1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2006 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
27 #define DEBUG_EVENTS 0
30 static boolean cursor_inside_playfield = FALSE;
31 static boolean playfield_cursor_set = FALSE;
32 static unsigned long playfield_cursor_delay = 0;
35 /* event filter especially needed for SDL event filtering due to
36 delay problems with lots of mouse motion events when mouse button
37 not pressed (X11 can handle this with 'PointerMotionHintMask') */
39 int FilterMouseMotionEvents(const Event *event)
43 /* non-motion events are directly passed to event handler functions */
44 if (event->type != EVENT_MOTIONNOTIFY)
47 motion = (MotionEvent *)event;
48 cursor_inside_playfield = (motion->x >= SX && motion->x < SX + SXSIZE &&
49 motion->y >= SY && motion->y < SY + SYSIZE);
51 if (game_status == GAME_MODE_PLAYING && playfield_cursor_set)
53 SetMouseCursor(CURSOR_DEFAULT);
54 playfield_cursor_set = FALSE;
55 DelayReached(&playfield_cursor_delay, 0);
58 /* skip mouse motion events without pressed button outside level editor */
59 if (button_status == MB_RELEASED &&
60 game_status != GAME_MODE_EDITOR && game_status != GAME_MODE_PLAYING)
66 /* to prevent delay problems, skip mouse motion events if the very next
67 event is also a mouse motion event (and therefore effectively only
68 handling the last of a row of mouse motion events in the event queue) */
70 boolean SkipPressedMouseMotionEvent(const Event *event)
72 /* nothing to do if the current event is not a mouse motion event */
73 if (event->type != EVENT_MOTIONNOTIFY)
76 /* only skip motion events with pressed button outside level editor */
77 if (button_status == MB_RELEASED ||
78 game_status == GAME_MODE_EDITOR || game_status == GAME_MODE_PLAYING)
85 PeekEvent(&next_event);
87 /* if next event is also a mouse motion event, skip the current one */
88 if (next_event.type == EVENT_MOTIONNOTIFY)
95 /* this is only really needed for non-SDL targets to filter unwanted events;
96 when using SDL with properly installed event filter, this function can be
97 replaced with a simple "NextEvent()" call, but it doesn't hurt either */
99 static boolean NextValidEvent(Event *event)
101 while (PendingEvent())
103 boolean handle_this_event = FALSE;
107 if (FilterMouseMotionEvents(event))
108 handle_this_event = TRUE;
110 if (SkipPressedMouseMotionEvent(event))
111 handle_this_event = FALSE;
113 if (handle_this_event)
124 if (PendingEvent()) /* got event */
128 while (NextValidEvent(&event))
132 case EVENT_BUTTONPRESS:
133 case EVENT_BUTTONRELEASE:
134 HandleButtonEvent((ButtonEvent *) &event);
137 case EVENT_MOTIONNOTIFY:
138 HandleMotionEvent((MotionEvent *) &event);
142 case EVENT_KEYRELEASE:
143 HandleKeyEvent((KeyEvent *) &event);
147 HandleOtherEvents(&event);
154 /* when playing, display a special mouse pointer inside the playfield */
155 if (game_status == GAME_MODE_PLAYING && !tape.pausing)
157 if (!playfield_cursor_set && cursor_inside_playfield &&
158 DelayReached(&playfield_cursor_delay, 1000))
160 SetMouseCursor(CURSOR_PLAYFIELD);
161 playfield_cursor_set = TRUE;
164 else if (playfield_cursor_set)
166 SetMouseCursor(CURSOR_DEFAULT);
167 playfield_cursor_set = FALSE;
173 /* don't use all CPU time when idle; the main loop while playing
174 has its own synchronization and is CPU friendly, too */
176 if (game_status == GAME_MODE_PLAYING)
183 if (!PendingEvent()) /* delay only if no pending events */
187 /* refresh window contents from drawing buffer, if needed */
190 if (game_status == GAME_MODE_QUIT)
195 void HandleOtherEvents(Event *event)
200 HandleExposeEvent((ExposeEvent *) event);
203 case EVENT_UNMAPNOTIFY:
205 /* This causes the game to stop not only when iconified, but also
206 when on another virtual desktop, which might be not desired. */
207 SleepWhileUnmapped();
213 HandleFocusEvent((FocusChangeEvent *) event);
216 case EVENT_CLIENTMESSAGE:
217 HandleClientMessageEvent((ClientMessageEvent *) event);
220 #if defined(TARGET_SDL)
221 case SDL_JOYAXISMOTION:
222 case SDL_JOYBUTTONDOWN:
223 case SDL_JOYBUTTONUP:
224 HandleJoystickEvent(event);
228 HandleWindowManagerEvent(event);
237 void ClearEventQueue()
239 while (PendingEvent())
247 case EVENT_BUTTONRELEASE:
248 button_status = MB_RELEASED;
251 case EVENT_KEYRELEASE:
255 key_joystick_mapping = 0;
260 HandleOtherEvents(&event);
266 void ClearPlayerAction()
270 /* simulate key release events for still pressed keys */
271 key_joystick_mapping = 0;
272 for (i = 0; i < MAX_PLAYERS; i++)
273 stored_player[i].action = 0;
276 void SleepWhileUnmapped()
278 boolean window_unmapped = TRUE;
280 KeyboardAutoRepeatOn();
282 while (window_unmapped)
290 case EVENT_BUTTONRELEASE:
291 button_status = MB_RELEASED;
294 case EVENT_KEYRELEASE:
295 key_joystick_mapping = 0;
298 case EVENT_MAPNOTIFY:
299 window_unmapped = FALSE;
302 case EVENT_UNMAPNOTIFY:
303 /* this is only to surely prevent the 'should not happen' case
304 * of recursively looping between 'SleepWhileUnmapped()' and
305 * 'HandleOtherEvents()' which usually calls this funtion.
310 HandleOtherEvents(&event);
315 if (game_status == GAME_MODE_PLAYING)
316 KeyboardAutoRepeatOffUnlessAutoplay();
319 void HandleExposeEvent(ExposeEvent *event)
322 RedrawPlayfield(FALSE, event->x, event->y, event->width, event->height);
327 void HandleButtonEvent(ButtonEvent *event)
330 printf("::: BUTTON EVENT: button %d %s\n", event->button,
331 event->type == EVENT_BUTTONPRESS ? "pressed" : "released");
334 motion_status = FALSE;
336 if (event->type == EVENT_BUTTONPRESS)
337 button_status = event->button;
339 button_status = MB_RELEASED;
341 HandleButton(event->x, event->y, button_status, event->button);
344 void HandleMotionEvent(MotionEvent *event)
346 if (!PointerInWindow(window))
347 return; /* window and pointer are on different screens */
349 if (button_status == MB_RELEASED && game_status != GAME_MODE_EDITOR)
352 motion_status = TRUE;
354 HandleButton(event->x, event->y, button_status, button_status);
357 void HandleKeyEvent(KeyEvent *event)
359 int key_status = (event->type==EVENT_KEYPRESS ? KEY_PRESSED : KEY_RELEASED);
360 boolean with_modifiers = (game_status == GAME_MODE_PLAYING ? FALSE : TRUE);
361 Key key = GetEventKey(event, with_modifiers);
362 Key keymod = (with_modifiers ? GetEventKey(event, FALSE) : key);
365 printf("::: KEY EVENT: %d %s\n", GetEventKey(event, TRUE),
366 event->type == EVENT_KEYPRESS ? "pressed" : "released");
369 HandleKeyModState(keymod, key_status);
370 HandleKey(key, key_status);
373 void HandleFocusEvent(FocusChangeEvent *event)
375 static int old_joystick_status = -1;
377 if (event->type == EVENT_FOCUSOUT)
379 KeyboardAutoRepeatOn();
380 old_joystick_status = joystick.status;
381 joystick.status = JOYSTICK_NOT_AVAILABLE;
385 else if (event->type == EVENT_FOCUSIN)
387 /* When there are two Rocks'n'Diamonds windows which overlap and
388 the player moves the pointer from one game window to the other,
389 a 'FocusOut' event is generated for the window the pointer is
390 leaving and a 'FocusIn' event is generated for the window the
391 pointer is entering. In some cases, it can happen that the
392 'FocusIn' event is handled by the one game process before the
393 'FocusOut' event by the other game process. In this case the
394 X11 environment would end up with activated keyboard auto repeat,
395 because unfortunately this is a global setting and not (which
396 would be far better) set for each X11 window individually.
397 The effect would be keyboard auto repeat while playing the game
398 (game_status == GAME_MODE_PLAYING), which is not desired.
399 To avoid this special case, we just wait 1/10 second before
400 processing the 'FocusIn' event.
