must use different handler than for nav keys; fix treo bug where forms
brought up during key handling get spurious key events by adding
keySafeCustomAlert that consumes up to the first keyDown before
calling FrmCustomAlert.
around an (OS?) bug where, apparently, the confirm-turn-on-bt dialog
eats pending events, including frmLoadEvent, so that the form never
loads or is very broken if that dialog is allowed to come up too
early.
host or standalone where all are shown, change the number shown
appropriately. The goal is to make the experience natural,
particularly for the common case where the players aren't changing.
Give up once user manually changes number shown.
keyDown event to a form put up while processing a keyUp event in the
main form: set a flag while handling key events, and drop the first
keyDown in child forms when it's set.
has Treo but doesn't have OS support for moving focus among objects.
And since zodiac doesn't support the std Palm hires APIs don't try to
use them. Up version string to b4.
board, which looks crappy. Instead inval only what was previously a
border row, and pass a new param to draw_vertScrollBoard so the
platform can choose not to scroll cells that will just get overwritten
with different bits.
in sync with the board rather than the model and flipping coordinates
only in time to access the model or pass to engine. With that done,
drawing can skip any rows scrolled off-screen, and the board's
perimeter focus rect can be drawn and invalidated correctly on a
flipped, scrolled screen: zodiac, eventually.
and handling of arrow keys via WM_KEYUP; added focus/cursor color to
prefs and color edit dialog. Tested only on win32 (WINE), and not
integrated with platform nav/focus model.
of CELL_ISCURSOR consistent: when focus not dived all elements have it
set (or only perimeter for board, settable at compile time); get rid
of draw_drawCursor since CELL_ISCURSOR is all that's needed;
as penDown. Idea is to be able to set timers to get bonus square
hints etc. without stylus. Works, but transitions are rough because
keyDown doesn't know whether keyUp will result in a focus change.
after focus event, and on handling it inval rect of focus ring on
button. This fixes drawing glitch where palm remembers pixels behind
focus ring but they're not right.