+void HandleMouseCursor()
+{
+ if (game_status == GAME_MODE_TITLE)
+ {
+ /* when showing title screens, hide mouse pointer (if not moved) */
+
+ if (gfx.cursor_mode != CURSOR_NONE &&
+ DelayReached(&special_cursor_delay, special_cursor_delay_value))
+ {
+ SetMouseCursor(CURSOR_NONE);
+ }
+ }
+ else if (game_status == GAME_MODE_PLAYING && (!tape.pausing ||
+ tape.single_step))
+ {
+ /* when playing, display a special mouse pointer inside the playfield */
+
+ if (gfx.cursor_mode != CURSOR_PLAYFIELD &&
+ cursor_inside_playfield &&
+ DelayReached(&special_cursor_delay, special_cursor_delay_value))
+ {
+ SetMouseCursor(CURSOR_PLAYFIELD);
+ }
+ }
+ else if (gfx.cursor_mode != CURSOR_DEFAULT)
+ {
+ SetMouseCursor(CURSOR_DEFAULT);
+ }
+
+ /* this is set after all pending events have been processed */
+ cursor_mode_last = gfx.cursor_mode;
+}
+
+void EventLoop(void)
+{
+ unsigned int sync_frame_delay = 0;
+ unsigned int sync_frame_delay_value = GAME_FRAME_DELAY;
+
+ while (1)
+ {
+ if (PendingEvent())
+ HandleEvents();
+ else
+ HandleMouseCursor();
+
+ /* also execute after pending events have been processed before */
+ HandleNoEvent();
+
+ /* don't use all CPU time when idle; the main loop while playing
+ has its own synchronization and is CPU friendly, too */
+
+ if (game_status == GAME_MODE_PLAYING)
+ HandleGameActions();
+
+ /* 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;
+ }
+}
+