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)));
break;
case GAME_MODE_SCORES:
- HandleHallOfFame(0, 0, 0, 0, button);
+ HandleHallOfFame(mx, my, 0, 0, button);
+ break;
+
+ case GAME_MODE_SCOREINFO:
+ HandleScoreInfo(mx, my, 0, 0, button);
break;
case GAME_MODE_EDITOR:
TapeQuickSave();
else if (key == setup.shortcut.load_game)
TapeQuickLoad();
+ else if (key == setup.shortcut.restart_game)
+ TapeRestartGame();
+ else if (key == setup.shortcut.pause_before_end)
+ TapeReplayAndPauseBeforeEnd();
else if (key == setup.shortcut.toggle_pause)
TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
HandleSoundButtonKeys(key);
}
+ if (game_status == GAME_MODE_SCOREINFO)
+ {
+ HandleScreenGadgetKeys(key);
+ }
+
if (game_status == GAME_MODE_PLAYING && !network_playing)
{
int centered_player_nr_next = -999;
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:
case GAME_MODE_SETUP:
case GAME_MODE_INFO:
case GAME_MODE_SCORES:
+ case GAME_MODE_SCOREINFO:
if (anyTextGadgetActiveOrJustFinished && key != KSYM_Escape)
break;
HandleInfoScreen(0, 0, 0, 0, MB_MENU_CHOICE);
else if (game_status == GAME_MODE_SCORES)
HandleHallOfFame(0, 0, 0, 0, MB_MENU_CHOICE);
+ else if (game_status == GAME_MODE_SCOREINFO)
+ HandleScoreInfo(0, 0, 0, 0, MB_MENU_CHOICE);
break;
case KSYM_Escape:
HandleInfoScreen(0, 0, 0, 0, MB_MENU_LEAVE);
else if (game_status == GAME_MODE_SCORES)
HandleHallOfFame(0, 0, 0, 0, MB_MENU_LEAVE);
+ else if (game_status == GAME_MODE_SCOREINFO)
+ HandleScoreInfo(0, 0, 0, 0, MB_MENU_LEAVE);
break;
case KSYM_Page_Up:
HandleInfoScreen(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
else if (game_status == GAME_MODE_SCORES)
HandleHallOfFame(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
+ else if (game_status == GAME_MODE_SCOREINFO)
+ HandleScoreInfo(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
break;
case KSYM_Page_Down:
HandleInfoScreen(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
else if (game_status == GAME_MODE_SCORES)
HandleHallOfFame(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
+ else if (game_status == GAME_MODE_SCOREINFO)
+ HandleScoreInfo(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
break;
default:
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);
}
case GAME_MODE_SETUP:
case GAME_MODE_INFO:
case GAME_MODE_SCORES:
+ case GAME_MODE_SCOREINFO:
{
if (anyTextGadgetActive())
break;
HandleInfoScreen(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
else if (game_status == GAME_MODE_SCORES)
HandleHallOfFame(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
+ else if (game_status == GAME_MODE_SCOREINFO)
+ HandleScoreInfo(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
break;
}