{
SetMouseCursor(CURSOR_DEFAULT);
- DelayReached(&special_cursor_delay, 0);
+ ResetDelayCounter(&special_cursor_delay);
cursor_mode_last = CURSOR_DEFAULT;
}
while (NextValidEvent(&event))
{
+ int game_status_last = game_status;
+
switch (event.type)
{
case EVENT_BUTTONPRESS:
break;
}
+ // always handle events within delay period if game status has changed
+ if (game_status != game_status_last)
+ ResetDelayCounter(&event_frame_delay);
+
// do not handle events for longer than standard frame delay period
if (DelayReached(&event_frame_delay, event_frame_delay_value))
break;
// display normal pointer if mouse pressed
if (button_status != MB_RELEASED)
- DelayReached(&special_cursor_delay, 0);
+ ResetDelayCounter(&special_cursor_delay);
if (gfx.cursor_mode != CURSOR_PLAYFIELD &&
cursor_inside_playfield &&
if (key_status == KEY_PRESSED)
SetOverlayEnabled(!GetOverlayEnabled());
}
- else
+ else if (!textinput_status)
{
// for any other "real" key event, disable virtual buttons
SetOverlayEnabled(FALSE);
break;
case GAME_MODE_PSEUDO_TYPENAME:
+ case GAME_MODE_PSEUDO_TYPENAMES:
HandleTypeName(KSYM_Return);
break;
{
key_action |= key_info[i].action | JOY_BUTTON_SNAP;
key_snap_action |= key_info[i].action;
+
+ tape.property_bits |= TAPE_PROPERTY_TAS_KEYS;
}
}
}
switch (game_status)
{
case GAME_MODE_PSEUDO_TYPENAME:
+ case GAME_MODE_PSEUDO_TYPENAMES:
HandleTypeName(key);
break;
switch (key)
{
case KSYM_Escape:
- RequestQuitGame(setup.ask_on_escape);
+ RequestQuitGame(TRUE);
break;
default: