diff --git a/build-win10/PanicPainter/PanicPainter.vcxproj b/build-win10/PanicPainter/PanicPainter.vcxproj
index 5b496816..218eb8a7 100644
--- a/build-win10/PanicPainter/PanicPainter.vcxproj
+++ b/build-win10/PanicPainter/PanicPainter.vcxproj
@@ -195,6 +195,7 @@
+
@@ -224,6 +225,7 @@
+
diff --git a/build-win10/PanicPainter/PanicPainter.vcxproj.filters b/build-win10/PanicPainter/PanicPainter.vcxproj.filters
index dfb821bc..0d4dbf2e 100644
--- a/build-win10/PanicPainter/PanicPainter.vcxproj.filters
+++ b/build-win10/PanicPainter/PanicPainter.vcxproj.filters
@@ -79,6 +79,9 @@
Scenes\Pause
+
+ Scenes\Gameplay
+
@@ -145,5 +148,8 @@
Scenes\Pause
+
+ Scenes\Gameplay
+
\ No newline at end of file
diff --git a/source/controllers/PPActionController.cpp b/source/controllers/PPActionController.cpp
index e369aabf..3fb89a80 100644
--- a/source/controllers/PPActionController.cpp
+++ b/source/controllers/PPActionController.cpp
@@ -31,6 +31,7 @@ void ActionController::update(const set> &activeCanvases,
if (input.didTripleTap() && input.justReleased() &&
startingPointIn && currentPointIn) {
_state.clearColor(i, i2, selectedColor);
+ input.clearPreviousTaps();
}
if (input.isPressing() && startingPointIn && currentPointIn) {
diff --git a/source/controllers/PPInputController.cpp b/source/controllers/PPInputController.cpp
index fd2f853f..f2f2c4ce 100644
--- a/source/controllers/PPInputController.cpp
+++ b/source/controllers/PPInputController.cpp
@@ -165,3 +165,10 @@ bool InputController::didTripleTap() const {
_inputs[2]->isJustTap() &&
_inputs[1]->timeSinceLastInstance <= _consecutiveTapThreshold;
}
+
+void InputController::clearPreviousTaps() {
+ _inputs.clear();
+ if (_currentInput != nullptr) {
+ _inputs.push_front(_currentInput);
+ }
+}
diff --git a/source/controllers/PPInputController.h b/source/controllers/PPInputController.h
index 503d27be..4145de6e 100644
--- a/source/controllers/PPInputController.h
+++ b/source/controllers/PPInputController.h
@@ -136,6 +136,8 @@ class InputController {
/** Check if last input resulted in a triple tap. */
bool didTripleTap() const;
+ void clearPreviousTaps();
+
/** Utility function to check if a point is in a scene node. */
static bool inScene(const Vec2 &point, const ptr &scene);