last fix for buttons only fixed the PC/SDL mouse impl. This fixes the iOS/Android platforms. iOS/Android platforms both issue a JGE_BTN_OK keypress on single tap in which the mouse version does not. that version issues the OK keypress in sync with the mouse click.
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@@ -74,7 +74,7 @@ private:
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MTGDeck * booster;
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bool bListCards;
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InteractiveButton *cycleCardsButton, *showCardListButton;
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bool disablePurchase;
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bool disablePurchase, clearInput;
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void beginFilters();
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void deleteDisplay();
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@@ -79,6 +79,7 @@ GameStateShop::GameStateShop(GameApp* parent) :
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showCardListButton = NEW InteractiveButton(NULL, kShowCardListButtonId, Fonts::MAIN_FONT, "Show List", SCREEN_WIDTH_F - 150, SCREEN_HEIGHT_F - 15, JGE_BTN_SEC);
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disablePurchase = false;
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clearInput = false;
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}
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GameStateShop::~GameStateShop()
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@@ -609,6 +610,9 @@ void GameStateShop::Update(float dt)
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srcCards->Shuffle();
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load();
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disablePurchase = false;
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clearInput = true;
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return;
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}
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else if (btn == JGE_BTN_CANCEL)
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options[Options::DISABLECARDS].number = !options[Options::DISABLECARDS].number;
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@@ -627,19 +631,30 @@ void GameStateShop::Update(float dt)
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{
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bListCards = !bListCards;
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disablePurchase = false;
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clearInput = true;
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return;
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}
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else if (shopMenu)
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{
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if (btn == JGE_BTN_OK && (cycleCardsButton->ButtonPressed() || showCardListButton->ButtonPressed()))
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#if defined (IOS) || defined (ANDROID)
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if ((cycleCardsButton->ButtonPressed() || showCardListButton->ButtonPressed()))
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#else
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if ( (btn == JGE_BTN_OK) && (cycleCardsButton->ButtonPressed() || showCardListButton->ButtonPressed()))
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#endif
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{
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disablePurchase = true;
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return;
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}
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else if (btn == JGE_BTN_OK && disablePurchase)
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{
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disablePurchase = false;
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}
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else
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#if defined (IOS) || defined (ANDROID)
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if (clearInput && (btn == JGE_BTN_OK))
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{
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clearInput = false;
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disablePurchase = false;
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return;
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}
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else
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#endif
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if (shopMenu->CheckUserInput(btn))
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srcCards->Touch();
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}
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