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iOS needs a back key as well due to lack of hardware buttons.
At least until a gesture can replace this function.
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94bb98d477
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2cfaa49797
1 changed files with 4 additions and 4 deletions
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@ -32,7 +32,7 @@ TouchButton buttonLeft(&ui_atlas, I_DIR, I_ARROW, PAD_BUTTON_LEFT, 0);
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TouchButton buttonUp(&ui_atlas, I_DIR, I_ARROW, PAD_BUTTON_UP, 90);
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TouchButton buttonRight(&ui_atlas, I_DIR, I_ARROW, PAD_BUTTON_RIGHT, 180);
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TouchButton buttonDown(&ui_atlas, I_DIR, I_ARROW, PAD_BUTTON_DOWN, 270);
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#ifdef __SYMBIAN32__
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#if defined(__SYMBIAN32__) || defined(IOS)
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TouchButton buttonPause(&ui_atlas, I_RECT, I_ARROW, PAD_BUTTON_BACK, 90);
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#endif
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@ -75,7 +75,7 @@ void LayoutGamepad(int w, int h)
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buttonLShoulder.setPos(button_spacing + 10 * controlScale, 15 * controlScale, controlScale);
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buttonRShoulder.setPos(w - button_spacing - 10 * controlScale, 15 * controlScale, controlScale);
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#ifdef __SYMBIAN32__
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#if defined(__SYMBIAN32__) || defined(IOS)
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buttonPause.setPos(halfW, 15 * controlScale, controlScale);
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#endif
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@ -101,7 +101,7 @@ void UpdateGamepad(InputState &input_state)
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buttonLShoulder.update(input_state);
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buttonRShoulder.update(input_state);
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#ifdef __SYMBIAN32__
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#if defined(__SYMBIAN32__) || defined(IOS)
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buttonPause.update(input_state);
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#endif
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@ -128,7 +128,7 @@ void DrawGamepad(DrawBuffer &db)
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buttonLShoulder.draw(db, color, colorOverlay);
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buttonRShoulder.draw(db, color, colorOverlay);
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#ifdef __SYMBIAN32__
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#if defined(__SYMBIAN32__) || defined(IOS)
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buttonPause.draw(db, color, colorOverlay);
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#endif
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