1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // https://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
26 #define DEBUG_EVENTS 0
28 #define DEBUG_EVENTS_BUTTON (DEBUG_EVENTS * 0)
29 #define DEBUG_EVENTS_MOTION (DEBUG_EVENTS * 0)
30 #define DEBUG_EVENTS_WHEEL (DEBUG_EVENTS * 1)
31 #define DEBUG_EVENTS_WINDOW (DEBUG_EVENTS * 0)
32 #define DEBUG_EVENTS_FINGER (DEBUG_EVENTS * 0)
33 #define DEBUG_EVENTS_TEXT (DEBUG_EVENTS * 1)
34 #define DEBUG_EVENTS_KEY (DEBUG_EVENTS * 1)
37 static boolean cursor_inside_playfield = FALSE;
38 static int cursor_mode_last = CURSOR_DEFAULT;
39 static DelayCounter special_cursor_delay = { 1000 };
40 static boolean special_cursor_enabled = FALSE;
42 static boolean stop_processing_events = FALSE;
45 // forward declarations for internal use
46 static void ClearTouchInfo(void);
47 static void HandleNoEvent(void);
48 static void HandleEventActions(void);
51 void SetPlayfieldMouseCursorEnabled(boolean enabled)
53 special_cursor_enabled = enabled;
56 // event filter to set mouse x/y position (for pointer class global animations)
57 // (this is especially required to ensure smooth global animation mouse pointer
58 // movement when the screen is updated without handling events; this can happen
59 // when drawing door/envelope request animations, for example)
61 int FilterMouseMotionEvents(void *userdata, Event *event)
63 if (event->type == EVENT_MOTIONNOTIFY)
65 int mouse_x = ((MotionEvent *)event)->x;
66 int mouse_y = ((MotionEvent *)event)->y;
68 UpdateRawMousePosition(mouse_x, mouse_y);
74 // event filter especially needed for SDL event filtering due to
75 // delay problems with lots of mouse motion events when mouse button
76 // not pressed (X11 can handle this with 'PointerMotionHintMask')
78 // event filter addition for SDL2: as SDL2 does not have a function to enable
79 // or disable keyboard auto-repeat, filter repeated keyboard events instead
81 static int FilterEvents(const Event *event)
85 // skip repeated key press events if keyboard auto-repeat is disabled
86 if (event->type == EVENT_KEYPRESS &&
91 if (event->type == EVENT_BUTTONPRESS ||
92 event->type == EVENT_BUTTONRELEASE)
94 ((ButtonEvent *)event)->x -= video.screen_xoffset;
95 ((ButtonEvent *)event)->y -= video.screen_yoffset;
97 else if (event->type == EVENT_MOTIONNOTIFY)
99 ((MotionEvent *)event)->x -= video.screen_xoffset;
100 ((MotionEvent *)event)->y -= video.screen_yoffset;
103 if (event->type == EVENT_BUTTONPRESS ||
104 event->type == EVENT_BUTTONRELEASE ||
105 event->type == EVENT_MOTIONNOTIFY)
107 // do not reset mouse cursor before all pending events have been processed
108 if (gfx.cursor_mode == cursor_mode_last &&
109 ((game_status == GAME_MODE_TITLE &&
110 gfx.cursor_mode == CURSOR_NONE) ||
111 (game_status == GAME_MODE_PLAYING &&
112 gfx.cursor_mode == CURSOR_PLAYFIELD)))
114 SetMouseCursor(CURSOR_DEFAULT);
116 ResetDelayCounter(&special_cursor_delay);
118 cursor_mode_last = CURSOR_DEFAULT;
122 // non-motion events are directly passed to event handler functions
123 if (event->type != EVENT_MOTIONNOTIFY)
126 motion = (MotionEvent *)event;
127 cursor_inside_playfield = (motion->x >= SX && motion->x < SX + SXSIZE &&
128 motion->y >= SY && motion->y < SY + SYSIZE);
130 // set correct mouse x/y position (for pointer class global animations)
131 // (this is required in rare cases where the mouse x/y position calculated
132 // from raw values (to apply logical screen size scaling corrections) does
133 // not match the final mouse event x/y position -- this may happen because
134 // the SDL renderer's viewport position is internally represented as float,
135 // but only accessible as integer, which may lead to rounding errors)
136 gfx.mouse_x = motion->x;
137 gfx.mouse_y = motion->y;
139 // skip mouse motion events without pressed button outside level editor
140 if (button_status == MB_RELEASED &&
141 game_status != GAME_MODE_EDITOR && game_status != GAME_MODE_PLAYING)
147 // to prevent delay problems, skip mouse motion events if the very next
148 // event is also a mouse motion event (and therefore effectively only
149 // handling the last of a row of mouse motion events in the event queue)
151 static boolean SkipPressedMouseMotionEvent(const Event *event)
153 // nothing to do if the current event is not a mouse motion event
154 if (event->type != EVENT_MOTIONNOTIFY)
157 // only skip motion events with pressed button outside the game
158 if (button_status == MB_RELEASED || game_status == GAME_MODE_PLAYING)
165 PeekEvent(&next_event);
167 // if next event is also a mouse motion event, skip the current one
168 if (next_event.type == EVENT_MOTIONNOTIFY)
175 static boolean WaitValidEvent(Event *event)
179 if (!FilterEvents(event))
182 if (SkipPressedMouseMotionEvent(event))
188 /* this is especially needed for event modifications for the Android target:
189 if mouse coordinates should be modified in the event filter function,
190 using a properly installed SDL event filter does not work, because in
191 the event filter, mouse coordinates in the event structure are still
192 physical pixel positions, not logical (scaled) screen positions, so this
193 has to be handled at a later stage in the event processing functions
194 (when device pixel positions are already converted to screen positions) */
196 boolean NextValidEvent(Event *event)
198 while (PendingEvent())
199 if (WaitValidEvent(event))
205 void StopProcessingEvents(void)
207 stop_processing_events = TRUE;
210 static void HandleEvents(void)
213 DelayCounter event_frame_delay = { GAME_FRAME_DELAY };
215 ResetDelayCounter(&event_frame_delay);
217 stop_processing_events = FALSE;
219 while (NextValidEvent(&event))
221 int game_status_last = game_status;
225 case EVENT_BUTTONPRESS:
226 case EVENT_BUTTONRELEASE:
227 HandleButtonEvent((ButtonEvent *) &event);
230 case EVENT_MOTIONNOTIFY:
231 HandleMotionEvent((MotionEvent *) &event);
234 case EVENT_WHEELMOTION:
235 HandleWheelEvent((WheelEvent *) &event);
238 case SDL_WINDOWEVENT:
239 HandleWindowEvent((WindowEvent *) &event);
242 case EVENT_FINGERPRESS:
243 case EVENT_FINGERRELEASE:
244 case EVENT_FINGERMOTION:
245 HandleFingerEvent((FingerEvent *) &event);
248 case EVENT_TEXTINPUT:
249 HandleTextEvent((TextEvent *) &event);
252 case SDL_APP_WILLENTERBACKGROUND:
253 case SDL_APP_DIDENTERBACKGROUND:
254 case SDL_APP_WILLENTERFOREGROUND:
255 case SDL_APP_DIDENTERFOREGROUND:
256 HandlePauseResumeEvent((PauseResumeEvent *) &event);
260 case EVENT_KEYRELEASE:
261 HandleKeyEvent((KeyEvent *) &event);
265 HandleUserEvent((UserEvent *) &event);
269 HandleOtherEvents(&event);
273 // always handle events within delay period if game status has changed
274 if (game_status != game_status_last)
275 ResetDelayCounter(&event_frame_delay);
277 // do not handle events for longer than standard frame delay period
278 if (DelayReached(&event_frame_delay))
281 // do not handle any further events if triggered by a special flag
282 if (stop_processing_events)
287 void HandleOtherEvents(Event *event)
291 case SDL_CONTROLLERBUTTONDOWN:
292 case SDL_CONTROLLERBUTTONUP:
293 // for any game controller button event, disable overlay buttons
294 SetOverlayEnabled(FALSE);
296 HandleSpecialGameControllerButtons(event);
299 case SDL_CONTROLLERDEVICEADDED:
300 case SDL_CONTROLLERDEVICEREMOVED:
301 case SDL_CONTROLLERAXISMOTION:
302 case SDL_JOYAXISMOTION:
303 case SDL_JOYBUTTONDOWN:
304 case SDL_JOYBUTTONUP:
305 HandleJoystickEvent(event);
309 case SDL_DROPCOMPLETE:
312 HandleDropEvent(event);
324 static void HandleMouseCursor(void)
326 if (game_status == GAME_MODE_TITLE)
328 // when showing title screens, hide mouse pointer (if not moved)
330 if (gfx.cursor_mode != CURSOR_NONE &&
331 DelayReached(&special_cursor_delay))
333 SetMouseCursor(CURSOR_NONE);
336 else if (game_status == GAME_MODE_PLAYING && (!tape.pausing ||
339 // when playing, display a special mouse pointer inside the playfield
341 // display normal pointer if mouse pressed
342 if (button_status != MB_RELEASED)
343 ResetDelayCounter(&special_cursor_delay);
345 if (gfx.cursor_mode != CURSOR_PLAYFIELD &&
346 cursor_inside_playfield &&
347 special_cursor_enabled &&
348 DelayReached(&special_cursor_delay))
350 SetMouseCursor(CURSOR_PLAYFIELD);
353 else if (gfx.cursor_mode != CURSOR_DEFAULT)
355 SetMouseCursor(CURSOR_DEFAULT);
358 // this is set after all pending events have been processed
359 cursor_mode_last = gfx.cursor_mode;
371 // execute event related actions after pending events have been processed
372 HandleEventActions();
374 // don't use all CPU time when idle; the main loop while playing
375 // has its own synchronization and is CPU friendly, too
377 if (game_status == GAME_MODE_PLAYING)
380 // always copy backbuffer to visible screen for every video frame
383 // reset video frame delay to default (may change again while playing)
384 SetVideoFrameDelay(MenuFrameDelay);
386 if (game_status == GAME_MODE_QUIT)
391 void ClearAutoRepeatKeyEvents(void)
393 while (PendingEvent())
397 PeekEvent(&next_event);
399 // if event is repeated key press event, remove it from event queue
400 if (next_event.type == EVENT_KEYPRESS &&
401 next_event.key.repeat)
402 WaitEvent(&next_event);
408 void ClearEventQueue(void)
412 while (NextValidEvent(&event))
416 case EVENT_BUTTONRELEASE:
417 button_status = MB_RELEASED;
420 case EVENT_FINGERRELEASE:
