From 8a37db527048c71554958ad5d4498b2ea87c242f Mon Sep 17 00:00:00 2001 From: UnknownShadow200 Date: Wed, 14 Oct 2020 23:13:33 +1100 Subject: [PATCH] fix last commit causing gui buttons to get stuck down permanently I mixed up and and nand oops --- src/Input.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/Input.c b/src/Input.c index c2dc546de..48db6b8ce 100644 --- a/src/Input.c +++ b/src/Input.c @@ -951,7 +951,7 @@ static void OnPointerDown(void* obj, int idx) { s->dirty = true; #ifdef CC_BUILD_TOUCH if (s->VTABLE->HandlesPointerDown(s, 1 << idx, x, y)) { - /* using &= ~TOUCH_TYPE_GUI instead of = TOUCH_TYPE_GUI is to handle */ + /* using &= TOUCH_TYPE_GUI instead of = TOUCH_TYPE_GUI is to handle */ /* one specific case - when clicking 'Quit game' in android version, */ /* it will call Game_Free, which will in turn call InputComponent.Free. */ /* That resets the type of all touches to 0 - however, since it is */ @@ -959,7 +959,7 @@ static void OnPointerDown(void* obj, int idx) { /* undo the resetting of type to 0 for one of the touches states, */ /* causing problems later with Input_AddTouch as it will assume that */ /* the aforementioned touches state is wrongly still in use */ - touches[idx].type &= ~TOUCH_TYPE_GUI; return; + touches[idx].type &= TOUCH_TYPE_GUI; return; } #else if (s->VTABLE->HandlesPointerDown(s, 1 << idx, x, y)) return;