// never redraw single tiles, always redraw the whole field
// (redrawing single tiles up to a certain threshold was faster on old,
// now legacy graphics, but slows things down on modern graphics now)
+ // UPDATE: this is now globally defined by value of REDRAWTILES_THRESHOLD
if (redraw_mask & REDRAW_TILES)
redraw_mask |= REDRAW_FIELD;
#endif
break;
case KSYM_Escape:
+#if defined(TARGET_SDL2)
+ case KSYM_Back:
+#endif
result = 0;
break;
boolean any_player_moving,
boolean player_is_dropping)
{
- int i;
-
if (tape.single_step && tape.recording && !tape.pausing)
{
+#if 0
boolean active_players = FALSE;
+ int i;
for (i = 0; i < MAX_PLAYERS; i++)
if (action[i] != JOY_NO_ACTION)
active_players = TRUE;
+#endif
// if (frame == 0)
if (frame == 0 && !player_is_dropping)