421 case EVENT_KEYRELEASE:
425 case SDL_CONTROLLERBUTTONUP:
426 HandleJoystickEvent(&event);
431 HandleOtherEvents(&event);
437 static void ClearPlayerMouseAction(void)
439 local_player->mouse_action.lx = 0;
440 local_player->mouse_action.ly = 0;
441 local_player->mouse_action.button = 0;
444 void ClearPlayerAction(void)
448 // simulate key release events for still pressed keys
449 key_joystick_mapping = 0;
450 for (i = 0; i < MAX_PLAYERS; i++)
452 stored_player[i].action = 0;
453 stored_player[i].snap_action = 0;
456 // simulate finger release events for still pressed virtual buttons
457 overlay.grid_button_action = JOY_NO_ACTION;
460 ClearJoystickState();
461 ClearPlayerMouseAction();
464 static void SetPlayerMouseAction(int mx, int my, int button)
466 int lx = getLevelFromScreenX(mx);
467 int ly = getLevelFromScreenY(my);
468 int new_button = (!local_player->mouse_action.button && button);
470 if (local_player->mouse_action.button_hint)
471 button = local_player->mouse_action.button_hint;
473 ClearPlayerMouseAction();
475 if (!IN_GFX_FIELD_PLAY(mx, my) || !IN_LEV_FIELD(lx, ly))
478 local_player->mouse_action.lx = lx;
479 local_player->mouse_action.ly = ly;
480 local_player->mouse_action.button = button;
482 if (tape.recording && tape.pausing && tape.use_mouse_actions)
484 // un-pause a paused game only if mouse button was newly pressed down
486 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
489 SetTileCursorXY(lx, ly);
492 static Key GetKeyFromGridButton(int grid_button)
494 return (grid_button == CHAR_GRID_BUTTON_LEFT ? setup.input[0].key.left :
495 grid_button == CHAR_GRID_BUTTON_RIGHT ? setup.input[0].key.right :
496 grid_button == CHAR_GRID_BUTTON_UP ? setup.input[0].key.up :
497 grid_button == CHAR_GRID_BUTTON_DOWN ? setup.input[0].key.down :
498 grid_button == CHAR_GRID_BUTTON_SNAP ? setup.input[0].key.snap :
499 grid_button == CHAR_GRID_BUTTON_DROP ? setup.input[0].key.drop :
503 #if defined(PLATFORM_ANDROID)
504 static boolean CheckVirtualButtonPressed(int mx, int my, int button)
506 float touch_x = (float)(mx + video.screen_xoffset) / video.screen_width;
507 float touch_y = (float)(my + video.screen_yoffset) / video.screen_height;
508 int x = touch_x * overlay.grid_xsize;
509 int y = touch_y * overlay.grid_ysize;
510 int grid_button = overlay.grid_button[x][y];
511 Key key = GetKeyFromGridButton(grid_button);
512 int key_status = (button == MB_RELEASED ? KEY_RELEASED : KEY_PRESSED);
514 return (key_status == KEY_PRESSED && key != KSYM_UNDEFINED);
518 void HandleButtonEvent(ButtonEvent *event)
520 #if DEBUG_EVENTS_BUTTON
521 Debug("event:button", "button %d %s, x/y %d/%d\n",
523 event->type == EVENT_BUTTONPRESS ? "pressed" : "released",
527 // for any mouse button event, disable playfield tile cursor
528 SetTileCursorEnabled(FALSE);
530 // for any mouse button event, disable playfield mouse cursor
531 if (cursor_inside_playfield)
532 SetPlayfieldMouseCursorEnabled(FALSE);
534 #if defined(HAS_SCREEN_KEYBOARD)
535 if (video.shifted_up)
536 event->y += video.shifted_up_pos;
539 motion_status = FALSE;
541 if (event->type == EVENT_BUTTONPRESS)
542 button_status = event->button;
544 button_status = MB_RELEASED;
546 HandleButton(event->x, event->y, button_status, event->button);
549 void HandleMotionEvent(MotionEvent *event)
551 if (button_status == MB_RELEASED && game_status != GAME_MODE_EDITOR)
554 motion_status = TRUE;
556 #if DEBUG_EVENTS_MOTION
557 Debug("event:motion", "button %d moved, x/y %d/%d\n",
558 button_status, event->x, event->y);
561 HandleButton(event->x, event->y, button_status, button_status);
564 void HandleWheelEvent(WheelEvent *event)
568 #if DEBUG_EVENTS_WHEEL
570 Debug("event:wheel", "mouse == %d, x/y == %d/%d\n",
571 event->which, event->x, event->y);
573 // (SDL_MOUSEWHEEL_NORMAL/SDL_MOUSEWHEEL_FLIPPED needs SDL 2.0.4 or newer)
574 Debug("event:wheel", "mouse == %d, x/y == %d/%d, direction == %s\n",
575 event->which, event->x, event->y,
576 (event->direction == SDL_MOUSEWHEEL_NORMAL ? "SDL_MOUSEWHEEL_NORMAL" :
577 "SDL_MOUSEWHEEL_FLIPPED"));
581 button_nr = (event->x < 0 ? MB_WHEEL_LEFT :
582 event->x > 0 ? MB_WHEEL_RIGHT :
583 event->y < 0 ? MB_WHEEL_DOWN :
584 event->y > 0 ? MB_WHEEL_UP : 0);
586 #if defined(PLATFORM_WINDOWS) || defined(PLATFORM_MAC)
587 // accelerated mouse wheel available on Mac and Windows
588 wheel_steps = (event->x ? ABS(event->x) : ABS(event->y));
590 // no accelerated mouse wheel available on Unix/Linux
591 wheel_steps = DEFAULT_WHEEL_STEPS;
594 motion_status = FALSE;
596 button_status = button_nr;
597 HandleButton(0, 0, button_status, -button_nr);
599 button_status = MB_RELEASED;
600 HandleButton(0, 0, button_status, -button_nr);
603 void HandleWindowEvent(WindowEvent *event)
605 #if DEBUG_EVENTS_WINDOW
606 int subtype = event->event;
609 (subtype == SDL_WINDOWEVENT_SHOWN ? "SDL_WINDOWEVENT_SHOWN" :
610 subtype == SDL_WINDOWEVENT_HIDDEN ? "SDL_WINDOWEVENT_HIDDEN" :
611 subtype == SDL_WINDOWEVENT_EXPOSED ? "SDL_WINDOWEVENT_EXPOSED" :
612 subtype == SDL_WINDOWEVENT_MOVED ? "SDL_WINDOWEVENT_MOVED" :
613 subtype == SDL_WINDOWEVENT_SIZE_CHANGED ? "SDL_WINDOWEVENT_SIZE_CHANGED" :
614 subtype == SDL_WINDOWEVENT_RESIZED ? "SDL_WINDOWEVENT_RESIZED" :
615 subtype == SDL_WINDOWEVENT_MINIMIZED ? "SDL_WINDOWEVENT_MINIMIZED" :
616 subtype == SDL_WINDOWEVENT_MAXIMIZED ? "SDL_WINDOWEVENT_MAXIMIZED" :
617 subtype == SDL_WINDOWEVENT_RESTORED ? "SDL_WINDOWEVENT_RESTORED" :
618 subtype == SDL_WINDOWEVENT_ENTER ? "SDL_WINDOWEVENT_ENTER" :
619 subtype == SDL_WINDOWEVENT_LEAVE ? "SDL_WINDOWEVENT_LEAVE" :
620 subtype == SDL_WINDOWEVENT_FOCUS_GAINED ? "SDL_WINDOWEVENT_FOCUS_GAINED" :
621 subtype == SDL_WINDOWEVENT_FOCUS_LOST ? "SDL_WINDOWEVENT_FOCUS_LOST" :
622 subtype == SDL_WINDOWEVENT_CLOSE ? "SDL_WINDOWEVENT_CLOSE" :
623 subtype == SDL_WINDOWEVENT_TAKE_FOCUS ? "SDL_WINDOWEVENT_TAKE_FOCUS" :
624 subtype == SDL_WINDOWEVENT_HIT_TEST ? "SDL_WINDOWEVENT_HIT_TEST" :
627 Debug("event:window", "name: '%s', data1: %ld, data2: %ld",
628 event_name, event->data1, event->data2);
632 // (not needed, as the screen gets redrawn every 20 ms anyway)
633 if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED ||
634 event->event == SDL_WINDOWEVENT_RESIZED ||
635 event->event == SDL_WINDOWEVENT_EXPOSED)
639 if (event->event == SDL_WINDOWEVENT_RESIZED)
641 if (!video.fullscreen_enabled)
643 int new_window_width = event->data1;
644 int new_window_height = event->data2;
646 // if window size has changed after resizing, calculate new scaling factor
647 if (new_window_width != video.window_width ||
648 new_window_height != video.window_height)
650 int new_xpercent = 100.0 * new_window_width / video.screen_width + .5;
651 int new_ypercent = 100.0 * new_window_height / video.screen_height + .5;
653 // (extreme window scaling allowed, but cannot be saved permanently)
654 video.window_scaling_percent = MIN(new_xpercent, new_ypercent);
655 setup.window_scaling_percent =
656 MIN(MAX(MIN_WINDOW_SCALING_PERCENT, video.window_scaling_percent),
657 MAX_WINDOW_SCALING_PERCENT);
659 video.window_width = new_window_width;
660 video.window_height = new_window_height;
662 if (game_status == GAME_MODE_SETUP)
663 RedrawSetupScreenAfterFullscreenToggle();
665 UpdateMousePosition();
670 #if defined(PLATFORM_ANDROID)
673 int new_display_width = event->data1;
674 int new_display_height = event->data2;
676 // if fullscreen display size has changed, device has been rotated
677 if (new_display_width != video.display_width ||
678 new_display_height != video.display_height)
680 int nr = GRID_ACTIVE_NR(); // previous screen orientation
682 video.display_width = new_display_width;
683 video.display_height = new_display_height;
685 SDLSetScreenProperties();
686 SetGadgetsPosition_OverlayTouchButtons();
688 // check if screen orientation has changed (should always be true here)
689 if (nr != GRID_ACTIVE_NR())
691 if (game_status == GAME_MODE_SETUP)
692 RedrawSetupScreenAfterScreenRotation(nr);
694 SetOverlayGridSizeAndButtons();
702 #define NUM_TOUCH_FINGERS 3
707 SDL_FingerID finger_id;
711 } touch_info[NUM_TOUCH_FINGERS];
713 static void SetTouchInfo(int pos, SDL_FingerID finger_id, int counter,
714 Key key, byte action)
716 touch_info[pos].touched = (action != JOY_NO_ACTION);
717 touch_info[pos].finger_id = finger_id;
718 touch_info[pos].counter = counter;
719 touch_info[pos].key = key;
720 touch_info[pos].action = action;
723 static void ClearTouchInfo(void)
727 for (i = 0; i < NUM_TOUCH_FINGERS; i++)
728 SetTouchInfo(i, 0, 0, 0, JOY_NO_ACTION);
731 static void HandleFingerEvent_VirtualButtons(FingerEvent *event)
733 int x = event->x * overlay.grid_xsize;
734 int y = event->y * overlay.grid_ysize;
735 int grid_button = overlay.grid_button[x][y];
736 int grid_button_action = GET_ACTION_FROM_GRID_BUTTON(grid_button);
737 Key key = GetKeyFromGridButton(grid_button);
738 int key_status = (event->type == EVENT_FINGERRELEASE ? KEY_RELEASED :
740 char *key_status_name = (key_status == KEY_RELEASED ? "KEY_RELEASED" :
744 // for any touch input event, enable overlay buttons (if activated)
745 SetOverlayEnabled(TRUE);
747 Debug("event:finger", "key '%s' was '%s' [fingerId: %lld]",
748 getKeyNameFromKey(key), key_status_name, event->fingerId);
750 if (key_status == KEY_PRESSED)
751 overlay.grid_button_action |= grid_button_action;
753 overlay.grid_button_action &= ~grid_button_action;
