X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fevents.c;h=952f8995f602cdec1a475dd9c4fd76211138d907;hb=adab6bbf3e2b3b78b7b51f18379e6db399b62b5c;hp=041c49b4e13b54d0314a111cf00773e817b95800;hpb=d2457f732e2efb77ba786691efbd3cee6a9a69b9;p=rocksndiamonds.git diff --git a/src/events.c b/src/events.c index 041c49b4..952f8995 100644 --- a/src/events.c +++ b/src/events.c @@ -19,6 +19,7 @@ #include "editor.h" #include "files.h" #include "tape.h" +#include "cartoons.h" #include "network.h" @@ -66,7 +67,7 @@ static int FilterEventsExt(const Event *event) /* do no reset mouse cursor before all pending events have been processed */ if (gfx.cursor_mode == cursor_mode_last && - ((effectiveGameStatus() == GAME_MODE_TITLE && + ((game_status == GAME_MODE_TITLE && gfx.cursor_mode == CURSOR_NONE) || (game_status == GAME_MODE_PLAYING && gfx.cursor_mode == CURSOR_PLAYFIELD))) @@ -153,6 +154,9 @@ boolean NextValidEvent(Event *event) void EventLoop(void) { + static unsigned int sync_frame_delay = 0; + unsigned int sync_frame_delay_value = GAME_FRAME_DELAY; + while (1) { if (PendingEvent()) /* got event */ @@ -208,7 +212,7 @@ void EventLoop(void) } else { - if (effectiveGameStatus() == GAME_MODE_TITLE) + if (game_status == GAME_MODE_TITLE) { /* when showing title screens, hide mouse pointer (if not moved) */ @@ -218,7 +222,8 @@ void EventLoop(void) SetMouseCursor(CURSOR_NONE); } } - else if (game_status == GAME_MODE_PLAYING && !tape.pausing) + else if (game_status == GAME_MODE_PLAYING && (!tape.pausing || + tape.single_step)) { /* when playing, display a special mouse pointer inside the playfield */ @@ -245,18 +250,14 @@ void EventLoop(void) has its own synchronization and is CPU friendly, too */ if (game_status == GAME_MODE_PLAYING) - { HandleGameActions(); - } - else - { - if (!PendingEvent()) /* delay only if no pending events */ - Delay(10); - } /* refresh window contents from drawing buffer, if needed */ BackToFront(); + if (game_status != GAME_MODE_PLAYING) + WaitUntilDelayReached(&sync_frame_delay, sync_frame_delay_value); + if (game_status == GAME_MODE_QUIT) return; }