403 if (game_status == GAME_MODE_PLAYING)
406 KeyboardAutoRepeatOffUnlessAutoplay();
409 if (old_joystick_status != -1)
410 joystick.status = old_joystick_status;
414 void HandleClientMessageEvent(ClientMessageEvent *event)
416 if (CheckCloseWindowEvent(event))
420 void HandleWindowManagerEvent(Event *event)
422 #if defined(TARGET_SDL)
423 SDLHandleWindowManagerEvent(event);
427 void HandleButton(int mx, int my, int button, int button_nr)
429 static int old_mx = 0, old_my = 0;
443 if (HandleGadgets(mx, my, button))
445 /* do not handle this button event anymore */
446 mx = my = -32; /* force mouse event to be outside screen tiles */
449 /* do not use scroll wheel button events for anything other than gadgets */
450 if (IS_WHEEL_BUTTON(button_nr))
455 case GAME_MODE_TITLE:
456 HandleTitleScreen(mx, my, 0, 0, button);
460 HandleMainMenu(mx, my, 0, 0, button);
463 case GAME_MODE_PSEUDO_TYPENAME:
464 HandleTypeName(0, KSYM_Return);
467 case GAME_MODE_LEVELS:
468 HandleChooseLevel(mx, my, 0, 0, button);
471 case GAME_MODE_SCORES:
472 HandleHallOfFame(0, 0, 0, 0, button);
475 case GAME_MODE_EDITOR:
476 HandleLevelEditorIdle();
480 HandleInfoScreen(mx, my, 0, 0, button);
483 case GAME_MODE_SETUP:
484 HandleSetupScreen(mx, my, 0, 0, button);
487 case GAME_MODE_PLAYING:
489 if (button == MB_PRESSED && !motion_status && IN_GFX_SCREEN(mx, my))
490 DumpTile(LEVELX((mx - SX) / TILEX), LEVELY((my - SY) / TILEY));
499 static boolean is_string_suffix(char *string, char *suffix)
501 int string_len = strlen(string);
502 int suffix_len = strlen(suffix);
504 if (suffix_len > string_len)
507 return (strEqual(&string[string_len - suffix_len], suffix));
510 #define MAX_CHEAT_INPUT_LEN 32
512 static void HandleKeysSpecial(Key key)
514 static char cheat_input[2 * MAX_CHEAT_INPUT_LEN + 1] = "";
515 char letter = getCharFromKey(key);
516 int cheat_input_len = strlen(cheat_input);
522 if (cheat_input_len >= 2 * MAX_CHEAT_INPUT_LEN)
524 for (i = 0; i < MAX_CHEAT_INPUT_LEN + 1; i++)
525 cheat_input[i] = cheat_input[MAX_CHEAT_INPUT_LEN + i];
527 cheat_input_len = MAX_CHEAT_INPUT_LEN;
530 cheat_input[cheat_input_len++] = letter;
531 cheat_input[cheat_input_len] = '\0';
534 printf("::: '%s' [%d]\n", cheat_input, cheat_input_len);
537 if (game_status == GAME_MODE_MAIN)
539 if (is_string_suffix(cheat_input, ":insert-solution-tape") ||
540 is_string_suffix(cheat_input, ":ist"))
542 InsertSolutionTape();
544 else if (is_string_suffix(cheat_input, ":reload-graphics") ||
545 is_string_suffix(cheat_input, ":rg"))
547 ReloadCustomArtwork(1 << ARTWORK_TYPE_GRAPHICS);
550 else if (is_string_suffix(cheat_input, ":reload-sounds") ||
551 is_string_suffix(cheat_input, ":rs"))
553 ReloadCustomArtwork(1 << ARTWORK_TYPE_SOUNDS);
556 else if (is_string_suffix(cheat_input, ":reload-music") ||
557 is_string_suffix(cheat_input, ":rm"))
559 ReloadCustomArtwork(1 << ARTWORK_TYPE_MUSIC);
562 else if (is_string_suffix(cheat_input, ":reload-artwork") ||
563 is_string_suffix(cheat_input, ":ra"))
565 ReloadCustomArtwork(1 << ARTWORK_TYPE_GRAPHICS |
566 1 << ARTWORK_TYPE_SOUNDS |
567 1 << ARTWORK_TYPE_MUSIC);
570 else if (is_string_suffix(cheat_input, ":dump-level") ||
571 is_string_suffix(cheat_input, ":dl"))
575 else if (is_string_suffix(cheat_input, ":dump-tape") ||
576 is_string_suffix(cheat_input, ":dt"))
581 else if (game_status == GAME_MODE_PLAYING)
584 if (is_string_suffix(cheat_input, ".q"))
585 DEBUG_SetMaximumDynamite();