755 // check if we already know this touch event's finger id
756 for (i = 0; i < NUM_TOUCH_FINGERS; i++)
758 if (touch_info[i].touched &&
759 touch_info[i].finger_id == event->fingerId)
761 // Debug("event:finger", "MARK 1: %d", i);
767 if (i >= NUM_TOUCH_FINGERS)
769 if (key_status == KEY_PRESSED)
771 int oldest_pos = 0, oldest_counter = touch_info[0].counter;
773 // unknown finger id -- get new, empty slot, if available
774 for (i = 0; i < NUM_TOUCH_FINGERS; i++)
776 if (touch_info[i].counter < oldest_counter)
779 oldest_counter = touch_info[i].counter;
781 // Debug("event:finger", "MARK 2: %d", i);
784 if (!touch_info[i].touched)
786 // Debug("event:finger", "MARK 3: %d", i);
792 if (i >= NUM_TOUCH_FINGERS)
794 // all slots allocated -- use oldest slot
797 // Debug("event:finger", "MARK 4: %d", i);
802 // release of previously unknown key (should not happen)
804 if (key != KSYM_UNDEFINED)
806 HandleKey(key, KEY_RELEASED);
808 Debug("event:finger", "key == '%s', key_status == '%s' [slot %d] [1]",
809 getKeyNameFromKey(key), "KEY_RELEASED", i);
814 if (i < NUM_TOUCH_FINGERS)
816 if (key_status == KEY_PRESSED)
818 if (touch_info[i].key != key)
820 if (touch_info[i].key != KSYM_UNDEFINED)
822 HandleKey(touch_info[i].key, KEY_RELEASED);
824 // undraw previous grid button when moving finger away
825 overlay.grid_button_action &= ~touch_info[i].action;
827 Debug("event:finger", "key == '%s', key_status == '%s' [slot %d] [2]",
828 getKeyNameFromKey(touch_info[i].key), "KEY_RELEASED", i);
831 if (key != KSYM_UNDEFINED)
833 HandleKey(key, KEY_PRESSED);
835 Debug("event:finger", "key == '%s', key_status == '%s' [slot %d] [3]",
836 getKeyNameFromKey(key), "KEY_PRESSED", i);
840 SetTouchInfo(i, event->fingerId, Counter(), key, grid_button_action);
844 if (touch_info[i].key != KSYM_UNDEFINED)
846 HandleKey(touch_info[i].key, KEY_RELEASED);
848 Debug("event:finger", "key == '%s', key_status == '%s' [slot %d] [4]",
849 getKeyNameFromKey(touch_info[i].key), "KEY_RELEASED", i);
852 SetTouchInfo(i, 0, 0, 0, JOY_NO_ACTION);
857 static void HandleFingerEvent_WipeGestures(FingerEvent *event)
859 static Key motion_key_x = KSYM_UNDEFINED;
860 static Key motion_key_y = KSYM_UNDEFINED;
861 static Key button_key = KSYM_UNDEFINED;
862 static float motion_x1, motion_y1;
863 static float button_x1, button_y1;
864 static SDL_FingerID motion_id = -1;
865 static SDL_FingerID button_id = -1;
866 int move_trigger_distance_percent = setup.touch.move_distance;
867 int drop_trigger_distance_percent = setup.touch.drop_distance;
868 float move_trigger_distance = (float)move_trigger_distance_percent / 100;
869 float drop_trigger_distance = (float)drop_trigger_distance_percent / 100;
870 float event_x = event->x;
871 float event_y = event->y;
873 if (event->type == EVENT_FINGERPRESS)
875 if (event_x > 1.0 / 3.0)
879 motion_id = event->fingerId;
884 motion_key_x = KSYM_UNDEFINED;
885 motion_key_y = KSYM_UNDEFINED;
887 Debug("event:finger", "---------- MOVE STARTED (WAIT) ----------");
893 button_id = event->fingerId;
898 button_key = setup.input[0].key.snap;
900 HandleKey(button_key, KEY_PRESSED);
902 Debug("event:finger", "---------- SNAP STARTED ----------");
905 else if (event->type == EVENT_FINGERRELEASE)
907 if (event->fingerId == motion_id)
911 if (motion_key_x != KSYM_UNDEFINED)
912 HandleKey(motion_key_x, KEY_RELEASED);
913 if (motion_key_y != KSYM_UNDEFINED)
914 HandleKey(motion_key_y, KEY_RELEASED);
916 motion_key_x = KSYM_UNDEFINED;
917 motion_key_y = KSYM_UNDEFINED;
919 Debug("event:finger", "---------- MOVE STOPPED ----------");
921 else if (event->fingerId == button_id)
925 if (button_key != KSYM_UNDEFINED)
926 HandleKey(button_key, KEY_RELEASED);
928 button_key = KSYM_UNDEFINED;
930 Debug("event:finger", "---------- SNAP STOPPED ----------");
933 else if (event->type == EVENT_FINGERMOTION)
935 if (event->fingerId == motion_id)
937 float distance_x = ABS(event_x - motion_x1);
938 float distance_y = ABS(event_y - motion_y1);
939 Key new_motion_key_x = (event_x < motion_x1 ? setup.input[0].key.left :
940 event_x > motion_x1 ? setup.input[0].key.right :
942 Key new_motion_key_y = (event_y < motion_y1 ? setup.input[0].key.up :
943 event_y > motion_y1 ? setup.input[0].key.down :
946 if (distance_x < move_trigger_distance / 2 ||
947 distance_x < distance_y)
948 new_motion_key_x = KSYM_UNDEFINED;
950 if (distance_y < move_trigger_distance / 2 ||
951 distance_y < distance_x)
952 new_motion_key_y = KSYM_UNDEFINED;
954 if (distance_x > move_trigger_distance ||
955 distance_y > move_trigger_distance)
957 if (new_motion_key_x != motion_key_x)
959 if (motion_key_x != KSYM_UNDEFINED)
960 HandleKey(motion_key_x, KEY_RELEASED);
961 if (new_motion_key_x != KSYM_UNDEFINED)
962 HandleKey(new_motion_key_x, KEY_PRESSED);
965 if (new_motion_key_y != motion_key_y)
967 if (motion_key_y != KSYM_UNDEFINED)
968 HandleKey(motion_key_y, KEY_RELEASED);
969 if (new_motion_key_y != KSYM_UNDEFINED)
970 HandleKey(new_motion_key_y, KEY_PRESSED);
976 motion_key_x = new_motion_key_x;
977 motion_key_y = new_motion_key_y;
979 Debug("event:finger", "---------- MOVE STARTED (MOVE) ----------");
982 else if (event->fingerId == button_id)
984 float distance_x = ABS(event_x - button_x1);
985 float distance_y = ABS(event_y - button_y1);
987 if (distance_x < drop_trigger_distance / 2 &&
988 distance_y > drop_trigger_distance)
990 if (button_key == setup.input[0].key.snap)
991 HandleKey(button_key, KEY_RELEASED);
996 button_key = setup.input[0].key.drop;
998 HandleKey(button_key, KEY_PRESSED);
1000 Debug("event:finger", "---------- DROP STARTED ----------");
1006 void HandleFingerEvent(FingerEvent *event)
1008 #if DEBUG_EVENTS_FINGER
1009 Debug("event:finger", "finger was %s, touch ID %lld, finger ID %lld, x/y %f/%f, dx/dy %f/%f, pressure %f",
1010 event->type == EVENT_FINGERPRESS ? "pressed" :
1011 event->type == EVENT_FINGERRELEASE ? "released" : "moved",
1015 event->dx, event->dy,
1019 runtime.uses_touch_device = TRUE;
1021 if (game_status != GAME_MODE_PLAYING)
1024 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
1026 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_OFF))
1027 local_player->mouse_action.button_hint =
1028 (event->type == EVENT_FINGERRELEASE ? MB_NOT_PRESSED :
1029 event->x < 0.5 ? MB_LEFTBUTTON :
1030 event->x > 0.5 ? MB_RIGHTBUTTON :
1036 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
1037 HandleFingerEvent_VirtualButtons(event);
1038 else if (strEqual(setup.touch.control_type, TOUCH_CONTROL_WIPE_GESTURES))
1039 HandleFingerEvent_WipeGestures(event);
1042 static void HandleButtonOrFinger_WipeGestures_MM(int mx, int my, int button)
1044 static int old_mx = 0, old_my = 0;
1045 static int last_button = MB_LEFTBUTTON;
1046 static boolean touched = FALSE;
1047 static boolean tapped = FALSE;
1049 // screen tile was tapped (but finger not touching the screen anymore)
1050 // (this point will also be reached without receiving a touch event)
1051 if (tapped && !touched)
1053 SetPlayerMouseAction(old_mx, old_my, MB_RELEASED);
1058 // stop here if this function was not triggered by a touch event
1062 if (button == MB_PRESSED && IN_GFX_FIELD_PLAY(mx, my))
1064 // finger started touching the screen
1074 ClearPlayerMouseAction();
1076 Debug("event:finger", "---------- TOUCH ACTION STARTED ----------");
1079 else if (button == MB_RELEASED && touched)
1081 // finger stopped touching the screen
1086 SetPlayerMouseAction(old_mx, old_my, last_button);
1088 SetPlayerMouseAction(old_mx, old_my, MB_RELEASED);
1090 Debug("event:finger", "---------- TOUCH ACTION STOPPED ----------");
1095 // finger moved while touching the screen
1097 int old_x = getLevelFromScreenX(old_mx);
1098 int old_y = getLevelFromScreenY(old_my);
1099 int new_x = getLevelFromScreenX(mx);
1100 int new_y = getLevelFromScreenY(my);
1102 if (new_x != old_x || new_y != old_y)
1107 // finger moved left or right from (horizontal) starting position
1109 int button_nr = (new_x < old_x ? MB_LEFTBUTTON : MB_RIGHTBUTTON);
1111 SetPlayerMouseAction(old_mx, old_my, button_nr);
1113 last_button = button_nr;
1115 Debug("event:finger", "---------- TOUCH ACTION: ROTATING ----------");
1119 // finger stays at or returned to (horizontal) starting position
1121 SetPlayerMouseAction(old_mx, old_my, MB_RELEASED);
1123 Debug("event:finger", "---------- TOUCH ACTION PAUSED ----------");
1128 static void HandleButtonOrFinger_FollowFinger_MM(int mx, int my, int button)
1130 static int old_mx = 0, old_my = 0;
1131 static int last_button = MB_LEFTBUTTON;
1132 static boolean touched = FALSE;
1133 static boolean tapped = FALSE;
1135 // screen tile was tapped (but finger not touching the screen anymore)
1136 // (this point will also be reached without receiving a touch event)
1137 if (tapped && !touched)
1139 SetPlayerMouseAction(old_mx, old_my, MB_RELEASED);
1144 // stop here if this function was not triggered by a touch event
1148 if (button == MB_PRESSED && IN_GFX_FIELD_PLAY(mx, my))
1150 // finger started touching the screen
1160 ClearPlayerMouseAction();
1162 Debug("event:finger", "---------- TOUCH ACTION STARTED ----------");
1165 else if (button == MB_RELEASED && touched)
1167 // finger stopped touching the screen
1172 SetPlayerMouseAction(old_mx, old_my, last_button);
1174 SetPlayerMouseAction(old_mx, old_my, MB_RELEASED);
1176 Debug("event:finger", "---------- TOUCH ACTION STOPPED ----------");
