DEADSOFTWARE

render: draw touch controls via render
[d2df-sdl.git] / src / game / g_gui.pas
index 4bf8f7ceebdb91b961738448a90ae1a195f78053..26a9ee57fcd261ec6095b420847a22e8da7a8edb 100644 (file)
@@ -19,7 +19,7 @@ interface
 
 uses
   {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
-  g_base, r_graphics, e_input, e_log, g_playermodel, g_basic, g_touch, MAPDEF, utils;
+  g_base, r_graphics, e_input, e_log, g_playermodel, g_basic, MAPDEF, utils;
 
 const
   MAINMENU_HEADER_COLOR: TRGB = (R:255; G:255; B:255);
@@ -552,6 +552,9 @@ procedure g_GUI_LoadMenuPos();
 implementation
 
 uses
+  {$IFDEF ENABLE_TOUCH}
+    g_system,
+  {$ENDIF}
   g_sound, SysUtils, e_res, r_textures,
   g_game, Math, StrUtils, g_player, g_options, r_playermodel,
   g_map, g_weapons, xdynrec, wadreader;
@@ -2417,7 +2420,10 @@ begin
     end;
 
   g_GUIGrabInput := (@FOnEnterEvent = nil) and (FWindow.FActiveControl = Self);
-  g_Touch_ShowKeyboard(g_GUIGrabInput)
+
+  {$IFDEF ENABLE_TOUCH}
+    sys_ShowKeyboard(g_GUIGrabInput)
+  {$ENDIF}
 end;
 
 procedure TGUIEdit.SetText(Text: string);