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While recently testing a game I've written on the Series 40 3rd Edition emulator, I noticed that the emulator assigns the same key used in GameCanvas.FIRE_PRESSED to a soft menu. This is a serious problem for me, as I have a soft menu but also use the FIRE key for other purposes. I could work around it by disabling the FIRE key, if I could discover that the FIRE key is assigned to a soft menu item. Any good way of doing that?
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It relies on the Nokia UI classes, but:
Code:
if (getKeyCode(FIRE) == FullCanvas.KEY_SOFTKEY1) // or KEY_SOFTKEY2 or 3 I have a 6280 and I've noticed quite a few games that have that problem, and you have to use 5 to fire. shmoove |
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Join Date: Dec 2005
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Location: Europe/Poland/Warsaw
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hi shmoove,
that probably would not help, at least while testing on emulator high-level menu command always override FIRE button and if cdsmith has menus items their listener will be fired @cdsmith can you simply use full screen canvas without any labels for menu or add one or two labels (positive/negative) and trap key events for negative values? that way FIRE could be still used, regards, Peter |
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Quote:
shmoove |
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Join Date: Dec 2005
Posts: 1,696
Location: Europe/Poland/Warsaw
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hi shmoove,
oh, ok, bear with me - i'm learning, so it also should be possible (to detect S40 platform) to use unique property: Code:
public static boolean IS_S40;
public TestMidlet(){
IS_S40 = (getAppProperty("com.nokia.mid.timeformat") != null);
}
however both does not work in my S40 emulator and I don't own S40 device yet for tests, regards, Peter |
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