1181 // finger moved while touching the screen
1183 int old_x = getLevelFromScreenX(old_mx);
1184 int old_y = getLevelFromScreenY(old_my);
1185 int new_x = getLevelFromScreenX(mx);
1186 int new_y = getLevelFromScreenY(my);
1188 if (new_x != old_x || new_y != old_y)
1190 // finger moved away from starting position
1192 int button_nr = getButtonFromTouchPosition(old_x, old_y, mx, my);
1194 // quickly alternate between clicking and releasing for maximum speed
1195 if (FrameCounter % 2 == 0)
1196 button_nr = MB_RELEASED;
1198 SetPlayerMouseAction(old_mx, old_my, button_nr);
1201 last_button = button_nr;
1205 Debug("event:finger", "---------- TOUCH ACTION: ROTATING ----------");
1209 // finger stays at or returned to starting position
1211 SetPlayerMouseAction(old_mx, old_my, MB_RELEASED);
1213 Debug("event:finger", "---------- TOUCH ACTION PAUSED ----------");
1218 static void HandleButtonOrFinger_FollowFinger(int mx, int my, int button)
1220 static int old_mx = 0, old_my = 0;
1221 static Key motion_key_x = KSYM_UNDEFINED;
1222 static Key motion_key_y = KSYM_UNDEFINED;
1223 static boolean touched = FALSE;
1224 static boolean started_on_player = FALSE;
1225 static boolean player_is_dropping = FALSE;
1226 static int player_drop_count = 0;
1227 static int last_player_x = -1;
1228 static int last_player_y = -1;
1230 if (button == MB_PRESSED && IN_GFX_FIELD_PLAY(mx, my))
1239 started_on_player = FALSE;
1240 player_is_dropping = FALSE;
1241 player_drop_count = 0;
1245 motion_key_x = KSYM_UNDEFINED;
1246 motion_key_y = KSYM_UNDEFINED;
1248 Debug("event:finger", "---------- TOUCH ACTION STARTED ----------");
1251 else if (button == MB_RELEASED && touched)
1258 if (motion_key_x != KSYM_UNDEFINED)
1259 HandleKey(motion_key_x, KEY_RELEASED);
1260 if (motion_key_y != KSYM_UNDEFINED)
1261 HandleKey(motion_key_y, KEY_RELEASED);
1263 if (started_on_player)
1265 if (player_is_dropping)
1267 Debug("event:finger", "---------- DROP STOPPED ----------");
1269 HandleKey(setup.input[0].key.drop, KEY_RELEASED);
1273 Debug("event:finger", "---------- SNAP STOPPED ----------");
1275 HandleKey(setup.input[0].key.snap, KEY_RELEASED);
1279 motion_key_x = KSYM_UNDEFINED;
1280 motion_key_y = KSYM_UNDEFINED;
1282 Debug("event:finger", "---------- TOUCH ACTION STOPPED ----------");
1287 int src_x = local_player->jx;
1288 int src_y = local_player->jy;
1289 int dst_x = getLevelFromScreenX(old_mx);
1290 int dst_y = getLevelFromScreenY(old_my);
1291 int dx = dst_x - src_x;
1292 int dy = dst_y - src_y;
1293 Key new_motion_key_x = (dx < 0 ? setup.input[0].key.left :
1294 dx > 0 ? setup.input[0].key.right :
1296 Key new_motion_key_y = (dy < 0 ? setup.input[0].key.up :
1297 dy > 0 ? setup.input[0].key.down :
1300 if (dx != 0 && dy != 0 && ABS(dx) != ABS(dy) &&
1301 (last_player_x != local_player->jx ||
1302 last_player_y != local_player->jy))
1304 // in case of asymmetric diagonal movement, use "preferred" direction
1306 int last_move_dir = (ABS(dx) > ABS(dy) ? MV_VERTICAL : MV_HORIZONTAL);
1308 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
1309 game_em.ply[0]->last_move_dir = last_move_dir;
1311 local_player->last_move_dir = last_move_dir;
1313 // (required to prevent accidentally forcing direction for next movement)
1314 last_player_x = local_player->jx;
1315 last_player_y = local_player->jy;
1318 if (button == MB_PRESSED && !motion_status && dx == 0 && dy == 0)
1320 started_on_player = TRUE;
1321 player_drop_count = getPlayerInventorySize(0);
1322 player_is_dropping = (player_drop_count > 0);
1324 if (player_is_dropping)
1326 Debug("event:finger", "---------- DROP STARTED ----------");
1328 HandleKey(setup.input[0].key.drop, KEY_PRESSED);
1332 Debug("event:finger", "---------- SNAP STARTED ----------");
1334 HandleKey(setup.input[0].key.snap, KEY_PRESSED);
1337 else if (dx != 0 || dy != 0)
1339 if (player_is_dropping &&
1340 player_drop_count == getPlayerInventorySize(0))
1342 Debug("event:finger", "---------- DROP -> SNAP ----------");
1344 HandleKey(setup.input[0].key.drop, KEY_RELEASED);
1345 HandleKey(setup.input[0].key.snap, KEY_PRESSED);
1347 player_is_dropping = FALSE;
1351 if (new_motion_key_x != motion_key_x)
1353 Debug("event:finger", "---------- %s %s ----------",
1354 started_on_player && !player_is_dropping ? "SNAPPING" : "MOVING",
1355 dx < 0 ? "LEFT" : dx > 0 ? "RIGHT" : "PAUSED");
1357 if (motion_key_x != KSYM_UNDEFINED)
1358 HandleKey(motion_key_x, KEY_RELEASED);
1359 if (new_motion_key_x != KSYM_UNDEFINED)
1360 HandleKey(new_motion_key_x, KEY_PRESSED);
1363 if (new_motion_key_y != motion_key_y)
1365 Debug("event:finger", "---------- %s %s ----------",
1366 started_on_player && !player_is_dropping ? "SNAPPING" : "MOVING",
1367 dy < 0 ? "UP" : dy > 0 ? "DOWN" : "PAUSED");
1369 if (motion_key_y != KSYM_UNDEFINED)
1370 HandleKey(motion_key_y, KEY_RELEASED);
1371 if (new_motion_key_y != KSYM_UNDEFINED)
1372 HandleKey(new_motion_key_y, KEY_PRESSED);
1375 motion_key_x = new_motion_key_x;
1376 motion_key_y = new_motion_key_y;
1380 static void HandleButtonOrFinger(int mx, int my, int button)
1382 boolean valid_mouse_event = (mx != -1 && my != -1 && button != -1);
1384 if (game_status != GAME_MODE_PLAYING)
1387 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
1389 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_WIPE_GESTURES))
1390 HandleButtonOrFinger_WipeGestures_MM(mx, my, button);
1391 else if (strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER))
1392 HandleButtonOrFinger_FollowFinger_MM(mx, my, button);
1393 else if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
1394 SetPlayerMouseAction(mx, my, button); // special case
1398 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER))
1399 HandleButtonOrFinger_FollowFinger(mx, my, button);
1400 else if (game.use_mouse_actions && valid_mouse_event)
1401 SetPlayerMouseAction(mx, my, button);
1405 static boolean checkTextInputKey(Key key)
1407 // when playing, only handle raw key events and ignore text input
1408 if (game_status == GAME_MODE_PLAYING)
1411 // if Shift or right Alt key is pressed, handle key as text input
1412 if ((GetKeyModState() & KMOD_TextInput) != KMOD_None)
1415 // ignore raw keys as text input when not in text input mode
1416 if (KSYM_RAW(key) && !textinput_status)
1419 // else handle all printable keys as text input
1420 return KSYM_PRINTABLE(key);
1423 void HandleTextEvent(TextEvent *event)
1425 char *text = event->text;
1426 Key key = getKeyFromKeyName(text);
1428 #if DEBUG_EVENTS_TEXT
1429 Debug("event:text", "text == '%s' [%d byte(s), '%c'/%d], resulting key == %d (%s) [%04x]",
1432 text[0], (int)(text[0]),
1434 getKeyNameFromKey(key),
1438 if (checkTextInputKey(key))
1440 // process printable keys (with uppercase etc.) in text input mode
1441 HandleKey(key, KEY_PRESSED);
1442 HandleKey(key, KEY_RELEASED);
1446 void HandlePauseResumeEvent(PauseResumeEvent *event)
1448 if (event->type == SDL_APP_WILLENTERBACKGROUND)
1452 else if (event->type == SDL_APP_DIDENTERFOREGROUND)
1458 void HandleKeyEvent(KeyEvent *event)
1460 int key_status = (event->type == EVENT_KEYPRESS ? KEY_PRESSED : KEY_RELEASED);
1461 Key key = GetEventKey(event);
1463 #if DEBUG_EVENTS_KEY
1464 Debug("event:key", "key was %s, keysym.scancode == %d, keysym.sym == %d, GetKeyModState() = 0x%04x, resulting key == %d (%s)",
1465 event->type == EVENT_KEYPRESS ? "pressed" : "released",
1466 event->keysym.scancode,
1470 getKeyNameFromKey(key));
1473 #if defined(PLATFORM_ANDROID)
1474 if (key == KSYM_Back)
1476 // always map the "back" button to the "escape" key on Android devices
1479 else if (key == KSYM_Menu)
1481 // the "menu" button can be used to toggle displaying virtual buttons
1482 if (key_status == KEY_PRESSED)
1483 SetOverlayEnabled(!GetOverlayEnabled());
1485 else if (!textinput_status)
1487 // for any other "real" key event, disable virtual buttons
1488 SetOverlayEnabled(FALSE);
1490 // for any other "real" key event, disable overlay touch buttons
1491 runtime.uses_touch_device = FALSE;
1495 HandleKeyModState(key, key_status);
1497 // process all keys if not in text input mode or if non-printable keys
1498 if (!checkTextInputKey(key))
1499 HandleKey(key, key_status);
1502 static int HandleDropFileEvent(char *filename)
1504 Debug("event:dropfile", "filename == '%s'", filename);
1506 // check and extract dropped zip files into correct user data directory
1507 if (!strSuffixLower(filename, ".zip"))
1509 Warn("file '%s' not supported", filename);
1511 return TREE_TYPE_UNDEFINED;
1514 TreeInfo *tree_node = NULL;
1515 int tree_type = GetZipFileTreeType(filename);
1516 char *directory = TREE_USERDIR(tree_type);
1518 if (directory == NULL)
1520 Warn("zip file '%s' has invalid content!", filename);
1522 return TREE_TYPE_UNDEFINED;
1525 if (tree_type == TREE_TYPE_LEVEL_DIR &&
1526 game_status == GAME_MODE_LEVELS &&
1527 leveldir_current->node_parent != NULL)
1529 // extract new level set next to currently selected level set
1530 tree_node = leveldir_current;
1532 // get parent directory of currently selected level set directory
1533 directory = getLevelDirFromTreeInfo(leveldir_current->node_parent);
1535 // use private level directory instead of top-level package level directory
1536 if (strPrefix(directory, options.level_directory) &&
1537 strEqual(leveldir_current->node_parent->fullpath, "."))
