#define STYLE_REVERSE (1 << 2)
// values for special event handling style (used for global animation)
-#define STYLE_PASSTHROUGH (1 << 3)
-#define STYLE_MULTIPLE_ACTIONS (1 << 4)
+#define STYLE_BLOCK (1 << 3)
+#define STYLE_PASSTHROUGH (1 << 4)
+#define STYLE_MULTIPLE_ACTIONS (1 << 5)
#define STYLE_DEFAULT STYLE_NONE
#define FADE_MODE_DEFAULT FADE_MODE_FADE
+#define AUTO_DELAY_UNIT_MS 0
+#define AUTO_DELAY_UNIT_FRAMES 1
+
+#define AUTO_DELAY_UNIT_DEFAULT AUTO_DELAY_UNIT_MS
+
// values for toon positions
#define POS_UNDEFINED -1
#define POS_LEFT 0
int screen_rendering_mode;
int vsync_mode;
+ unsigned int frame_counter;
unsigned int frame_delay;
unsigned int frame_delay_value;
boolean choose_from_top_leveldir;
boolean show_scaling_in_title;
+ boolean create_user_levelset;
boolean menu_game;
boolean menu_editor;
boolean sound_simple;
boolean toons;
boolean scroll_delay;
- boolean scroll_delay_value;
+ boolean forced_scroll_delay;
+ int scroll_delay_value;
char *engine_snapshot_mode;
int engine_snapshot_memory;
boolean fade_screens;
boolean handicap; // level set has no handicap when set to "false"
boolean skip_levels; // levels can be skipped when set to "true"
+ boolean use_emc_tiles;// use (swapped) V5/V6 EMC tiles when set to "true"
+
int color; // color to use on selection screen for this level
char *class_desc; // description of level series class
int handicap_level; // number of the lowest unsolved level
boolean PendingEvent(void);
void WaitEvent(Event *event);
void PeekEvent(Event *event);
+void PumpEvents(void);
void CheckQuitEvent(void);
Key GetEventKey(KeyEvent *, boolean);
KeyMod HandleKeyModState(Key, int);