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-rw-r--r--src/base/UMain.pas122
1 files changed, 65 insertions, 57 deletions
diff --git a/src/base/UMain.pas b/src/base/UMain.pas
index 439b0faa..0012fef3 100644
--- a/src/base/UMain.pas
+++ b/src/base/UMain.pas
@@ -390,9 +390,6 @@ var
mouseDown: boolean;
mouseBtn: integer;
begin
- if Assigned(Display.NextScreen) then
- Exit;
-
while (SDL_PollEvent(@Event) <> 0) do
begin
case Event.type_ of
@@ -417,31 +414,39 @@ begin
begin
mouseDown := true;
mouseBtn := Event.button.button;
+
+ if (mouseBtn = SDL_BUTTON_LEFT) or (mouseBtn = SDL_BUTTON_RIGHT) then
+ Display.OnMouseButton(true);
end;
SDL_MOUSEBUTTONUP:
begin
mouseDown := false;
mouseBtn := Event.button.button;
+
+ if (mouseBtn = SDL_BUTTON_LEFT) or (mouseBtn = SDL_BUTTON_RIGHT) then
+ Display.OnMouseButton(false);
end;
end;
Display.MoveCursor(Event.button.X * 800 / Screen.w,
- Event.button.Y * 600 / Screen.h,
- mouseDown and ((mouseBtn <> SDL_BUTTON_WHEELDOWN) or (mouseBtn <> SDL_BUTTON_WHEELUP)));
-
- if (ScreenPopupError <> nil) and (ScreenPopupError.Visible) then
- done := not ScreenPopupError.ParseMouse(mouseBtn, mouseDown, Event.button.x, Event.button.y)
- else if (ScreenPopupInfo <> nil) and (ScreenPopupInfo.Visible) then
- done := not ScreenPopupInfo.ParseMouse(mouseBtn, mouseDown, Event.button.x, Event.button.y)
- else if (ScreenPopupCheck <> nil) and (ScreenPopupCheck.Visible) then
- done := not ScreenPopupCheck.ParseMouse(mouseBtn, mouseDown, Event.button.x, Event.button.y)
- else
- begin
- done := not Display.CurrentScreen^.ParseMouse(mouseBtn, mouseDown, Event.button.x, Event.button.y);
-
- // if screen wants to exit
- if done then
- DoQuit;
+ Event.button.Y * 600 / Screen.h);
+
+ if not Assigned(Display.NextScreen) then
+ begin //drop input when changing screens
+ if (ScreenPopupError <> nil) and (ScreenPopupError.Visible) then
+ done := not ScreenPopupError.ParseMouse(mouseBtn, mouseDown, Event.button.x, Event.button.y)
+ else if (ScreenPopupInfo <> nil) and (ScreenPopupInfo.Visible) then
+ done := not ScreenPopupInfo.ParseMouse(mouseBtn, mouseDown, Event.button.x, Event.button.y)
+ else if (ScreenPopupCheck <> nil) and (ScreenPopupCheck.Visible) then
+ done := not ScreenPopupCheck.ParseMouse(mouseBtn, mouseDown, Event.button.x, Event.button.y)
+ else
+ begin
+ done := not Display.CurrentScreen^.ParseMouse(mouseBtn, mouseDown, Event.button.x, Event.button.y);
+
+ // if screen wants to exit
+ if done then
+ DoQuit;
+ end;
end;
end;
end;
@@ -476,50 +481,53 @@ begin
if (Event.key.keysym.sym = SDLK_KP_ENTER) then
Event.key.keysym.sym := SDLK_RETURN;
- if (Event.key.keysym.sym = SDLK_F11) or
- ((Event.key.keysym.sym = SDLK_RETURN) and
- ((Event.key.keysym.modifier and KMOD_ALT) <> 0)) then // toggle full screen
- begin
- Ini.FullScreen := integer( not boolean( Ini.FullScreen ) );
-
- // FIXME: SDL_SetVideoMode creates a new OpenGL RC so we have to
- // reload all texture data (-> whitescreen bug).
