check)
- if ScreenPopupError <> NIL then if ScreenPopupError.Visible then ScreenPopupError.ParseInput(Event.key.keysym.sym, Event.key.keysym.unicode, True) else
- if ScreenPopupCheck <> NIL then if ScreenPopupCheck.Visible then ScreenPopupCheck.ParseInput(Event.key.keysym.sym, Event.key.keysym.unicode, True) else
+ if (ScreenPopupError <> NIL) and (ScreenPopupError.Visible) then
+ done := not ScreenPopupError.ParseInput(Event.key.keysym.sym, Event.key.keysym.unicode, True)
+ else if (ScreenPopupCheck <> NIL) AND (ScreenPopupCheck.Visible) then
+ done := not ScreenPopupCheck.ParseInput(Event.key.keysym.sym, Event.key.keysym.unicode, True)
+
// end of popup hack
- if (Not Display.ActualScreen^.ParseInput(Event.key.keysym.sym, Event.key.keysym.unicode, True)) then
-// if (Not Display.ActualScreen^.ParseInput(Event.key.keysym.scancode, True)) then
- done := true; // exit game
+
+ else
+ begin
+ // check for Screen want to Exit
+ done := Not Display.ActualScreen^.ParseInput(Event.key.keysym.sym, Event.key.keysym.unicode, True);
+
+ //If Screen wants to Exit
+ if done then
+ begin
+ //If Question Option is enabled then Show Exit Popup
+ if (Ini.AskbeforeDel = 1) then
+ begin
+ Display.ActualScreen^.CheckFadeTo(NIL,'MSG_QUIT_USDX');
+ end
+ else //When asking for exit is disabled then simply exit
+ begin
+ Display.Fade := 0;
+ Display.NextScreenWithCheck := nil;
+ Display.CheckOK := True;
+ end;
+ end;
+
+ end; // if (Not Display.ActualScreen^.ParseInput(Event.key.keysym.scancode, True)) then
end;
// SDL_JOYAXISMOTION:
// begin
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