A, B, C, D, E, F, G\r
} segment_t;\r
\r
+static bool tap_turned_on = false;\r
static game_state_t game_state;\r
static uint8_t deck[DECK_SIZE] = {0};\r
static uint8_t current_card = 0;\r
switch (game_state)\r
{\r
case BJ_TITLE_SCREEN:\r
+ if (!tap_turned_on && tap_control_on) {\r
+ if (movement_enable_tap_detection_if_available()) tap_turned_on = true;\r
+ }\r
begin_playing(tap_control_on);\r
break;\r
case BJ_PLAYING:\r
}\r
switch (event.event_type) {\r
case EVENT_ACTIVATE:\r
- if (state->tap_control_on) {\r
- bool tap_could_enable = movement_enable_tap_detection_if_available();\r
- if (tap_could_enable) {\r
- watch_set_indicator(WATCH_INDICATOR_SIGNAL);\r
- } else {\r
- state->tap_control_on = false;\r
- }\r
- }\r
+ if (state->tap_control_on) watch_set_indicator(WATCH_INDICATOR_SIGNAL);\r
break;\r
case EVENT_TICK:\r
if (game_state == BJ_DEALER_PLAYING) {\r
}\r
break;\r
case EVENT_TIMEOUT:\r
+ case EVENT_LOW_ENERGY_UPDATE:\r
+ if (tap_turned_on) {\r
+ movement_disable_tap_detection_if_available();\r
+ }\r
break;\r
default:\r
return movement_default_loop_handler(event);\r
\r
void blackjack_face_resign(void *context) {\r
(void) context;\r
+ if (tap_turned_on) {\r
+ tap_turned_on = false;\r
+ movement_disable_tap_detection_if_available();\r
+ }\r
}\r