added option 'off' for touch controls (for non-Android platforms)
[rocksndiamonds.git] / src / events.c
index f769714ea10da1c7a6017d653d48cbbcdba1a0f5..c7707c2f6f9fcc7c3904003cac863a518fd66243 100644 (file)
@@ -39,6 +39,12 @@ static int cursor_mode_last = CURSOR_DEFAULT;
 static unsigned int special_cursor_delay = 0;
 static unsigned int special_cursor_delay_value = 1000;
 
+
+/* forward declarations for internal use */
+static void HandleNoEvent(void);
+static void HandleEventActions(void);
+
+
 /* event filter especially needed for SDL event filtering due to
    delay problems with lots of mouse motion events when mouse button
    not pressed (X11 can handle this with 'PointerMotionHintMask') */
@@ -318,10 +324,10 @@ void EventLoop(void)
     if (PendingEvent())
       HandleEvents();
     else
-      HandleMouseCursor();
+      HandleNoEvent();
 
-    /* also execute after pending events have been processed before */
-    HandleNoEvent();
+    /* execute event related actions after pending events have been processed */
+    HandleEventActions();
 
     /* don't use all CPU time when idle; the main loop while playing
        has its own synchronization and is CPU friendly, too */
@@ -370,6 +376,13 @@ void ClearEventQueue()
   }
 }
 
+void ClearPlayerMouseAction()
+{
+  local_player->mouse_action.lx = 0;
+  local_player->mouse_action.ly = 0;
+  local_player->mouse_action.button = 0;
+}
+
 void ClearPlayerAction()
 {
   int i;
@@ -380,6 +393,29 @@ void ClearPlayerAction()
     stored_player[i].action = 0;
 
   ClearJoystickState();
+  ClearPlayerMouseAction();
+}
+
+void SetPlayerMouseAction(int mx, int my, int button)
+{
+  int lx = getLevelFromScreenX(mx);
+  int ly = getLevelFromScreenY(my);
+
+  ClearPlayerMouseAction();
+
+  if (!IN_GFX_FIELD_PLAY(mx, my) || !IN_LEV_FIELD(lx, ly))
+    return;
+
+  local_player->mouse_action.lx = lx;
+  local_player->mouse_action.ly = ly;
+  local_player->mouse_action.button = button;
+
+  if (tape.recording && tape.pausing && tape.use_mouse)
+  {
+    /* prevent button release or motion events from un-pausing a paused game */
+    if (button && !motion_status)
+      TapeTogglePause(TAPE_TOGGLE_MANUAL);
+  }
 }
 
 void SleepWhileUnmapped()
@@ -640,7 +676,7 @@ void HandleFingerEvent(FingerEvent *event)
   if (game_status != GAME_MODE_PLAYING)
     return;
 
-  if (strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER))
+  if (strEqual(setup.touch.control_type, TOUCH_CONTROL_OFF))
     return;
 
   if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
@@ -788,6 +824,9 @@ void HandleFingerEvent(FingerEvent *event)
     return;
   }
 
+  if (!strEqual(setup.touch.control_type, TOUCH_CONTROL_WIPE_GESTURES))
+    return;
+
   // use touch direction control
 
   if (event->type == EVENT_FINGERPRESS)
@@ -1325,16 +1364,15 @@ void HandleButton(int mx, int my, int button, int button_nr)
       break;
 
     case GAME_MODE_PLAYING:
-      if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
-       ClickElement(mx, my, button);
+      SetPlayerMouseAction(mx, my, button);
+
 #if defined(TARGET_SDL2)
-      else
-       HandleFollowFinger(mx, my, button);
+      HandleFollowFinger(mx, my, button);
 #endif
 
 #ifdef DEBUG
-      if (button == MB_PRESSED && !motion_status && IN_GFX_FIELD_PLAY(mx, my) &&
-         GetKeyModState() & KMOD_Control)
+      if (button == MB_PRESSED && !motion_status && !button_hold &&
+         IN_GFX_FIELD_PLAY(mx, my) && GetKeyModState() & KMOD_Control)
        DumpTileFromScreen(mx, my);
 #endif
 
@@ -1625,7 +1663,7 @@ void HandleKey(Key key, int key_status)
          has_snapped[pnr] = FALSE;
        }
       }
-      else if (tape.recording && tape.pausing)
+      else if (tape.recording && tape.pausing && !tape.use_mouse)
       {
        /* prevent key release events from un-pausing a paused game */
        if (key_status == KEY_PRESSED && key_action & KEY_ACTION)
@@ -1894,6 +1932,20 @@ void HandleKey(Key key, int key_status)
 }
 
 void HandleNoEvent()
+{
+  HandleMouseCursor();
+
+  switch (game_status)
+  {
+#if defined(TARGET_SDL2)
+    case GAME_MODE_PLAYING:
+      HandleFollowFinger(-1, -1, -1);
+      break;
+#endif
+  }
+}
+
+void HandleEventActions()
 {
   // if (button_status && game_status != GAME_MODE_PLAYING)
   if (button_status && (game_status != GAME_MODE_PLAYING ||
@@ -1922,12 +1974,6 @@ void HandleNoEvent()
       HandleLevelEditorIdle();
       break;
 
-#if defined(TARGET_SDL2)
-    case GAME_MODE_PLAYING:
-      HandleFollowFinger(-1, -1, -1);
-      break;
-#endif
-
     default:
       break;
   }