int anim_mode = graphic_info[graphic].anim_mode;
int main_anim_mode = (anim_mode == ANIM_NONE ? ANIM_VERTICAL|ANIM_HORIZONTAL:
anim_mode == ANIM_DEFAULT ? ANIM_VERTICAL : anim_mode);
+ boolean overlay_enabled = GetOverlayEnabled();
game.envelope_active = TRUE; // needed for RedrawPlayfield() events
+ SetOverlayEnabled(FALSE);
+ UnmapAllGadgets();
+
PlayMenuSoundStereo(sound_opening, SOUND_MIDDLE);
if (anim_mode == ANIM_DEFAULT)
else
WaitForEventToContinue();
+ RemapAllGadgets();
+ SetOverlayEnabled(overlay_enabled);
+
PlayMenuSoundStereo(sound_closing, SOUND_MIDDLE);
if (anim_mode != ANIM_NONE)
void WaitForEventToContinue(void)
{
+ boolean first_wait = TRUE;
boolean still_wait = TRUE;
if (program.headless)
{
switch (event.type)
{
- case EVENT_BUTTONRELEASE:
+ case EVENT_BUTTONPRESS:
+ case EVENT_FINGERPRESS:
+ first_wait = FALSE;
+ break;
+
+ case EVENT_BUTTONRELEASE:
+ case EVENT_FINGERRELEASE:
+ still_wait = first_wait;
+ break;
+
case EVENT_KEYPRESS:
case SDL_CONTROLLERBUTTONDOWN:
case SDL_JOYBUTTONDOWN:
still_wait = FALSE;
}
- BackToFront();
+ if (!PendingEvent())
+ BackToFront();
}
}