}
}
}
-
- // !!! CHECK THIS:
- // !!! this may result in "HandleNoEvent()" never being called
- // !!! (especially due to continuously processed tocuh events)
- // !!! and therefore toon animations being stopped while events
- // !!! are being processed (even if they are all thrown away)
-
else
{
/* when playing, display a special mouse pointer inside the playfield */
playfield_cursor_set = FALSE;
}
+#if 0
HandleNoEvent();
+#endif
}
+#if 1
+ HandleNoEvent();
+#endif
+
/* don't use all CPU time when idle; the main loop while playing
has its own synchronization and is CPU friendly, too */
{
HandleButton(0, 0, -button_status, button_status);
+#if 0
return;
+#endif
+ }
+ else
+ {
+ HandleJoystick();
}
#if defined(NETWORK_AVALIABLE)
HandleNetworking();
#endif
- HandleJoystick();
+ switch (game_status)
+ {
+ case GAME_MODE_MAIN:
+ DrawPreviewLevelAnimation();
+ DoAnimation();
+ break;
+
+ case GAME_MODE_LEVELS:
+ case GAME_MODE_LEVELNR:
+ case GAME_MODE_SETUP:
+ case GAME_MODE_INFO:
+ case GAME_MODE_SCORES:
+ DoAnimation();
+ break;
+
+ case GAME_MODE_EDITOR:
+ HandleLevelEditorIdle();
+ break;
+
+ default:
+ break;
+ }
}
static int HandleJoystickForAllPlayers()
HandleHallOfFame(0, 0, dx, dy, !newbutton);
break;
+#if 0
case GAME_MODE_EDITOR:
HandleLevelEditorIdle();
break;
+#endif
case GAME_MODE_PLAYING:
if (tape.playing || keyboard)
newbutton = ((joy & JOY_BUTTON) != 0);
#if 0
- if (local_player->LevelSolved_GameEnd && newbutton)
+ if (newbutton && local_player->LevelSolved_GameEnd)
#else
- if (AllPlayersGone && newbutton)
+ if (newbutton && AllPlayersGone)
#endif
{
GameEnd();