Render the correct activeChar when initially setting touch joystick preferences

This commit is contained in:
Aaron Culliney 2016-04-16 14:15:21 -07:00
parent dcb35226b7
commit 9c9ba6e7ef

View File

@ -421,7 +421,17 @@ static void gltouchjoy_setup(void) {
if (variant.curr->variant() == TOUCH_DEVICE_JOYSTICK_KEYPAD) {
buttons.activeChar = prefs_parseLongValue(PREF_DOMAIN_JOYSTICK, PREF_KPAD_TOUCHDOWN_CHAR, &lVal, /*base:*/10) ? lVal : ICONTEXT_SPACE_VISUAL;
} else {
buttons.activeChar = prefs_parseLongValue(PREF_DOMAIN_JOYSTICK, PREF_JOY_TOUCHDOWN_CHAR, &lVal, /*base:*/10) ? lVal : MOUSETEXT_OPENAPPLE;
if (!prefs_parseLongValue(PREF_DOMAIN_JOYSTICK, PREF_JOY_TOUCHDOWN_CHAR, &lVal, /*base:*/10)) {
buttons.activeChar = MOUSETEXT_OPENAPPLE;
} else {
if (lVal == TOUCH_BUTTON2) {
buttons.activeChar = MOUSETEXT_CLOSEDAPPLE;
} else if (lVal == TOUCH_BOTH) {
buttons.activeChar = '+';
} else {
buttons.activeChar = MOUSETEXT_OPENAPPLE;
}
}
}
buttons.model = mdlCreateQuad((GLModelParams_s){