1538 directory = getUserLevelDir(NULL);
1541 // extract level or artwork set from zip file to target directory
1542 char *top_dir = ExtractZipFileIntoDirectory(filename, directory, tree_type);
1544 if (top_dir == NULL)
1546 // error message already issued by "ExtractZipFileIntoDirectory()"
1548 return TREE_TYPE_UNDEFINED;
1551 // add extracted level or artwork set to tree info structure
1552 AddTreeSetToTreeInfo(tree_node, directory, top_dir, tree_type);
1554 // update menu screen (and possibly change current level set)
1555 DrawScreenAfterAddingSet(top_dir, tree_type);
1560 static void HandleDropTextEvent(char *text)
1562 Debug("event:droptext", "text == '%s'", text);
1565 static void HandleDropCompleteEvent(int num_level_sets_succeeded,
1566 int num_artwork_sets_succeeded,
1567 int num_files_failed)
1569 // only show request dialog if no other request dialog already active
1570 if (game.request_active)
1573 // this case can happen with drag-and-drop with older SDL versions
1574 if (num_level_sets_succeeded == 0 &&
1575 num_artwork_sets_succeeded == 0 &&
1576 num_files_failed == 0)
1581 if (num_level_sets_succeeded > 0 || num_artwork_sets_succeeded > 0)
1583 char message_part1[50];
1585 sprintf(message_part1, "New %s set%s added",
1586 (num_artwork_sets_succeeded == 0 ? "level" :
1587 num_level_sets_succeeded == 0 ? "artwork" : "level and artwork"),
1588 (num_level_sets_succeeded +
1589 num_artwork_sets_succeeded > 1 ? "s" : ""));
1591 if (num_files_failed > 0)
1592 sprintf(message, "%s, but %d dropped file%s failed!",
1593 message_part1, num_files_failed, num_files_failed > 1 ? "s" : "");
1595 sprintf(message, "%s!", message_part1);
1597 else if (num_files_failed > 0)
1599 sprintf(message, "Failed to process dropped file%s!",
1600 num_files_failed > 1 ? "s" : "");
1603 Request(message, REQ_CONFIRM);
1606 void HandleDropEvent(Event *event)
1608 static boolean confirm_on_drop_complete = FALSE;
1609 static int num_level_sets_succeeded = 0;
1610 static int num_artwork_sets_succeeded = 0;
1611 static int num_files_failed = 0;
1613 switch (event->type)
1617 confirm_on_drop_complete = TRUE;
1618 num_level_sets_succeeded = 0;
1619 num_artwork_sets_succeeded = 0;
1620 num_files_failed = 0;
1627 int tree_type = HandleDropFileEvent(event->drop.file);
1629 if (tree_type == TREE_TYPE_LEVEL_DIR)
1630 num_level_sets_succeeded++;
1631 else if (tree_type == TREE_TYPE_GRAPHICS_DIR ||
1632 tree_type == TREE_TYPE_SOUNDS_DIR ||
1633 tree_type == TREE_TYPE_MUSIC_DIR)
1634 num_artwork_sets_succeeded++;
1638 // SDL_DROPBEGIN / SDL_DROPCOMPLETE did not exist in older SDL versions
1639 if (!confirm_on_drop_complete)
1641 // process all remaining events, including further SDL_DROPFILE events
1644 HandleDropCompleteEvent(num_level_sets_succeeded,
1645 num_artwork_sets_succeeded,
1648 num_level_sets_succeeded = 0;
1649 num_artwork_sets_succeeded = 0;
1650 num_files_failed = 0;
1658 HandleDropTextEvent(event->drop.file);
1663 case SDL_DROPCOMPLETE:
1665 HandleDropCompleteEvent(num_level_sets_succeeded,
1666 num_artwork_sets_succeeded,
1673 if (event->drop.file != NULL)
1674 SDL_free(event->drop.file);
1677 void HandleUserEvent(UserEvent *event)
1679 switch (event->code)
1681 case USEREVENT_ANIM_DELAY_ACTION:
1682 case USEREVENT_ANIM_EVENT_ACTION:
1683 // execute action functions until matching action was found
1684 if (DoKeysymAction(event->value1) ||
1685 DoGadgetAction(event->value1) ||
1686 DoScreenAction(event->value1))
1695 void HandleButton(int mx, int my, int button, int button_nr)
1697 static int old_mx = 0, old_my = 0;
1698 boolean button_hold = FALSE;
1699 boolean handle_gadgets = TRUE;
1700 int game_status_last = game_status;
1706 button_nr = -button_nr;
1715 #if defined(PLATFORM_ANDROID)
1716 // when playing, only handle gadgets when using "follow finger" controls
1717 // or when using touch controls in combination with the MM game engine
1718 // or when using gadgets that do not overlap with virtual buttons
1719 // or when touch controls are disabled (e.g., with mouse-only levels)
1721 (game_status != GAME_MODE_PLAYING ||
1722 level.game_engine_type == GAME_ENGINE_TYPE_MM ||
1723 strEqual(setup.touch.control_type, TOUCH_CONTROL_OFF) ||
1724 strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER) ||
1725 (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS) &&
1726 !CheckVirtualButtonPressed(mx, my, button)));
1728 // always recognize potentially releasing already pressed gadgets
1729 if (button == MB_RELEASED)
1730 handle_gadgets = TRUE;
1732 // always recognize pressing or releasing overlay touch buttons
1733 if (CheckPosition_OverlayTouchButtons(mx, my, button) && !motion_status)
1734 handle_gadgets = TRUE;
1737 if (HandleGlobalAnimClicks(mx, my, button, FALSE))
1739 // do not handle this button event anymore
1740 return; // force mouse event not to be handled at all
1743 if (handle_gadgets && HandleGadgets(mx, my, button))
1745 // do not handle this button event anymore with position on screen
1746 mx = my = -32; // force mouse event to be outside screen tiles
1748 // do not handle this button event anymore if game status has changed
1749 if (game_status != game_status_last)
1753 if (button_hold && game_status == GAME_MODE_PLAYING && tape.pausing)
1756 // do not use scroll wheel button events for anything other than gadgets
1757 if (IS_WHEEL_BUTTON(button_nr))
1760 switch (game_status)
1762 case GAME_MODE_TITLE:
1763 HandleTitleScreen(mx, my, 0, 0, button);
1766 case GAME_MODE_MAIN:
1767 HandleMainMenu(mx, my, 0, 0, button);
1770 case GAME_MODE_PSEUDO_TYPENAME:
1771 case GAME_MODE_PSEUDO_TYPENAMES:
1772 HandleTypeName(KSYM_Return);
1775 case GAME_MODE_NAMES:
1776 HandleChoosePlayerName(mx, my, 0, 0, button);
1779 case GAME_MODE_LEVELS:
1780 HandleChooseLevelSet(mx, my, 0, 0, button);
1783 case GAME_MODE_LEVELNR:
1784 HandleChooseLevelNr(mx, my, 0, 0, button);
1787 case GAME_MODE_SCORES:
1788 HandleHallOfFame(mx, my, 0, 0, button);
1791 case GAME_MODE_SCOREINFO:
1792 HandleScoreInfo(mx, my, 0, 0, button);
1795 case GAME_MODE_EDITOR:
1796 HandleLevelEditorIdle();
1799 case GAME_MODE_INFO:
1800 HandleInfoScreen(mx, my, 0, 0, button);
1803 case GAME_MODE_SETUP:
1804 HandleSetupScreen(mx, my, 0, 0, button);
1807 case GAME_MODE_PLAYING:
1808 if (!strEqual(setup.touch.control_type, TOUCH_CONTROL_OFF))
1809 HandleButtonOrFinger(mx, my, button);
1811 SetPlayerMouseAction(mx, my, button);
1814 if (button == MB_PRESSED && !motion_status && !button_hold &&
1815 IN_GFX_FIELD_PLAY(mx, my) && GetKeyModState() & KMOD_Control)
1816 DumpTileFromScreen(mx, my);
1826 #define MAX_CHEAT_INPUT_LEN 32
1828 static void HandleKeysSpecial(Key key)
1830 static char cheat_input[2 * MAX_CHEAT_INPUT_LEN + 1] = "";
1831 char letter = getCharFromKey(key);
1832 int cheat_input_len = strlen(cheat_input);
1838 if (cheat_input_len >= 2 * MAX_CHEAT_INPUT_LEN)
1840 for (i = 0; i < MAX_CHEAT_INPUT_LEN + 1; i++)
1841 cheat_input[i] = cheat_input[MAX_CHEAT_INPUT_LEN + i];
1843 cheat_input_len = MAX_CHEAT_INPUT_LEN;
1846 cheat_input[cheat_input_len++] = letter;
1847 cheat_input[cheat_input_len] = '\0';
1849 #if DEBUG_EVENTS_KEY
1850 Debug("event:key:special", "'%s' [%d]", cheat_input, cheat_input_len);
1853 if (game_status == GAME_MODE_MAIN)
1855 if (strSuffix(cheat_input, ":insert-solution-tape") ||
1856 strSuffix(cheat_input, ":ist"))
1858 InsertSolutionTape();
1860 else if (strSuffix(cheat_input, ":play-solution-tape") ||
1861 strSuffix(cheat_input, ":pst"))
1865 else if (strSuffix(cheat_input, ":reload-graphics") ||
1866 strSuffix(cheat_input, ":rg"))
1868 ReloadCustomArtwork(1 << ARTWORK_TYPE_GRAPHICS);
1871 else if (strSuffix(cheat_input, ":reload-sounds") ||
1872 strSuffix(cheat_input, ":rs"))
1874 ReloadCustomArtwork(1 << ARTWORK_TYPE_SOUNDS);
1877 else if (strSuffix(cheat_input, ":reload-music") ||
1878 strSuffix(cheat_input, ":rm"))
