X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fevents.c;h=d9104aa1be04172a8d64bc8be39b3afd8c57fb46;hb=b2c07ef9208b06f07e8d45fdddbffd8db721a02d;hp=f89e5236071b7d30c8e66499a539808a868f5d53;hpb=14d7691c65ca4a466ce9b9448153e8fbe8351a81;p=rocksndiamonds.git diff --git a/src/events.c b/src/events.c index f89e5236..d9104aa1 100644 --- a/src/events.c +++ b/src/events.c @@ -19,6 +19,7 @@ #include "editor.h" #include "files.h" #include "tape.h" +#include "cartoons.h" #include "network.h" @@ -33,9 +34,9 @@ static boolean cursor_inside_playfield = FALSE; -static boolean playfield_cursor_set = FALSE; -static unsigned int playfield_cursor_delay = 0; - +static int cursor_mode_last = CURSOR_DEFAULT; +static unsigned int special_cursor_delay = 0; +static unsigned int special_cursor_delay_value = 1000; /* event filter especially needed for SDL event filtering due to delay problems with lots of mouse motion events when mouse button @@ -64,11 +65,18 @@ static int FilterEventsExt(const Event *event) cursor_inside_playfield = (motion->x >= SX && motion->x < SX + SXSIZE && motion->y >= SY && motion->y < SY + SYSIZE); - if (game_status == GAME_MODE_PLAYING && playfield_cursor_set) + /* do no reset mouse cursor before all pending events have been processed */ + if (gfx.cursor_mode == cursor_mode_last && + ((game_status == GAME_MODE_TITLE && + gfx.cursor_mode == CURSOR_NONE) || + (game_status == GAME_MODE_PLAYING && + gfx.cursor_mode == CURSOR_PLAYFIELD))) { SetMouseCursor(CURSOR_DEFAULT); - playfield_cursor_set = FALSE; - DelayReached(&playfield_cursor_delay, 0); + + DelayReached(&special_cursor_delay, 0); + + cursor_mode_last = CURSOR_DEFAULT; } /* skip mouse motion events without pressed button outside level editor */ @@ -101,9 +109,8 @@ boolean SkipPressedMouseMotionEvent(const Event *event) if (event->type != EVENT_MOTIONNOTIFY) return FALSE; - /* only skip motion events with pressed button outside level editor */ - if (button_status == MB_RELEASED || - game_status == GAME_MODE_EDITOR || game_status == GAME_MODE_PLAYING) + /* only skip motion events with pressed button outside the game */ + if (button_status == MB_RELEASED || game_status == GAME_MODE_PLAYING) return FALSE; if (PendingEvent()) @@ -124,7 +131,7 @@ boolean SkipPressedMouseMotionEvent(const Event *event) when using SDL with properly installed event filter, this function can be replaced with a simple "NextEvent()" call, but it doesn't hurt either */ -static boolean NextValidEvent(Event *event) +boolean NextValidEvent(Event *event) { while (PendingEvent()) { @@ -145,101 +152,63 @@ static boolean NextValidEvent(Event *event) return FALSE; } -void EventLoop(void) +void HandleEvents() { - while (1) + Event event; + unsigned int event_frame_delay = 0; + unsigned int event_frame_delay_value = GAME_FRAME_DELAY; + + ResetDelayCounter(&event_frame_delay); + + while (NextValidEvent(&event)) { - if (PendingEvent()) /* got event */ + switch (event.type) { - Event event; + case EVENT_BUTTONPRESS: + case EVENT_BUTTONRELEASE: + HandleButtonEvent((ButtonEvent *) &event); + break; - while (NextValidEvent(&event)) - { - switch (event.type) - { - case EVENT_BUTTONPRESS: - case EVENT_BUTTONRELEASE: - HandleButtonEvent((ButtonEvent *) &event); - break; - - case EVENT_MOTIONNOTIFY: - HandleMotionEvent((MotionEvent *) &event); - break; + case EVENT_MOTIONNOTIFY: + HandleMotionEvent((MotionEvent *) &event); + break; #if defined(TARGET_SDL2) - case SDL_WINDOWEVENT: - HandleWindowEvent((WindowEvent *) &event); - break; - - case EVENT_FINGERPRESS: - case EVENT_FINGERRELEASE: - case EVENT_FINGERMOTION: - HandleFingerEvent((FingerEvent *) &event); - break; - - case EVENT_TEXTINPUT: - HandleTextEvent((TextEvent *) &event); - break; - - case SDL_APP_WILLENTERBACKGROUND: - case SDL_APP_DIDENTERBACKGROUND: - case SDL_APP_WILLENTERFOREGROUND: - case SDL_APP_DIDENTERFOREGROUND: - HandlePauseResumeEvent((PauseResumeEvent *) &event); - break; -#endif + case SDL_WINDOWEVENT: + HandleWindowEvent((WindowEvent *) &event); + break; - case EVENT_KEYPRESS: - case EVENT_KEYRELEASE: - HandleKeyEvent((KeyEvent *) &event); - break; + case EVENT_FINGERPRESS: + case EVENT_FINGERRELEASE: + case EVENT_FINGERMOTION: + HandleFingerEvent((FingerEvent *) &event); + break; - default: - HandleOtherEvents(&event); - break; - } - } - } - else - { - /* when playing, display a special mouse pointer inside the playfield */ - if (game_status == GAME_MODE_PLAYING && !tape.pausing) - { - if (!playfield_cursor_set && cursor_inside_playfield && - DelayReached(&playfield_cursor_delay, 1000)) - { - SetMouseCursor(CURSOR_PLAYFIELD); - playfield_cursor_set = TRUE; - } - } - else if (playfield_cursor_set) - { - SetMouseCursor(CURSOR_DEFAULT); - playfield_cursor_set = FALSE; - } - } + case EVENT_TEXTINPUT: + HandleTextEvent((TextEvent *) &event); + break; - /* also execute after pending events have been processed before */ - HandleNoEvent(); + case SDL_APP_WILLENTERBACKGROUND: + case SDL_APP_DIDENTERBACKGROUND: + case SDL_APP_WILLENTERFOREGROUND: + case SDL_APP_DIDENTERFOREGROUND: + HandlePauseResumeEvent((PauseResumeEvent *) &event); + break; +#endif - /* don't use all CPU time when idle; the main loop while playing - has its own synchronization and is CPU friendly, too */ + case EVENT_KEYPRESS: + case EVENT_KEYRELEASE: + HandleKeyEvent((KeyEvent *) &event); + break; - if (game_status == GAME_MODE_PLAYING) - { - HandleGameActions(); - } - else - { - if (!PendingEvent()) /* delay only if no pending events */ - Delay(10); + default: + HandleOtherEvents(&event); + break; } - /* refresh window contents from drawing buffer, if needed */ - BackToFront(); - - if (game_status == GAME_MODE_QUIT) - return; + // do not handle events for longer than standard frame delay period + if (DelayReached(&event_frame_delay, event_frame_delay_value)) + break; } } @@ -285,6 +254,71 @@ void HandleOtherEvents(Event *event) } } +void HandleMouseCursor() +{ + if (game_status == GAME_MODE_TITLE) + { + /* when showing title screens, hide mouse pointer (if not moved) */ + + if (gfx.cursor_mode != CURSOR_NONE && + DelayReached(&special_cursor_delay, special_cursor_delay_value)) + { + SetMouseCursor(CURSOR_NONE); + } + } + else if (game_status == GAME_MODE_PLAYING && (!tape.pausing || + tape.single_step)) + { + /* when playing, display a special mouse pointer inside the playfield */ + + if (gfx.cursor_mode != CURSOR_PLAYFIELD && + cursor_inside_playfield && + DelayReached(&special_cursor_delay, special_cursor_delay_value)) + { + SetMouseCursor(CURSOR_PLAYFIELD); + } + } + else