#include "editor.h"
#include "files.h"
#include "tape.h"
+#include "cartoons.h"
#include "network.h"
void EventLoop(void)
{
+ static unsigned int sync_frame_delay = 0;
+ unsigned int sync_frame_delay_value = GAME_FRAME_DELAY;
+
while (1)
{
if (PendingEvent()) /* got event */
{
+ // use separate frame delay counter to not reset main delay counter
+ unsigned int sync_frame_delay2 = 0;
+ unsigned int sync_frame_delay_value2 = sync_frame_delay_value;
Event event;
+ ResetDelayCounter(&sync_frame_delay2);
+
while (NextValidEvent(&event))
{
switch (event.type)
HandleOtherEvents(&event);
break;
}
+
+ // do not handle events for longer than standard frame delay period
+ if (DelayReached(&sync_frame_delay2, sync_frame_delay_value2))
+ break;
}
}
- else
+
+ // always handle non-event game actions for every game frame interval
{
if (game_status == GAME_MODE_TITLE)
{
has its own synchronization and is CPU friendly, too */
if (game_status == GAME_MODE_PLAYING)
- {
HandleGameActions();
- }
- else
- {
- if (!PendingEvent()) /* delay only if no pending events */
- Delay(10);
- }
/* refresh window contents from drawing buffer, if needed */
BackToFront();
+ if (game_status != GAME_MODE_PLAYING)
+ WaitUntilDelayReached(&sync_frame_delay, sync_frame_delay_value);
+
if (game_status == GAME_MODE_QUIT)
return;
}
default:
if (key == KSYM_Escape)
{
- game_status = GAME_MODE_MAIN;
+ SetGameStatus(GAME_MODE_MAIN);
+
DrawMainMenu();
return;