while (NextValidEvent(&event))
{
- switch(event.type)
+ switch (event.type)
{
case EVENT_BUTTONPRESS:
case EVENT_BUTTONRELEASE:
void HandleOtherEvents(Event *event)
{
- switch(event->type)
+ switch (event->type)
{
case EVENT_EXPOSE:
HandleExposeEvent((ExposeEvent *) event);
NextEvent(&event);
- switch(event.type)
+ switch (event.type)
{
case EVENT_BUTTONRELEASE:
button_status = MB_RELEASED;
NextEvent(&event);
- switch(event.type)
+ switch (event.type)
{
case EVENT_BUTTONRELEASE:
button_status = MB_RELEASED;
ToggleFullscreenIfNeeded();
+ if (game_status == GAME_MODE_SETUP)
+ RedrawSetupScreenAfterFullscreenToggle();
+
return;
}
-#if 1
- if (game_status == GAME_MODE_PLAYING &&
- local_player->LevelSolved_GameEnd &&
+#if 0
+ if (game_status == GAME_MODE_PLAYING && local_player->LevelSolved_GameEnd &&
(key == KSYM_Return || key == setup.shortcut.toggle_pause))
#else
if (game_status == GAME_MODE_PLAYING && AllPlayersGone &&
key = KSYM_UNDEFINED;
}
- switch(game_status)
+ switch (game_status)
{
case GAME_MODE_PSEUDO_TYPENAME:
HandleTypeName(0, key);
case GAME_MODE_SETUP:
case GAME_MODE_INFO:
case GAME_MODE_SCORES:
- switch(key)
+ switch (key)
{
case KSYM_space:
case KSYM_Return:
case GAME_MODE_PLAYING:
{
- switch(key)
+ switch (key)
{
case KSYM_Escape:
RequestQuitGame(setup.ask_on_escape);
int dx = (left ? -1 : right ? 1 : 0);
int dy = (up ? -1 : down ? 1 : 0);
- switch(game_status)
+ switch (game_status)
{
case GAME_MODE_TITLE:
case GAME_MODE_MAIN:
if (tape.playing || keyboard)
newbutton = ((joy & JOY_BUTTON) != 0);
-#if 1
+#if 0
if (local_player->LevelSolved_GameEnd && newbutton)
#else
if (AllPlayersGone && newbutton)