588 else if (game_status == GAME_MODE_EDITOR)
590 if (is_string_suffix(cheat_input, ":dump-brush") ||
591 is_string_suffix(cheat_input, ":DB"))
595 else if (is_string_suffix(cheat_input, ":DDB"))
602 void HandleKey(Key key, int key_status)
604 boolean anyTextGadgetActiveOrJustFinished = anyTextGadgetActive();
605 static struct SetupKeyboardInfo custom_key;
613 { &custom_key.left, DEFAULT_KEY_LEFT, JOY_LEFT },
614 { &custom_key.right, DEFAULT_KEY_RIGHT, JOY_RIGHT },
615 { &custom_key.up, DEFAULT_KEY_UP, JOY_UP },
616 { &custom_key.down, DEFAULT_KEY_DOWN, JOY_DOWN },
617 { &custom_key.snap, DEFAULT_KEY_SNAP, JOY_BUTTON_1 },
618 { &custom_key.drop, DEFAULT_KEY_DROP, JOY_BUTTON_2 }
623 if (game_status == GAME_MODE_PLAYING)
625 /* only needed for single-step tape recording mode */
626 static boolean clear_button_2[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE };
627 static boolean element_dropped[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE };
630 for (pnr = 0; pnr < MAX_PLAYERS; pnr++)
634 if (setup.input[pnr].use_joystick)
637 custom_key = setup.input[pnr].key;
639 for (i = 0; i < 6; i++)
640 if (key == *key_info[i].key_custom)
641 key_action |= key_info[i].action;
643 if (tape.single_step && clear_button_2[pnr])
645 stored_player[pnr].action &= ~KEY_BUTTON_2;
646 clear_button_2[pnr] = FALSE;
649 if (key_status == KEY_PRESSED)
650 stored_player[pnr].action |= key_action;
652 stored_player[pnr].action &= ~key_action;
654 if (tape.single_step && tape.recording && tape.pausing)
656 if (key_status == KEY_PRESSED &&
657 (key_action & (KEY_MOTION | KEY_BUTTON_1)))
659 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
661 if (key_action & KEY_MOTION)
663 if (stored_player[pnr].action & KEY_BUTTON_2)
664 element_dropped[pnr] = TRUE;
667 else if (key_status == KEY_RELEASED &&
668 (key_action & KEY_BUTTON_2))
670 if (!element_dropped[pnr])
672 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
674 stored_player[pnr].action |= KEY_BUTTON_2;
675 clear_button_2[pnr] = TRUE;
678 element_dropped[pnr] = FALSE;
682 else if (tape.recording && tape.pausing)
684 /* prevent key release events from un-pausing a paused game */
685 if (key_status == KEY_PRESSED &&
686 (key_action & KEY_ACTION))
687 TapeTogglePause(TAPE_TOGGLE_MANUAL);
690 else if (tape.recording && tape.pausing && (key_action & KEY_ACTION))
691 TapeTogglePause(TAPE_TOGGLE_MANUAL);
697 for (i = 0; i < 6; i++)
698 if (key == key_info[i].key_default)
699 joy |= key_info[i].action;
704 if (key_status == KEY_PRESSED)
705 key_joystick_mapping |= joy;
707 key_joystick_mapping &= ~joy;
712 if (game_status != GAME_MODE_PLAYING)
713 key_joystick_mapping = 0;
715 if (key_status == KEY_RELEASED)
718 if ((key == KSYM_Return || key == KSYM_KP_Enter) &&
719 (GetKeyModState() & KMOD_Alt) && video.fullscreen_available)
721 setup.fullscreen = !setup.fullscreen;
723 ToggleFullscreenIfNeeded();
725 if (game_status == GAME_MODE_SETUP)
726 RedrawSetupScreenAfterFullscreenToggle();
732 if (game_status == GAME_MODE_PLAYING && local_player->LevelSolved_GameEnd &&
733 (key == KSYM_Return || key == setup.shortcut.toggle_pause))
735 if (game_status == GAME_MODE_PLAYING && AllPlayersGone &&
736 (key == KSYM_Return || key == setup.shortcut.toggle_pause))
744 if (game_status == GAME_MODE_MAIN &&
745 (key == setup.shortcut.toggle_pause || key == KSYM_space))
747 StartGameActions(options.network, setup.autorecord, level.random_seed);
752 if (game_status == GAME_MODE_MAIN || game_status == GAME_MODE_PLAYING)
