         break;
     }
     handle_mode_button();
-/*
-    if (interrupt_fired != NONE) {
-      // Someone pressed a button since the last time we checked.
-      int player_who_pressed = interrupt_to_player(interrupt_fired);
-
-      if (player_who_pressed == NONE) {
-        // Unrecognized button interrupt
-        serprintf("received interrupt %d, but no player has a button on that interrupt!\r\n", interrupt_fired);
-
-      } else if (game_state != SET_TIME && (active_player == NONE || player_who_pressed == active_player)) {
-        // either it was nobody's turn, or the active player pressed their button
-        serprintf("Got a player button press from button %d\r\n", player_who_pressed);
-
-        if (players[player_who_pressed]->out_of_time()) {
-          // the other player is already out of time, so ignore
-          active_player = NONE;
-        } else {
-          serprintf("Player %d ended turn by button press.\r\n", player_who_pressed);
-          // switch to the opposite player from the one whose button was pressed
-          active_player = (player_who_pressed+1) % 2;
-          game_state = IN_PROGRESS;
-          players[active_player]->clock->start();
-        }
-      } else if (game_state == SET_TIME) {
-        serprintf("Setting the time, got player button %d clock being set:%d\r\n", player_who_pressed, clock_being_set);
-        if (player_who_pressed == 0) {
-          players[clock_being_set]->clock->add_minute();
-        } else if (player_who_pressed == 1) {
-          players[clock_being_set]->clock->subtract_minute();
-        }
-      } else {
-        serprintf("Ignoring button press for inactive player %d\r\n", player_who_pressed);
-      }
-
-      interrupt_fired = NONE;
-    }
-
-    handle_mode_button();
-
-    if (active_player != NONE) {
-      // It's someone's turn:
-
-      // Check for flag
-      if (players[active_player]->out_of_time()) {
-        serprintf("Flag fell for player %d\r\n", active_player);
-        players[active_player]->flag();
-        active_player = NONE;
-        return;
-      }
-      if (game_state == IN_PROGRESS) {
-        players[active_player]->tick();
-      }
-    }
-
-    if (game_state == SET_TIME) {
-      if (tick_ms > blink_start_ms + 1500) {
-         blink_start_ms = tick_ms;
-         players[clock_being_set]->blank_text();
-      } else if (tick_ms > blink_start_ms + 500) {
-         players[clock_being_set]->update_display();
-      }
-    }
-    */
   }
 };
 int Controller::active_player = NONE;

    unsigned long press_duration_ms = state->press_duration_ms; 
    bool button_pressed = state->pressed;
    bool just_released = state->just_released;

    
    switch (game_state) {
      case PRE_GAME:

        players[active_player]->tick();
        break;
      case SET_TIME:
        break;
      case SET_TIME_CLOCK_1:
      case SET_TIME_CLOCK_2:
        handle_set_time_player_buttons();
        if (tick_ms > blink_start_ms + 1500) {
           blink_start_ms = tick_ms;
           players[clock_being_set]->blank_text();
        } else if (tick_ms > blink_start_ms + 500) {
           players[clock_being_set]->update_display();
        }
        break;
      case PAUSED:
        handle_paused_player_buttons();
