#if ONLY_REDRAW_GLOBAL_BORDER_IF_NEEDED
if (CheckIfGlobalBorderRedrawIsNeeded())
+#else
+ // determine and store new global border bitmap for current game status
+ global_border_bitmap = getGlobalBorderBitmapFromStatus(game_status);
#endif
{
// redraw global screen border (or clear, if defined to be empty)
button_status = MB_RELEASED;
ClearEventQueue();
+ ClearPlayerAction();
while (still_wait)
{
still_wait = FALSE;
break;
- case EVENT_KEYRELEASE:
- ClearPlayerAction();
- break;
-
default:
HandleOtherEvents(&event);
break;
break;
}
+ case EVENT_FINGERRELEASE:
case EVENT_KEYRELEASE:
ClearPlayerAction();
break;