754 if (key == setup.shortcut.save_game)
756 else if (key == setup.shortcut.load_game)
758 else if (key == setup.shortcut.toggle_pause)
759 TapeTogglePause(TAPE_TOGGLE_MANUAL);
762 if (game_status == GAME_MODE_PLAYING && !network_playing)
764 int centered_player_nr_next = -999;
766 if (key == setup.shortcut.focus_player_all)
767 centered_player_nr_next = -1;
769 for (i = 0; i < MAX_PLAYERS; i++)
770 if (key == setup.shortcut.focus_player[i])
771 centered_player_nr_next = i;
773 if (centered_player_nr_next != -999)
775 game.centered_player_nr_next = centered_player_nr_next;
776 game.set_centered_player = TRUE;
780 tape.centered_player_nr_next = game.centered_player_nr_next;
781 tape.set_centered_player = TRUE;
786 HandleKeysSpecial(key);
788 if (HandleGadgetsKeyInput(key))
790 if (key != KSYM_Escape) /* always allow ESC key to be handled */
791 key = KSYM_UNDEFINED;
796 case GAME_MODE_PSEUDO_TYPENAME:
797 HandleTypeName(0, key);
800 case GAME_MODE_TITLE:
802 case GAME_MODE_LEVELS:
803 case GAME_MODE_SETUP:
805 case GAME_MODE_SCORES:
810 if (game_status == GAME_MODE_TITLE)
811 HandleTitleScreen(0, 0, 0, 0, MB_MENU_CHOICE);
812 else if (game_status == GAME_MODE_MAIN)
813 HandleMainMenu(0, 0, 0, 0, MB_MENU_CHOICE);
814 else if (game_status == GAME_MODE_LEVELS)
815 HandleChooseLevel(0, 0, 0, 0, MB_MENU_CHOICE);
816 else if (game_status == GAME_MODE_SETUP)
817 HandleSetupScreen(0, 0, 0, 0, MB_MENU_CHOICE);
818 else if (game_status == GAME_MODE_INFO)
819 HandleInfoScreen(0, 0, 0, 0, MB_MENU_CHOICE);
820 else if (game_status == GAME_MODE_SCORES)
821 HandleHallOfFame(0, 0, 0, 0, MB_MENU_CHOICE);
825 if (game_status != GAME_MODE_MAIN)
826 FadeSkipNextFadeIn();
828 if (game_status == GAME_MODE_TITLE)
829 HandleTitleScreen(0, 0, 0, 0, MB_MENU_LEAVE);
830 else if (game_status == GAME_MODE_LEVELS)
831 HandleChooseLevel(0, 0, 0, 0, MB_MENU_LEAVE);
832 else if (game_status == GAME_MODE_SETUP)
833 HandleSetupScreen(0, 0, 0, 0, MB_MENU_LEAVE);
834 else if (game_status == GAME_MODE_INFO)
835 HandleInfoScreen(0, 0, 0, 0, MB_MENU_LEAVE);
836 else if (game_status == GAME_MODE_SCORES)
837 HandleHallOfFame(0, 0, 0, 0, MB_MENU_LEAVE);
841 if (game_status == GAME_MODE_LEVELS)
842 HandleChooseLevel(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
843 else if (game_status == GAME_MODE_SETUP)
844 HandleSetupScreen(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
845 else if (game_status == GAME_MODE_INFO)
846 HandleInfoScreen(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
847 else if (game_status == GAME_MODE_SCORES)
848 HandleHallOfFame(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
852 if (game_status == GAME_MODE_LEVELS)
853 HandleChooseLevel(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
854 else if (game_status == GAME_MODE_SETUP)
855 HandleSetupScreen(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
856 else if (game_status == GAME_MODE_INFO)
857 HandleInfoScreen(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
858 else if (game_status == GAME_MODE_SCORES)
859 HandleHallOfFame(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
864 GameFrameDelay = (GameFrameDelay == 500 ? GAME_FRAME_DELAY : 500);
873 case GAME_MODE_EDITOR:
874 if (!anyTextGadgetActiveOrJustFinished || key == KSYM_Escape)
875 HandleLevelEditorKeyInput(key);
878 case GAME_MODE_PLAYING:
883 RequestQuitGame(setup.ask_on_escape);
901 if (GameFrameDelay == 500)
902 GameFrameDelay = GAME_FRAME_DELAY;