1880 ReloadCustomArtwork(1 << ARTWORK_TYPE_MUSIC);
1883 else if (strSuffix(cheat_input, ":reload-artwork") ||
1884 strSuffix(cheat_input, ":ra"))
1886 ReloadCustomArtwork(1 << ARTWORK_TYPE_GRAPHICS |
1887 1 << ARTWORK_TYPE_SOUNDS |
1888 1 << ARTWORK_TYPE_MUSIC);
1891 else if (strSuffix(cheat_input, ":dump-level") ||
1892 strSuffix(cheat_input, ":dl"))
1896 else if (strSuffix(cheat_input, ":dump-tape") ||
1897 strSuffix(cheat_input, ":dt"))
1901 else if (strSuffix(cheat_input, ":undo-tape") ||
1902 strSuffix(cheat_input, ":ut"))
1906 else if (strSuffix(cheat_input, ":fix-tape") ||
1907 strSuffix(cheat_input, ":ft"))
1909 FixTape_ForceSinglePlayer();
1911 else if (strSuffix(cheat_input, ":save-native-level") ||
1912 strSuffix(cheat_input, ":snl"))
1914 SaveNativeLevel(&level);
1916 else if (strSuffix(cheat_input, ":frames-per-second") ||
1917 strSuffix(cheat_input, ":fps"))
1919 global.show_frames_per_second = !global.show_frames_per_second;
1921 else if (strSuffix(cheat_input, ":xsn"))
1923 tile_cursor.xsn_debug = TRUE;
1926 else if (game_status == GAME_MODE_PLAYING)
1929 if (strSuffix(cheat_input, ".q"))
1930 DEBUG_SetMaximumDynamite();
1933 else if (game_status == GAME_MODE_EDITOR)
1935 if (strSuffix(cheat_input, ":dump-brush") ||
1936 strSuffix(cheat_input, ":DB"))
1940 else if (strSuffix(cheat_input, ":DDB"))
1945 if (GetKeyModState() & (KMOD_Control | KMOD_Meta))
1947 if (letter == 'x') // copy brush to clipboard (small size)
1949 CopyBrushToClipboard_Small();
1951 else if (letter == 'c') // copy brush to clipboard (normal size)
1953 CopyBrushToClipboard();
1955 else if (letter == 'v') // paste brush from Clipboard
1957 CopyClipboardToBrush();
1959 else if (letter == 'z') // undo or redo last operation
1961 if (GetKeyModState() & KMOD_Shift)
1962 RedoLevelEditorOperation();
1964 UndoLevelEditorOperation();
1969 // special key shortcuts for all game modes
1970 if (strSuffix(cheat_input, ":dump-event-actions") ||
1971 strSuffix(cheat_input, ":dea") ||
1972 strSuffix(cheat_input, ":DEA"))
1974 DumpGadgetIdentifiers();
1975 DumpScreenIdentifiers();
1979 boolean HandleKeysDebug(Key key, int key_status)
1984 if (key_status != KEY_PRESSED)
1987 if (game_status == GAME_MODE_PLAYING || !setup.debug.frame_delay_game_only)
1989 boolean mod_key_pressed = ((GetKeyModState() & KMOD_Valid) != KMOD_None);
1991 for (i = 0; i < NUM_DEBUG_FRAME_DELAY_KEYS; i++)
1993 if (key == setup.debug.frame_delay_key[i] &&
1994 (mod_key_pressed == setup.debug.frame_delay_use_mod_key))
1996 GameFrameDelay = (GameFrameDelay != setup.debug.frame_delay[i] ?
1997 setup.debug.frame_delay[i] : setup.game_frame_delay);
1999 if (!setup.debug.frame_delay_game_only)
2000 MenuFrameDelay = GameFrameDelay;
2002 SetVideoFrameDelay(GameFrameDelay);
2004 if (GameFrameDelay > ONE_SECOND_DELAY)
2005 Debug("event:key:debug", "frame delay == %d ms", GameFrameDelay);
2006 else if (GameFrameDelay != 0)
2007 Debug("event:key:debug", "frame delay == %d ms (max. %d fps / %d %%)",
2008 GameFrameDelay, ONE_SECOND_DELAY / GameFrameDelay,
2009 GAME_FRAME_DELAY * 100 / GameFrameDelay);
2011 Debug("event:key:debug", "frame delay == 0 ms (maximum speed)");
2018 if (game_status == GAME_MODE_PLAYING)
2022 options.debug = !options.debug;
2024 Debug("event:key:debug", "debug mode %s",
2025 (options.debug ? "enabled" : "disabled"));
2029 else if (key == KSYM_v)
2031 Debug("event:key:debug", "currently using game engine version %d",
2032 game.engine_version);
2042 void HandleKey(Key key, int key_status)
2044 boolean anyTextGadgetActiveOrJustFinished = anyTextGadgetActive();
2045 static boolean ignore_repeated_key = FALSE;
2046 static struct SetupKeyboardInfo ski;
2047 static struct SetupShortcutInfo ssi;
2056 { &ski.left, &ssi.snap_left, DEFAULT_KEY_LEFT, JOY_LEFT },
2057 { &ski.right, &ssi.snap_right, DEFAULT_KEY_RIGHT, JOY_RIGHT },
2058 { &ski.up, &ssi.snap_up, DEFAULT_KEY_UP, JOY_UP },
2059 { &ski.down, &ssi.snap_down, DEFAULT_KEY_DOWN, JOY_DOWN },
2060 { &ski.snap, NULL, DEFAULT_KEY_SNAP, JOY_BUTTON_SNAP },
2061 { &ski.drop, NULL, DEFAULT_KEY_DROP, JOY_BUTTON_DROP }
2066 if (HandleKeysDebug(key, key_status))
2067 return; // do not handle already processed keys again
2069 // map special keys (media keys / remote control buttons) to default keys
2070 if (key == KSYM_PlayPause)
2072 else if (key == KSYM_Select)
2075 HandleSpecialGameControllerKeys(key, key_status);
2077 if (game_status == GAME_MODE_PLAYING)
2079 // only needed for single-step tape recording mode
2080 static boolean has_snapped[MAX_PLAYERS] = { FALSE, FALSE, FALSE, FALSE };
2083 for (pnr = 0; pnr < MAX_PLAYERS; pnr++)
2085 byte key_action = 0;
2086 byte key_snap_action = 0;
2088 if (setup.input[pnr].use_joystick)
2091 ski = setup.input[pnr].key;
2093 for (i = 0; i < NUM_PLAYER_ACTIONS; i++)
2094 if (key == *key_info[i].key_custom)
2095 key_action |= key_info[i].action;
2097 // use combined snap+direction keys for the first player only
2100 ssi = setup.shortcut;
2102 // also remember normal snap key when handling snap+direction keys
2103 key_snap_action |= key_action & JOY_BUTTON_SNAP;
2105 for (i = 0; i < NUM_DIRECTIONS; i++)
2107 if (key == *key_info[i].key_snap)
2109 key_action |= key_info[i].action | JOY_BUTTON_SNAP;
2110 key_snap_action |= key_info[i].action;
2112 tape.property_bits |= TAPE_PROPERTY_TAS_KEYS;
2117 if (key_status == KEY_PRESSED)
2119 stored_player[pnr].action |= key_action;
2120 stored_player[pnr].snap_action |= key_snap_action;
2124 stored_player[pnr].action &= ~key_action;
2125 stored_player[pnr].snap_action &= ~key_snap_action;
2128 // restore snap action if one of several pressed snap keys was released
2129 if (stored_player[pnr].snap_action)
2130 stored_player[pnr].action |= JOY_BUTTON_SNAP;
2132 if (tape.recording && tape.pausing && tape.use_key_actions)
2134 if (tape.single_step)
2136 if (key_status == KEY_PRESSED && key_action & KEY_MOTION)
2138 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
2140 // if snap key already pressed, keep pause mode when releasing
2141 if (stored_player[pnr].action & KEY_BUTTON_SNAP)
2142 has_snapped[pnr] = TRUE;
2144 else if (key_status == KEY_PRESSED && key_action & KEY_BUTTON_DROP)
2146 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
2148 if (level.game_engine_type == GAME_ENGINE_TYPE_SP &&
2149 getRedDiskReleaseFlag_SP() == 0)
2151 // add a single inactive frame before dropping starts
2152 stored_player[pnr].action &= ~KEY_BUTTON_DROP;
2153 stored_player[pnr].force_dropping = TRUE;
2156 else if (key_status == KEY_RELEASED && key_action & KEY_BUTTON_SNAP)
2158 // if snap key was pressed without direction, leave pause mode
2159 if (!has_snapped[pnr])
2160 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
2162 has_snapped[pnr] = FALSE;
2167 // prevent key release events from un-pausing a paused game
2168 if (key_status == KEY_PRESSED && key_action & KEY_ACTION)
2169 TapeTogglePause(TAPE_TOGGLE_MANUAL);
2173 // for MM style levels, handle in-game keyboard input in HandleJoystick()
2174 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
2177 // for any keyboard event, enable playfield mouse cursor
2178 if (key_action && key_status == KEY_PRESSED)
2179 SetPlayfieldMouseCursorEnabled(TRUE);
2184 for (i = 0; i < NUM_PLAYER_ACTIONS; i++)
2185 if (key == key_info[i].key_default)
2186 joy |= key_info[i].action;
2191 if (key_status == KEY_PRESSED)
2192 key_joystick_mapping |= joy;
2194 key_joystick_mapping &= ~joy;
2199 if (game_status != GAME_MODE_PLAYING)
2200 key_joystick_mapping = 0;
2202 if (key_status == KEY_RELEASED)
2204 // reset flag to ignore repeated "key pressed" events after key release
2205 ignore_repeated_key = FALSE;
2207 // send key release event to global animation event handling
2208 HandleGlobalAnimClicks(-1, -1, KEY_RELEASED, FALSE);
2213 if ((key == KSYM_F11 ||
2214 ((key == KSYM_Return ||
