static boolean cursor_inside_playfield = FALSE;
static int cursor_mode_last = CURSOR_DEFAULT;
-static unsigned int special_cursor_delay = 0;
-static unsigned int special_cursor_delay_value = 1000;
+static DelayCounter special_cursor_delay = { 1000 };
static boolean special_cursor_enabled = FALSE;
static boolean stop_processing_events = FALSE;
static void HandleEvents(void)
{
Event event;
- unsigned int event_frame_delay = 0;
- unsigned int event_frame_delay_value = GAME_FRAME_DELAY;
+ DelayCounter event_frame_delay = { GAME_FRAME_DELAY };
ResetDelayCounter(&event_frame_delay);
ResetDelayCounter(&event_frame_delay);
// do not handle events for longer than standard frame delay period
- if (DelayReached(&event_frame_delay, event_frame_delay_value))
+ if (DelayReached(&event_frame_delay))
break;
// do not handle any further events if triggered by a special flag
// when showing title screens, hide mouse pointer (if not moved)
if (gfx.cursor_mode != CURSOR_NONE &&
- DelayReached(&special_cursor_delay, special_cursor_delay_value))
+ DelayReached(&special_cursor_delay))
{
SetMouseCursor(CURSOR_NONE);
}
if (gfx.cursor_mode != CURSOR_PLAYFIELD &&
cursor_inside_playfield &&
special_cursor_enabled &&
- DelayReached(&special_cursor_delay, special_cursor_delay_value))
+ DelayReached(&special_cursor_delay))
{
SetMouseCursor(CURSOR_PLAYFIELD);
}
event->y < 0 ? MB_WHEEL_DOWN :
event->y > 0 ? MB_WHEEL_UP : 0);
-#if defined(PLATFORM_WIN32) || defined(PLATFORM_MACOSX)
+#if defined(PLATFORM_WINDOWS) || defined(PLATFORM_MAC)
// accelerated mouse wheel available on Mac and Windows
wheel_steps = (event->x ? ABS(event->x) : ABS(event->y));
#else
// when playing, only handle gadgets when using "follow finger" controls
// or when using touch controls in combination with the MM game engine
// or when using gadgets that do not overlap with virtual buttons
+ // or when touch controls are disabled (e.g., with mouse-only levels)
handle_gadgets =
(game_status != GAME_MODE_PLAYING ||
level.game_engine_type == GAME_ENGINE_TYPE_MM ||
+ strEqual(setup.touch.control_type, TOUCH_CONTROL_OFF) ||
strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER) ||
(strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS) &&
!CheckVirtualButtonPressed(mx, my, button)));
if (HandleGadgetsKeyInput(key))
return; // do not handle already processed keys again
+ // special case: on "space" key, either continue playing or go to main menu
+ if (game_status == GAME_MODE_SCORES && key == KSYM_space)
+ {
+ HandleHallOfFame(0, 0, 0, 0, MB_MENU_CONTINUE);
+
+ return;
+ }
+
switch (game_status)
{
case GAME_MODE_PSEUDO_TYPENAME:
void HandleJoystick(void)
{
- static unsigned int joytest_delay = 0;
- static unsigned int joytest_delay_value = GADGET_FRAME_DELAY;
+ static DelayCounter joytest_delay = { GADGET_FRAME_DELAY };
static int joytest_last = 0;
int delay_value_first = GADGET_FRAME_DELAY_FIRST;
int delay_value = GADGET_FRAME_DELAY;
if (dx || dy || button)
SetPlayfieldMouseCursorEnabled(TRUE);
- if (joytest && !button && !DelayReached(&joytest_delay, joytest_delay_value))
+ if (joytest && !button && !DelayReached(&joytest_delay))
{
// delay joystick/keyboard actions if axes/keys continually pressed
newbutton = dx = dy = 0;
else
{
// first start with longer delay, then continue with shorter delay
- joytest_delay_value =
+ joytest_delay.value =
(use_delay_value_first ? delay_value_first : delay_value);
}