if (gfx.cursor_mode != CURSOR_DEFAULT) + { + SetMouseCursor(CURSOR_DEFAULT); + } + + /* this is set after all pending events have been processed */ + cursor_mode_last = gfx.cursor_mode; +} + +void EventLoop(void) +{ + unsigned int sync_frame_delay = 0; + unsigned int sync_frame_delay_value = GAME_FRAME_DELAY; + + while (1) + { + if (PendingEvent()) + HandleEvents(); + else + HandleMouseCursor(); + + /* also execute after pending events have been processed before */ + HandleNoEvent(); + + /* don't use all CPU time when idle; the main loop while playing + has its own synchronization and is CPU friendly, too */ + + if (game_status == GAME_MODE_PLAYING) + HandleGameActions(); + + /* refresh window contents from drawing buffer, if needed */ + BackToFront(); + + if (game_status != GAME_MODE_PLAYING) + WaitUntilDelayReached(&sync_frame_delay, sync_frame_delay_value); + + if (game_status == GAME_MODE_QUIT) + return; + } +} + void ClearEventQueue() { while (PendingEvent()) @@ -388,9 +422,6 @@ void HandleButtonEvent(ButtonEvent *event) void HandleMotionEvent(MotionEvent *event) { - if (!PointerInWindow(window)) - return; /* window and pointer are on different screens */ - if (button_status == MB_RELEASED && game_status != GAME_MODE_EDITOR) return; @@ -913,12 +944,14 @@ void HandleWindowManagerEvent(Event *event) void HandleButton(int mx, int my, int button, int button_nr) { static int old_mx = 0, old_my = 0; + boolean button_hold = FALSE; if (button < 0) { mx = old_mx; my = old_my; button = -button; + button_hold = TRUE; } else { @@ -927,6 +960,7 @@ void HandleButton(int mx, int my, int button, int button_nr) } #if defined(PLATFORM_ANDROID) + // !!! for now, do not handle gadgets when playing -- maybe fix this !!! if (game_status != GAME_MODE_PLAYING && HandleGadgets(mx, my, button)) { @@ -941,6 +975,9 @@ void HandleButton(int mx, int my, int button, int button_nr) } #endif + if (button_hold && game_status == GAME_MODE_PLAYING && tape.pausing) + return; + /* do not use scroll wheel button events for anything other than gadgets */ if (IS_WHEEL_BUTTON(button_nr)) return; @@ -1529,28 +1566,6 @@ void HandleKey(Key key, int key_status) } break; -#if 0 - case KSYM_s: - if (!global.fps_slowdown) - { - global.fps_slowdown = TRUE; - global.fps_slowdown_factor = 2; - printf("fps slowdown enabled -- display only every 2nd frame\n"); - } - else if (global.fps_slowdown_factor == 2) - { - global.fps_slowdown_factor = 4; - printf("fps slowdown enabled -- display only every 4th frame\n"); - } - else - { - global.fps_slowdown = FALSE; - global.fps_slowdown_factor = 1; - printf("fps slowdown disabled\n"); - } - break; -#endif - case KSYM_v: printf("::: currently using game engine version %d\n", game.engine_version); @@ -1566,7 +1581,8 @@ void HandleKey(Key key, int key_status) default: if (key == KSYM_Escape) { - game_status = GAME_MODE_MAIN; + SetGameStatus(GAME_MODE_MAIN); + DrawMainMenu(); return; @@ -1576,7 +1592,8 @@ void HandleKey(Key key, int key_status) void HandleNoEvent() { - if (button_status && game_status != GAME_MODE_PLAYING) + // if (button_status && game_status != GAME_MODE_PLAYING) + if (button_status && (game_status != GAME_MODE_PLAYING || tape.pausing)) { HandleButton(0, 0, -button_status, button_status); }