2215 key == KSYM_KP_Enter) && (GetKeyModState() & KMOD_Alt))) &&
2216 video.fullscreen_available &&
2217 !ignore_repeated_key)
2219 setup.fullscreen = !setup.fullscreen;
2221 ToggleFullscreenIfNeeded();
2223 if (game_status == GAME_MODE_SETUP)
2224 RedrawSetupScreenAfterFullscreenToggle();
2226 UpdateMousePosition();
2228 // set flag to ignore repeated "key pressed" events
2229 ignore_repeated_key = TRUE;
2234 if ((key == KSYM_0 || key == KSYM_KP_0 ||
2235 key == KSYM_minus || key == KSYM_KP_Subtract ||
2236 key == KSYM_plus || key == KSYM_KP_Add ||
2237 key == KSYM_equal) && // ("Shift-=" is "+" on US keyboards)
2238 (GetKeyModState() & (KMOD_Control | KMOD_Meta)) &&
2239 video.window_scaling_available &&
2240 !video.fullscreen_enabled)
2242 if (key == KSYM_0 || key == KSYM_KP_0)
2243 setup.window_scaling_percent = STD_WINDOW_SCALING_PERCENT;
2244 else if (key == KSYM_minus || key == KSYM_KP_Subtract)
2245 setup.window_scaling_percent -= STEP_WINDOW_SCALING_PERCENT;
2247 setup.window_scaling_percent += STEP_WINDOW_SCALING_PERCENT;
2249 if (setup.window_scaling_percent < MIN_WINDOW_SCALING_PERCENT)
2250 setup.window_scaling_percent = MIN_WINDOW_SCALING_PERCENT;
2251 else if (setup.window_scaling_percent > MAX_WINDOW_SCALING_PERCENT)
2252 setup.window_scaling_percent = MAX_WINDOW_SCALING_PERCENT;
2254 ChangeWindowScalingIfNeeded();
2256 if (game_status == GAME_MODE_SETUP)
2257 RedrawSetupScreenAfterFullscreenToggle();
2259 UpdateMousePosition();
2264 // some key events are handled like clicks for global animations
2265 boolean click = (key == KSYM_space ||
2266 key == KSYM_Return ||
2267 key == KSYM_Escape);
2269 if (click && HandleGlobalAnimClicks(-1, -1, MB_LEFTBUTTON, TRUE))
2271 // do not handle this key event anymore
2272 if (key != KSYM_Escape) // always allow ESC key to be handled
2276 if (game_status == GAME_MODE_PLAYING && game.all_players_gone &&
2277 (key == KSYM_Return || key == setup.shortcut.toggle_pause))
2284 if (game_status == GAME_MODE_MAIN &&
2285 (key == setup.shortcut.toggle_pause || key == KSYM_space))
2287 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
2292 if (game_status == GAME_MODE_MAIN &&
2293 (setup.internal.info_screens_from_main ||
2294 leveldir_current->info_screens_from_main) &&
2295 (key >= KSYM_KP_1 && key <= KSYM_KP_9))
2297 DrawInfoScreen_FromMainMenu(key - KSYM_KP_1 + 1);
2302 if (game_status == GAME_MODE_MAIN || game_status == GAME_MODE_PLAYING)
2304 if (key == setup.shortcut.save_game)
2306 else if (key == setup.shortcut.load_game)
2308 else if (key == setup.shortcut.restart_game)
2310 else if (key == setup.shortcut.pause_before_end)
2311 TapeReplayAndPauseBeforeEnd();
2312 else if (key == setup.shortcut.toggle_pause)
2313 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
2315 HandleTapeButtonKeys(key);
2316 HandleSoundButtonKeys(key);
2319 if (game_status == GAME_MODE_SCOREINFO)
2321 HandleScreenGadgetKeys(key);
2324 if (game_status == GAME_MODE_PLAYING && !network_playing)
2326 int centered_player_nr_next = -999;
2328 if (key == setup.shortcut.focus_player_all)
2329 centered_player_nr_next = -1;
2331 for (i = 0; i < MAX_PLAYERS; i++)
2332 if (key == setup.shortcut.focus_player[i])
2333 centered_player_nr_next = i;
2335 if (centered_player_nr_next != -999)
2337 game.centered_player_nr_next = centered_player_nr_next;
2338 game.set_centered_player = TRUE;
2342 tape.centered_player_nr_next = game.centered_player_nr_next;
2343 tape.set_centered_player = TRUE;
2348 HandleKeysSpecial(key);
2350 if (HandleGadgetsKeyInput(key))
2351 return; // do not handle already processed keys again
2353 // special case: on "space" key, either continue playing or go to main menu
2354 if (game_status == GAME_MODE_SCORES && key == KSYM_space)
2356 HandleHallOfFame(0, 0, 0, 0, MB_MENU_CONTINUE);
2361 switch (game_status)
2363 case GAME_MODE_PSEUDO_TYPENAME:
2364 case GAME_MODE_PSEUDO_TYPENAMES:
2365 HandleTypeName(key);
2368 case GAME_MODE_TITLE:
2369 case GAME_MODE_MAIN:
2370 case GAME_MODE_NAMES:
2371 case GAME_MODE_LEVELS:
2372 case GAME_MODE_LEVELNR:
2373 case GAME_MODE_SETUP:
2374 case GAME_MODE_INFO:
2375 case GAME_MODE_SCORES:
2376 case GAME_MODE_SCOREINFO:
2378 if (anyTextGadgetActiveOrJustFinished && key != KSYM_Escape)
2385 if (game_status == GAME_MODE_TITLE)
2386 HandleTitleScreen(0, 0, 0, 0, MB_MENU_CHOICE);
2387 else if (game_status == GAME_MODE_MAIN)
2388 HandleMainMenu(0, 0, 0, 0, MB_MENU_CHOICE);
2389 else if (game_status == GAME_MODE_NAMES)
2390 HandleChoosePlayerName(0, 0, 0, 0, MB_MENU_CHOICE);
2391 else if (game_status == GAME_MODE_LEVELS)
2392 HandleChooseLevelSet(0, 0, 0, 0, MB_MENU_CHOICE);
2393 else if (game_status == GAME_MODE_LEVELNR)
2394 HandleChooseLevelNr(0, 0, 0, 0, MB_MENU_CHOICE);
2395 else if (game_status == GAME_MODE_SETUP)
2396 HandleSetupScreen(0, 0, 0, 0, MB_MENU_CHOICE);
2397 else if (game_status == GAME_MODE_INFO)
2398 HandleInfoScreen(0, 0, 0, 0, MB_MENU_CHOICE);
2399 else if (game_status == GAME_MODE_SCORES)
2400 HandleHallOfFame(0, 0, 0, 0, MB_MENU_CHOICE);
2401 else if (game_status == GAME_MODE_SCOREINFO)
2402 HandleScoreInfo(0, 0, 0, 0, MB_MENU_CHOICE);
2406 if (game_status != GAME_MODE_MAIN)
2407 FadeSkipNextFadeIn();
2409 if (game_status == GAME_MODE_TITLE)
2410 HandleTitleScreen(0, 0, 0, 0, MB_MENU_LEAVE);
2411 else if (game_status == GAME_MODE_NAMES)
2412 HandleChoosePlayerName(0, 0, 0, 0, MB_MENU_LEAVE);
2413 else if (game_status == GAME_MODE_LEVELS)
2414 HandleChooseLevelSet(0, 0, 0, 0, MB_MENU_LEAVE);
2415 else if (game_status == GAME_MODE_LEVELNR)
2416 HandleChooseLevelNr(0, 0, 0, 0, MB_MENU_LEAVE);
2417 else if (game_status == GAME_MODE_SETUP)
2418 HandleSetupScreen(0, 0, 0, 0, MB_MENU_LEAVE);
2419 else if (game_status == GAME_MODE_INFO)
2420 HandleInfoScreen(0, 0, 0, 0, MB_MENU_LEAVE);
2421 else if (game_status == GAME_MODE_SCORES)
2422 HandleHallOfFame(0, 0, 0, 0, MB_MENU_LEAVE);
2423 else if (game_status == GAME_MODE_SCOREINFO)
2424 HandleScoreInfo(0, 0, 0, 0, MB_MENU_LEAVE);
2428 if (game_status == GAME_MODE_NAMES)
2429 HandleChoosePlayerName(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
2430 else if (game_status == GAME_MODE_LEVELS)
2431 HandleChooseLevelSet(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
2432 else if (game_status == GAME_MODE_LEVELNR)
2433 HandleChooseLevelNr(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
2434 else if (game_status == GAME_MODE_SETUP)
2435 HandleSetupScreen(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
2436 else if (game_status == GAME_MODE_INFO)
2437 HandleInfoScreen(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
2438 else if (game_status == GAME_MODE_SCORES)
2439 HandleHallOfFame(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
2440 else if (game_status == GAME_MODE_SCOREINFO)
2441 HandleScoreInfo(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
2444 case KSYM_Page_Down:
2445 if (game_status == GAME_MODE_NAMES)
2446 HandleChoosePlayerName(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
2447 else if (game_status == GAME_MODE_LEVELS)
2448 HandleChooseLevelSet(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
2449 else if (game_status == GAME_MODE_LEVELNR)
2450 HandleChooseLevelNr(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
2451 else if (game_status == GAME_MODE_SETUP)
2452 HandleSetupScreen(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
2453 else if (game_status == GAME_MODE_INFO)
2454 HandleInfoScreen(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
2455 else if (game_status == GAME_MODE_SCORES)
2456 HandleHallOfFame(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
2457 else if (game_status == GAME_MODE_SCOREINFO)
2458 HandleScoreInfo(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
2466 case GAME_MODE_EDITOR:
2467 if (!anyTextGadgetActiveOrJustFinished || key == KSYM_Escape)
2468 HandleLevelEditorKeyInput(key);
