code cleanup of main event loop
[rocksndiamonds.git] / src / events.c
index b2bf0979495a2b8e139f49bd043c5cfef18641e3..d9104aa1be04172a8d64bc8be39b3afd8c57fb46 100644 (file)
@@ -19,6 +19,7 @@
 #include "editor.h"
 #include "files.h"
 #include "tape.h"
+#include "cartoons.h"
 #include "network.h"
 
 
@@ -66,7 +67,7 @@ static int FilterEventsExt(const Event *event)
 
   /* do no reset mouse cursor before all pending events have been processed */
   if (gfx.cursor_mode == cursor_mode_last &&
-      ((effectiveGameStatus() == GAME_MODE_TITLE &&
+      ((game_status == GAME_MODE_TITLE &&
        gfx.cursor_mode == CURSOR_NONE) ||
        (game_status == GAME_MODE_PLAYING &&
        gfx.cursor_mode == CURSOR_PLAYFIELD)))
@@ -108,9 +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())
@@ -152,114 +152,63 @@ 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 EVENT_KEYPRESS:
-         case EVENT_KEYRELEASE:
-           HandleKeyEvent((KeyEvent *) &event);
-           break;
-
-         default:
-           HandleOtherEvents(&event);
-           break;
-       }
-      }
-    }
-    else
-    {
-      if (effectiveGameStatus() == 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)
-      {
-       /* when playing, display a special mouse pointer inside the playfield */
+      case SDL_WINDOWEVENT:
+       HandleWindowEvent((WindowEvent *) &event);
+       break;
 
-       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);
-      }
+      case EVENT_FINGERPRESS:
+      case EVENT_FINGERRELEASE:
+      case EVENT_FINGERMOTION:
+       HandleFingerEvent((FingerEvent *) &event);
+       break;
 
-      /* this is set after all pending events have been processed */
-      cursor_mode_last = gfx.cursor_mode;
-    }
+      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;
   }
 }
 
@@ -305,6 +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())
@@ -408,9 +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;
 
@@ -933,12 +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
   {
@@ -947,6 +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))
   {
@@ -961,6 +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;
@@ -1549,28 +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);
@@ -1586,7 +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;
@@ -1596,7 +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);
   }