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authorNebuleon Fumika2013-01-23 20:16:46 -0500
committerNebuleon Fumika2013-01-23 20:16:46 -0500
commit433749b6ef1e2b070755c3bb7fc0d81b5ecaa7b1 (patch)
tree38600503fea7fa1607ebb1e7c501d1f4d41f88b8 /source/nds/draw.c
parent40596a7d6810c2d3bc2db28e8f9c2b825972d21d (diff)
parentd57eea6b4fd4d5d642cb730f6291dabfb0c6a633 (diff)
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Merge branch 'master' into 8bitsound
Diffstat (limited to 'source/nds/draw.c')
-rw-r--r--source/nds/draw.c26
1 files changed, 22 insertions, 4 deletions
diff --git a/source/nds/draw.c b/source/nds/draw.c
index f373aa3..3eab510 100644
--- a/source/nds/draw.c
+++ b/source/nds/draw.c
@@ -883,24 +883,42 @@ u32 draw_hotkey_dialog(enum SCREEN_ID screen, u32 sy, char *clear, char *cancel)
ds2_flipScreen(screen, 2);
- // While there are no keys pressed, wait for keys.
+ // This function has been started by a key press. Wait for it to end.
struct key_buf inputdata;
do {
mdelay(1);
ds2_getrawInput(&inputdata);
+ } while (inputdata.key != 0);
+
+ // While there are no keys pressed, wait for keys.
+ do {
+ mdelay(1);
+ ds2_getrawInput(&inputdata);
} while (inputdata.key == 0);
// Now, while there are keys pressed, keep a tally of keys that have
// been pressed. (IGNORE TOUCH AND LID! Otherwise, closing the lid or
// touching to get to the menu will do stuff the user doesn't expect.
// Also ignore the direction pad because every game uses it.)
- u32 TotalKeys = inputdata.key;
+ u32 TotalKeys = 0;
do {
+ TotalKeys |= inputdata.key & ~(KEY_TOUCH | KEY_LID | KEY_UP | KEY_DOWN | KEY_LEFT | KEY_RIGHT);
+ // If there's a touch on either button, turn it into a
+ // clear (A) or cancel (B) request.
+ if (inputdata.key & KEY_TOUCH)
+ {
+ if (inputdata.y >= 128 && inputdata.y < 128 + ICON_BUTTON.y)
+ {
+ if (inputdata.x >= 49 && inputdata.x < 49 + ICON_BUTTON.x)
+ return KEY_A;
+ else if (inputdata.x >= 136 && inputdata.x < 136 + ICON_BUTTON.x)
+ return KEY_B;
+ }
+ }
mdelay(1);
ds2_getrawInput(&inputdata);
- TotalKeys |= inputdata.key & ~(KEY_TOUCH | KEY_LID | KEY_UP | KEY_DOWN | KEY_LEFT | KEY_RIGHT);
- } while (inputdata.key != 0);
+ } while (inputdata.key != 0 || TotalKeys == 0);
return TotalKeys;
}