904 GameFrameDelay = 500;
907 GameFrameDelay = (key - KSYM_0) * 10;
908 printf("Game speed == %d%% (%d ms delay between two frames)\n",
909 GAME_FRAME_DELAY * 100 / GameFrameDelay, GameFrameDelay);
915 options.debug = FALSE;
916 printf("debug mode disabled\n");
920 options.debug = TRUE;
921 printf("debug mode enabled\n");
926 if (!global.fps_slowdown)
928 global.fps_slowdown = TRUE;
929 global.fps_slowdown_factor = 2;
930 printf("fps slowdown enabled -- display only every 2nd frame\n");
932 else if (global.fps_slowdown_factor == 2)
934 global.fps_slowdown_factor = 4;
935 printf("fps slowdown enabled -- display only every 4th frame\n");
939 global.fps_slowdown = FALSE;
940 global.fps_slowdown_factor = 1;
941 printf("fps slowdown disabled\n");
946 ScrollStepSize = TILEX/8;
947 printf("ScrollStepSize == %d (1/8)\n", ScrollStepSize);
951 ScrollStepSize = TILEX/4;
952 printf("ScrollStepSize == %d (1/4)\n", ScrollStepSize);
956 ScrollStepSize = TILEX/2;
957 printf("ScrollStepSize == %d (1/2)\n", ScrollStepSize);
961 ScrollStepSize = TILEX;
962 printf("ScrollStepSize == %d (1/1)\n", ScrollStepSize);
966 printf("::: currently using game engine version %d\n",
967 game.engine_version);
978 if (key == KSYM_Escape)
980 game_status = GAME_MODE_MAIN;
990 if (button_status && game_status != GAME_MODE_PLAYING)
992 HandleButton(0, 0, -button_status, button_status);
997 #if defined(NETWORK_AVALIABLE)
1005 static int HandleJoystickForAllPlayers()
1010 for (i = 0; i < MAX_PLAYERS; i++)
1012 byte joy_action = 0;
1015 if (!setup.input[i].use_joystick)
1019 joy_action = Joystick(i);
1020 result |= joy_action;
1022 if (!setup.input[i].use_joystick)
1025 stored_player[i].action = joy_action;
1031 void HandleJoystick()
1033 int joystick = HandleJoystickForAllPlayers();
1034 int keyboard = key_joystick_mapping;
1035 int joy = (joystick | keyboard);
1036 int left = joy & JOY_LEFT;
1037 int right = joy & JOY_RIGHT;
1038 int up = joy & JOY_UP;
1039 int down = joy & JOY_DOWN;
1040 int button = joy & JOY_BUTTON;
1041 int newbutton = (AnyJoystickButton() == JOY_BUTTON_NEW_PRESSED);
1042 int dx = (left ? -1 : right ? 1 : 0);
1043 int dy = (up ? -1 : down ? 1 : 0);
1045 switch (game_status)
1047 case GAME_MODE_TITLE:
1048 case GAME_MODE_MAIN:
1049 case GAME_MODE_LEVELS:
1050 case GAME_MODE_SETUP:
1051 case GAME_MODE_INFO:
1053 static unsigned long joystickmove_delay = 0;
1055 if (joystick && !button &&
1056 !DelayReached(&joystickmove_delay, GADGET_FRAME_DELAY))
1057 newbutton = dx = dy = 0;
1059 if (game_status == GAME_MODE_TITLE)
1060 HandleTitleScreen(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
1061 else if (game_status == GAME_MODE_MAIN)
1062 HandleMainMenu(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
1063 else if (game_status == GAME_MODE_LEVELS)
1064 HandleChooseLevel(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
1065 else if (game_status == GAME_MODE_SETUP)
1066 HandleSetupScreen(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
1067 else if (game_status == GAME_MODE_INFO)
1068 HandleInfoScreen(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
1072 case GAME_MODE_SCORES:
1073 HandleHallOfFame(0, 0, dx, dy, !newbutton);
1076 case GAME_MODE_EDITOR:
1077 HandleLevelEditorIdle();
1080 case GAME_MODE_PLAYING:
1081 if (tape.playing || keyboard)
1082 newbutton = ((joy & JOY_BUTTON) != 0);
1085 if (local_player->LevelSolved_GameEnd && newbutton)
1087 if (AllPlayersGone && newbutton)