2471 case GAME_MODE_PLAYING:
2476 RequestQuitGame(TRUE);
2486 if (key == KSYM_Escape)
2488 SetGameStatus(GAME_MODE_MAIN);
2497 void HandleNoEvent(void)
2499 HandleMouseCursor();
2501 switch (game_status)
2503 case GAME_MODE_PLAYING:
2504 HandleButtonOrFinger(-1, -1, -1);
2509 void HandleEventActions(void)
2511 // if (button_status && game_status != GAME_MODE_PLAYING)
2512 if (button_status && (game_status != GAME_MODE_PLAYING ||
2514 level.game_engine_type == GAME_ENGINE_TYPE_MM))
2516 HandleButton(0, 0, button_status, -button_status);
2523 if (network.enabled)
2526 switch (game_status)
2528 case GAME_MODE_MAIN:
2529 DrawPreviewLevelAnimation();
2532 case GAME_MODE_EDITOR:
2533 HandleLevelEditorIdle();
2541 static void HandleTileCursor(int dx, int dy, int button)
2544 ClearPlayerMouseAction();
2551 SetPlayerMouseAction(tile_cursor.x, tile_cursor.y,
2552 (dx < 0 ? MB_LEFTBUTTON :
2553 dx > 0 ? MB_RIGHTBUTTON : MB_RELEASED));
2555 else if (!tile_cursor.moving)
2557 int old_xpos = tile_cursor.xpos;
2558 int old_ypos = tile_cursor.ypos;
2559 int new_xpos = tile_cursor.xpos + dx;
2560 int new_ypos = tile_cursor.ypos + dy;
2562 if (!IN_LEV_FIELD(new_xpos, old_ypos) || !IN_SCR_FIELD(new_xpos, old_ypos))
2563 new_xpos = old_xpos;
2565 if (!IN_LEV_FIELD(old_xpos, new_ypos) || !IN_SCR_FIELD(old_xpos, new_ypos))
2566 new_ypos = old_ypos;
2568 SetTileCursorTargetXY(new_xpos, new_ypos);
2572 static int HandleJoystickForAllPlayers(void)
2576 boolean no_joysticks_configured = TRUE;
2577 boolean use_as_joystick_nr = (game_status != GAME_MODE_PLAYING);
2578 static byte joy_action_last[MAX_PLAYERS];
2580 for (i = 0; i < MAX_PLAYERS; i++)
2581 if (setup.input[i].use_joystick)
2582 no_joysticks_configured = FALSE;
2584 // if no joysticks configured, map connected joysticks to players
2585 if (no_joysticks_configured)
2586 use_as_joystick_nr = TRUE;
2588 for (i = 0; i < MAX_PLAYERS; i++)
2590 byte joy_action = 0;
2592 joy_action = JoystickExt(i, use_as_joystick_nr);
2593 result |= joy_action;
2595 if ((setup.input[i].use_joystick || no_joysticks_configured) &&
2596 joy_action != joy_action_last[i])
2597 stored_player[i].action = joy_action;
2599 joy_action_last[i] = joy_action;
2605 void HandleJoystick(void)
2607 static DelayCounter joytest_delay = { GADGET_FRAME_DELAY };
2608 static int joytest_last = 0;
2609 int delay_value_first = GADGET_FRAME_DELAY_FIRST;
2610 int delay_value = GADGET_FRAME_DELAY;
2611 int joystick = HandleJoystickForAllPlayers();
2612 int keyboard = key_joystick_mapping;
2613 int joy = (joystick | keyboard);
2614 int joytest = joystick;
2615 int left = joy & JOY_LEFT;
2616 int right = joy & JOY_RIGHT;
2617 int up = joy & JOY_UP;
2618 int down = joy & JOY_DOWN;
2619 int button = joy & JOY_BUTTON;
2620 int anybutton = AnyJoystickButton();
2621 int newbutton = (anybutton == JOY_BUTTON_NEW_PRESSED);
2622 int dx = (left ? -1 : right ? 1 : 0);
2623 int dy = (up ? -1 : down ? 1 : 0);
2624 boolean use_delay_value_first = (joytest != joytest_last);
2625 boolean new_button_event = (anybutton == JOY_BUTTON_NEW_PRESSED ||
2626 anybutton == JOY_BUTTON_NEW_RELEASED);
2628 if (new_button_event && HandleGlobalAnimClicks(-1, -1, newbutton, FALSE))
2630 // do not handle this button event anymore
2634 if (newbutton && (game_status == GAME_MODE_PSEUDO_TYPENAME ||
2635 game_status == GAME_MODE_PSEUDO_TYPENAMES ||
2636 anyTextGadgetActive()))
2638 // leave name input in main menu or text input gadget
2639 HandleKey(KSYM_Escape, KEY_PRESSED);
2640 HandleKey(KSYM_Escape, KEY_RELEASED);
2645 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
2647 if (game_status == GAME_MODE_PLAYING)
2649 // when playing MM style levels, also use delay for keyboard events
2650 joytest |= keyboard;
2652 // only use first delay value for new events, but not for changed events
2653 use_delay_value_first = (!joytest != !joytest_last);
2655 // only use delay after the initial keyboard event
2659 // for any joystick or keyboard event, enable playfield tile cursor
2660 if (dx || dy || button)
2661 SetTileCursorEnabled(TRUE);
2664 // for any joystick event, enable playfield mouse cursor
2665 if (dx || dy || button)
2666 SetPlayfieldMouseCursorEnabled(TRUE);
2668 if (joytest && !button && !DelayReached(&joytest_delay))
2670 // delay joystick/keyboard actions if axes/keys continually pressed
2671 newbutton = dx = dy = 0;
2675 // first start with longer delay, then continue with shorter delay
2676 joytest_delay.value =
2677 (use_delay_value_first ? delay_value_first : delay_value);
2680 joytest_last = joytest;
2682 switch (game_status)
2684 case GAME_MODE_TITLE:
2685 case GAME_MODE_MAIN:
2686 case GAME_MODE_NAMES:
2687 case GAME_MODE_LEVELS:
2688 case GAME_MODE_LEVELNR:
2689 case GAME_MODE_SETUP:
2690 case GAME_MODE_INFO:
2691 case GAME_MODE_SCORES:
2692 case GAME_MODE_SCOREINFO:
2694 if (anyTextGadgetActive())
2697 if (game_status == GAME_MODE_TITLE)
2698 HandleTitleScreen(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
2699 else if (game_status == GAME_MODE_MAIN)
2700 HandleMainMenu(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
2701 else if (game_status == GAME_MODE_NAMES)
2702 HandleChoosePlayerName(0,0,dx,dy,newbutton?MB_MENU_CHOICE:MB_MENU_MARK);
2703 else if (game_status == GAME_MODE_LEVELS)
2704 HandleChooseLevelSet(0,0,dx,dy,newbutton?MB_MENU_CHOICE : MB_MENU_MARK);
2705 else if (game_status == GAME_MODE_LEVELNR)
2706 HandleChooseLevelNr(0,0,dx,dy,newbutton? MB_MENU_CHOICE : MB_MENU_MARK);
2707 else if (game_status == GAME_MODE_SETUP)
2708 HandleSetupScreen(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
2709 else if (game_status == GAME_MODE_INFO)
2710 HandleInfoScreen(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
2711 else if (game_status == GAME_MODE_SCORES)
2712 HandleHallOfFame(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
2713 else if (game_status == GAME_MODE_SCOREINFO)
2714 HandleScoreInfo(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
2719 case GAME_MODE_PLAYING:
2721 // !!! causes immediate GameEnd() when solving MM level with keyboard !!!
2722 if (tape.playing || keyboard)
2723 newbutton = ((joy & JOY_BUTTON) != 0);
2726 if (newbutton && game.all_players_gone)
2733 if (tape.recording && tape.pausing && tape.use_key_actions)
2735 if (tape.single_step)
2737 if (joystick & JOY_ACTION)
2738 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
2742 if (joystick & JOY_ACTION)
2743 TapeTogglePause(TAPE_TOGGLE_MANUAL);
2747 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
2748 HandleTileCursor(dx, dy, button);
2757 void HandleSpecialGameControllerButtons(Event *event)
2762 switch (event->type)
2764 case SDL_CONTROLLERBUTTONDOWN:
2765 key_status = KEY_PRESSED;
2768 case SDL_CONTROLLERBUTTONUP:
2769 key_status = KEY_RELEASED;
2776 switch (event->cbutton.button)
2778 case SDL_CONTROLLER_BUTTON_START:
2782 case SDL_CONTROLLER_BUTTON_BACK:
2790 HandleKey(key, key_status);
2793 void HandleSpecialGameControllerKeys(Key key, int key_status)
2795 #if defined(KSYM_Rewind) && defined(KSYM_FastForward)
2796 int button = SDL_CONTROLLER_BUTTON_INVALID;
2798 // map keys to joystick buttons (special hack for Amazon Fire TV remote)
2799 if (key == KSYM_Rewind)
2800 button = SDL_CONTROLLER_BUTTON_A;
2801 else if (key == KSYM_FastForward || key == KSYM_Menu)
2802 button = SDL_CONTROLLER_BUTTON_B;
2804 if (button != SDL_CONTROLLER_BUTTON_INVALID)
2808 event.type = (key_status == KEY_PRESSED ? SDL_CONTROLLERBUTTONDOWN :
2809 SDL_CONTROLLERBUTTONUP);
2811 event.cbutton.which = 0; // first joystick (Amazon Fire TV remote)
2812 event.cbutton.button = button;
2813 event.cbutton.state = (key_status == KEY_PRESSED ? SDL_PRESSED :
2816 HandleJoystickEvent(&event);
2821 boolean DoKeysymAction(int keysym)
2825 Key key = (Key)(-keysym);
2827 HandleKey(key, KEY_PRESSED);
2828 HandleKey(key, KEY_RELEASED);