FADE_SXSIZE = FULL_SXSIZE;
FADE_SYSIZE = FULL_SYSIZE;
- if (game_status == GAME_MODE_PLAYING &&
- strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
+ // activate virtual buttons depending on upcoming game status
+ if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS) &&
+ game_status == GAME_MODE_PLAYING && !tape.playing)
SetOverlayActive(TRUE);
SetScreenStates_AfterFadingIn();
{
case EVENT_BUTTONRELEASE:
case EVENT_KEYPRESS:
-#if defined(TARGET_SDL2)
case SDL_CONTROLLERBUTTONDOWN:
-#endif
case SDL_JOYBUTTONDOWN:
still_wait = FALSE;
break;
break;
}
-#if defined(TARGET_SDL2)
case SDL_WINDOWEVENT:
HandleWindowEvent((WindowEvent *) &event);
break;
case SDL_APP_DIDENTERFOREGROUND:
HandlePauseResumeEvent((PauseResumeEvent *) &event);
break;
-#endif
case EVENT_KEYPRESS:
{
case KSYM_Return:
case KSYM_y:
-#if defined(TARGET_SDL2)
case KSYM_Y:
case KSYM_Select:
case KSYM_Menu:
#if defined(KSYM_Rewind)
case KSYM_Rewind: // for Amazon Fire TV remote
-#endif
#endif
result = 1;
break;
case KSYM_Escape:
case KSYM_n:
-#if defined(TARGET_SDL2)
case KSYM_N:
case KSYM_Back:
#if defined(KSYM_FastForward)
case KSYM_FastForward: // for Amazon Fire TV remote
-#endif
#endif
result = 0;
break;
default:
- HandleKeysDebug(key);
+ HandleKeysDebug(key, KEY_PRESSED);
break;
}
ClearPlayerAction();
break;
-#if defined(TARGET_SDL2)
case SDL_CONTROLLERBUTTONDOWN:
switch (event.cbutton.button)
{
HandleJoystickEvent(&event);
ClearPlayerAction();
break;
-#endif
default:
HandleOtherEvents(&event);
// pause network game while waiting for request to answer
if (network.enabled &&
game_status == GAME_MODE_PLAYING &&
- !AllPlayersGone &&
+ !game.all_players_gone &&
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_PausePlaying();
// continue network game after request
if (network.enabled &&
game_status == GAME_MODE_PLAYING &&
- !AllPlayersGone &&
+ !game.all_players_gone &&
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_ContinuePlaying();
// pause network game while waiting for request to answer
if (network.enabled &&
game_status == GAME_MODE_PLAYING &&
- !AllPlayersGone &&
+ !game.all_players_gone &&
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_PausePlaying();
// continue network game after request
if (network.enabled &&
game_status == GAME_MODE_PLAYING &&
- !AllPlayersGone &&
+ !game.all_players_gone &&
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_ContinuePlaying();
if (!change_window_scaling_percent && !video.fullscreen_available)
return;
-#if defined(TARGET_SDL2)
if (change_window_scaling_percent)
{
SDLSetWindowScaling(setup.window_scaling_percent);
return;
}
-#endif
if (change_fullscreen ||
change_window_scaling_percent)
struct RectWithBorder *vp_door_3 = &viewport.door_2[GAME_MODE_EDITOR];
int new_win_xsize = vp_window->width;
int new_win_ysize = vp_window->height;
- int border_size = vp_playfield->border_size;
- int new_sx = vp_playfield->x + border_size;
- int new_sy = vp_playfield->y + border_size;
- int new_sxsize = vp_playfield->width - 2 * border_size;
- int new_sysize = vp_playfield->height - 2 * border_size;
+ int border_left = vp_playfield->border_left;
+ int border_right = vp_playfield->border_right;
+ int border_top = vp_playfield->border_top;
+ int border_bottom = vp_playfield->border_bottom;
+ int new_sx = vp_playfield->x + border_left;
+ int new_sy = vp_playfield->y + border_top;
+ int new_sxsize = vp_playfield->width - border_left - border_right;
+ int new_sysize = vp_playfield->height - border_top - border_bottom;
int new_real_sx = vp_playfield->x;
int new_real_sy = vp_playfield->y;
int new_full_sxsize = vp_playfield->width;
}
// add current and new door 2 area if position or size has changed
- if (new_dx != VX || new_dy != VY ||
- new_dxsize != VXSIZE || new_dysize != VYSIZE)
+ if (new_vx != VX || new_vy != VY ||
+ new_vxsize != VXSIZE || new_vysize != VYSIZE)
{
JoinRectangles(&FADE_SX, &FADE_SY, &FADE_SXSIZE, &FADE_SYSIZE,
VX, VY, VXSIZE, VYSIZE);