{
boolean still_wait = TRUE;
+ if (program.headless)
+ return;
+
/* simulate releasing mouse button over last gadget, if still pressed */
if (button_status)
HandleGadgets(-1, -1, 0);
{
case EVENT_BUTTONPRESS:
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_WILLENTERBACKGROUND:
+ case SDL_APP_DIDENTERBACKGROUND:
+ case SDL_APP_WILLENTERFOREGROUND:
+ case SDL_APP_DIDENTERFOREGROUND:
+ HandlePauseResumeEvent((PauseResumeEvent *) &event);
+ break;
+#endif
+
case EVENT_KEYPRESS:
{
Key key = GetEventKey((KeyEvent *)&event, TRUE);
case KSYM_Return:
#if defined(TARGET_SDL2)
+ 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:
#if defined(TARGET_SDL2)
case KSYM_Back:
+#if defined(KSYM_FastForward)
+ case KSYM_FastForward: /* for Amazon Fire TV remote */
+#endif
#endif
result = 0;
break;
ClearPlayerAction();
break;
+#if defined(TARGET_SDL2)
+ case SDL_CONTROLLERBUTTONDOWN:
+ switch (event.cbutton.button)
+ {
+ case SDL_CONTROLLER_BUTTON_A:
+ case SDL_CONTROLLER_BUTTON_X:
+ case SDL_CONTROLLER_BUTTON_LEFTSHOULDER:
+ result = 1;
+ break;
+
+ case SDL_CONTROLLER_BUTTON_B:
+ case SDL_CONTROLLER_BUTTON_Y:
+ case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER:
+ case SDL_CONTROLLER_BUTTON_BACK:
+ result = 0;
+ break;
+ }
+
+ if (req_state & REQ_PLAYER)
+ result = 0;
+
+ break;
+
+ case SDL_CONTROLLERBUTTONUP:
+ HandleJoystickEvent(&event);
+ ClearPlayerAction();
+ break;
+#endif
+
default:
HandleOtherEvents(&event);
break;
void CheckSingleStepMode_SP(boolean murphy_is_waiting,
boolean murphy_is_dropping)
{
+ boolean murphy_starts_dropping = FALSE;
+ int i;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (stored_player[i].force_dropping)
+ murphy_starts_dropping = TRUE;
+
if (tape.single_step && tape.recording && !tape.pausing)
- if (murphy_is_waiting)
+ if (murphy_is_waiting && !murphy_starts_dropping)
TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
CheckSaveEngineSnapshot_SP(murphy_is_waiting, murphy_is_dropping);
{
if (anim_status_new == GAME_MODE_MAIN)
anim_status_new = GAME_MODE_PSEUDO_MAINONLY;
+ else if (anim_status_new == GAME_MODE_SCORES)
+ anim_status_new = GAME_MODE_PSEUDO_SCORESOLD;
global.anim_status_next = anim_status_new;