This corrects the following situations regarding virtual buttons:
* Fixed displaying virtual buttons while tapes are played.
* Fixed displaying virtual buttons after all players were gone.
* Fixed *not* displaying virtual buttons when tape stopped playing and
the user can continue playing the game.
SetVideoFrameDelay(game_frame_delay_value);
+ // (de)activate virtual buttons depending on current game status
+ if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
+ {
+ if (game.all_players_gone) // if no players there to be controlled anymore
+ SetOverlayActive(FALSE);
+ else if (!tape.playing) // if game continues after tape stopped playing
+ SetOverlayActive(TRUE);
+ }
+
#if 0
#if 0
// ---------- main game synchronization point ----------
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();