diff --git a/src/game/g_game.pas b/src/game/g_game.pas
index 726d37038339aa875cda8b0af270090a4ed78324..80fb0531df35051f2b53f7eef73719392ca9460d 100644 (file)
--- a/src/game/g_game.pas
+++ b/src/game/g_game.pas
SysUtils, Classes,
MAPDEF,
g_basic, g_player, e_graphics, g_res_downloader,
- g_sound, g_gui, utils, md5, mempool, xprofiler;
+ g_sound, g_gui, utils, md5, mempool, xprofiler,
+ g_touch;
type
TGameSettings = record
if (not g_Game_IsClient) and
(
(
- (e_KeyPressed(IK_RETURN) or e_KeyPressed(IK_KPRETURN) or e_KeyPressed(IK_SPACE))
+ (
+ e_KeyPressed(IK_RETURN) or e_KeyPressed(IK_KPRETURN) or e_KeyPressed(IK_SPACE) or
+ e_KeyPressed(VK_FIRE) or e_KeyPressed(VK_OPEN)
+ )
and (not gJustChatted) and (not gConsoleShow) and (not gChatShow)
and (g_ActiveWindow = nil)
)
g_ProcessMessages();
- if e_KeyPressed(IK_TAB) then
+ if e_KeyPressed(IK_TAB) or e_KeyPressed(VK_STATUS) then
begin
if not gStatsPressed then
begin
* glBlendFunc(GL_DST_ALPHA, GL_ONE);
* draw all geometry up to and including walls (with alpha-testing, probably) -- this does lighting
*)
-{$IFDEF USE_NANOGL}
- wassc := false; // FIXIT
-{$ELSE}
wassc := (glIsEnabled(GL_SCISSOR_TEST) <> 0);
-{$ENDIF}
if wassc then glGetIntegerv(GL_SCISSOR_BOX, @scxywh[0]) else glGetIntegerv(GL_VIEWPORT, @scxywh[0]);
// setup OpenGL parameters
if gGameOn then drawProfilers();
g_Holmes_DrawUI();
+
+ g_Touch_Draw;
end;
procedure g_Game_Quit();
ProcessLoading(true);
- if e_KeyPressed(IK_ESCAPE) or e_KeyPressed(IK_SPACE) then
+ if e_KeyPressed(IK_ESCAPE) or e_KeyPressed(IK_SPACE) or e_KeyPressed(VK_ESCAPE) then
begin
State := 0;
break;