int sync_frame = FrameCounter;
int x, y;
+ /* prevent OS (Windows) from complaining about program not responding */
+ CheckQuitEvent();
+
if (game_status != GAME_MODE_LOADING)
return;
#endif
}
+void CheckQuitEvent(void)
+{
+ if (SDL_QuitRequested())
+ program.exit_function(0);
+}
+
Key GetEventKey(KeyEvent *event, boolean with_modifiers)
{
#if defined(TARGET_SDL2)
boolean PendingEvent(void);
void NextEvent(Event *event);
void PeekEvent(Event *event);
+void CheckQuitEvent(void);
Key GetEventKey(KeyEvent *, boolean);
KeyMod HandleKeyModState(Key, int);
KeyMod GetKeyModState();
SkipUntilDelayReached(&door_delay, door_delay_value, &k, last_frame);
current_move_delay += max_step_delay;
+
+ /* prevent OS (Windows) from complaining about program not responding */
+ CheckQuitEvent();
}
if (door_part_done_all)