boolean restart_music = (game_status != game_status_last_screen &&
game_status_last_screen != GAME_MODE_SCOREINFO);
+ scores.continue_on_return = (game_status == GAME_MODE_SCORES &&
+ game_status_last_screen == GAME_MODE_PLAYING);
+
if (CheckFadeAll())
fade_mask = REDRAW_ALL;
}
#if defined(PLATFORM_ANDROID)
- // touching the screen anywhere continues playing the next level
- if ((mx || my) && scores.continue_playing)
+ // directly continue when touching the screen after playing
+ if ((mx || my) && scores.continue_on_return)
{
+ // ignore touch events until released
mx = my = 0;
- button = MB_MENU_CHOICE;
}
#endif
if (score_entry_current == NULL)
score_entry_current = getFirstValidTreeInfoEntry(score_entries);
- if (score_entries != NULL && scores.last_added >= 0)
+ if (score_entries != NULL && scores.continue_playing)
setString(&score_entries->node_group->name, BACKLINK_TEXT_NEXT);
// ("score_entries" and "score_entry_current" may be NULL here)
void DrawHallOfFame(int nr)
{
scores.last_level_nr = nr;
- scores.continue_on_return = (game_status_last_screen == GAME_MODE_PLAYING);
// (this is needed when called from GameEnd() after winning a game)
KeyboardAutoRepeatOn();
static struct TokenInfo setup_info_graphics[] =
{
-#if !defined(PLATFORM_ANDROID)
+#if !defined(PLATFORM_ANDROID) && !defined(PLATFORM_EMSCRIPTEN)
{ TYPE_SWITCH, &setup.fullscreen, "Fullscreen:" },
{ TYPE_ENTER_LIST, execSetupChooseWindowSize, "Window Scaling:" },
{ TYPE_STRING, &window_size_text, "" },
{ TYPE_ENTER_LIST, execSetupChooseScrollDelay, "Scroll Delay:" },
{ TYPE_STRING, &scroll_delay_text, "" },
#endif
+#if !defined(PLATFORM_EMSCRIPTEN)
{ TYPE_ENTER_LIST, execSetupChooseVsyncMode, "Vertical Sync (VSync):" },
{ TYPE_STRING, &vsync_mode_text, "" },
+#endif
{ TYPE_SWITCH, &setup.fade_screens, "Fade Screens:" },
{ TYPE_SWITCH, &setup.quick_switch, "Quick Player Focus Switch:" },
{ TYPE_SWITCH, &setup.quick_doors, "Quick Menu Doors:" },
while (!finished)
{
Event event;
+ unsigned int event_frame_delay = 0;
+ unsigned int event_frame_delay_value = GAME_FRAME_DELAY;
- if (NextValidEvent(&event))
+ // reset frame delay counter directly after updating screen
+ ResetDelayCounter(&event_frame_delay);
+
+ while (NextValidEvent(&event))
{
switch (event.type)
{
HandleOtherEvents(&event);
break;
}
+
+ // do not handle events for longer than standard frame delay period
+ if (DelayReached(&event_frame_delay, event_frame_delay_value))
+ break;
}
BackToFront();
{ 282, 210, MARKER_AXIS_Y, "righty", },
};
- unsigned int event_frame_delay = 0;
- unsigned int event_frame_delay_value = GAME_FRAME_DELAY;
-
- ResetDelayCounter(&event_frame_delay);
-
if (!bitmaps_initialized)
{
controller = LoadCustomImage("joystick/controller.png");
screen_initialized = TRUE;
+ unsigned int event_frame_delay = 0;
+ unsigned int event_frame_delay_value = GAME_FRAME_DELAY;
+
+ // reset frame delay counter directly after updating screen
+ ResetDelayCounter(&event_frame_delay);
+
while (NextValidEvent(&event))
{
switch (event.type)
int type = GD_TYPE_NORMAL_BUTTON;
boolean checked = FALSE;
+ // do not use touch buttons if overlay touch buttons are disabled
+ if (is_touch_button && !setup.touch.overlay_buttons)
+ continue;
+
event_mask = menubutton_info[i].event_mask;
x = (is_touch_button ? pos->x : mSX + GDI_ACTIVE_POS(pos->x));