- // Only Linux and FreeBSD are able to handle screen-switching this way.
- {$IF Defined(Linux) or Defined(FreeBSD)}
- if boolean( Ini.FullScreen ) then
+ if not Assigned(Display.NextScreen) then
+ begin //drop input when changing screens
+ if (Event.key.keysym.sym = SDLK_F11) or
+ ((Event.key.keysym.sym = SDLK_RETURN) and
+ ((Event.key.keysym.modifier and KMOD_ALT) <> 0)) then // toggle full screen
begin
- SDL_SetVideoMode(ScreenW, ScreenH, (Ini.Depth+1) * 16, SDL_OPENGL or SDL_FULLSCREEN);
+ Ini.FullScreen := integer( not boolean( Ini.FullScreen ) );
+
+ // FIXME: SDL_SetVideoMode creates a new OpenGL RC so we have to
+ // reload all texture data (-> whitescreen bug).
+ // Only Linux and FreeBSD are able to handle screen-switching this way.
+ {$IF Defined(Linux) or Defined(FreeBSD)}
+ if boolean( Ini.FullScreen ) then
+ begin
+ SDL_SetVideoMode(ScreenW, ScreenH, (Ini.Depth+1) * 16, SDL_OPENGL or SDL_FULLSCREEN);
+ end
+ else
+ begin
+ SDL_SetVideoMode(ScreenW, ScreenH, (Ini.Depth+1) * 16, SDL_OPENGL or SDL_RESIZABLE);
+ end;
+
+ Display.SetCursor;
+
+ glViewPort(0, 0, ScreenW, ScreenH);
+ {$IFEND}
end
+ // if print is pressed -> make screenshot and save to screenshot path
+ else if (Event.key.keysym.sym = SDLK_SYSREQ) or (Event.key.keysym.sym = SDLK_PRINT) then
+ Display.SaveScreenShot
+ // if there is a visible popup then let it handle input instead of underlying screen
+ // shoud be done in a way to be sure the topmost popup has preference (maybe error, then check)
+ else if (ScreenPopupError <> nil) and (ScreenPopupError.Visible) then
+ Done := not ScreenPopupError.ParseInput(Event.key.keysym.sym, Event.key.keysym.unicode, true)
+ else if (ScreenPopupInfo <> nil) and (ScreenPopupInfo.Visible) then
+ Done := not ScreenPopupInfo.ParseInput(Event.key.keysym.sym, Event.key.keysym.unicode, true)
+ else if (ScreenPopupCheck <> nil) and (ScreenPopupCheck.Visible) then
+ Done := not ScreenPopupCheck.ParseInput(Event.key.keysym.sym, Event.key.keysym.unicode, true)
else
begin
- SDL_SetVideoMode(ScreenW, ScreenH, (Ini.Depth+1) * 16, SDL_OPENGL or SDL_RESIZABLE);
- end;
+ // check if screen wants to exit
+ Done := not Display.ParseInput(Event.key.keysym.sym, Event.key.keysym.unicode, true);
- Display.SetCursor;
-
- glViewPort(0, 0, ScreenW, ScreenH);
- {$IFEND}
- end
- // if print is pressed -> make screenshot and save to screenshot path
- else if (Event.key.keysym.sym = SDLK_SYSREQ) or (Event.key.keysym.sym = SDLK_PRINT) then
- Display.SaveScreenShot
- // 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)
- else if (ScreenPopupError <> nil) and (ScreenPopupError.Visible) then
- Done := not ScreenPopupError.ParseInput(Event.key.keysym.sym, Event.key.keysym.unicode, true)
- else if (ScreenPopupInfo <> nil) and (ScreenPopupInfo.Visible) then
- Done := not ScreenPopupInfo.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)
- else
- begin
- // check if screen wants to exit
- Done := not Display.ParseInput(Event.key.keysym.sym, Event.key.keysym.unicode, true);
-
- // if screen wants to exit
- if Done then
- DoQuit;
+ // if screen wants to exit
+ if Done then
+ DoQuit;
+ end;
end;
end;
SDL_JOYAXISMOTION: