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 unsigned int special_cursor_delay = 0;
40 static unsigned int special_cursor_delay_value = 1000;
42 static boolean stop_processing_events = FALSE;
45 // forward declarations for internal use
46 static void HandleNoEvent(void);
47 static void HandleEventActions(void);
50 // event filter to set mouse x/y position (for pointer class global animations)
51 // (this is especially required to ensure smooth global animation mouse pointer
52 // movement when the screen is updated without handling events; this can happen
53 // when drawing door/envelope request animations, for example)
55 int FilterMouseMotionEvents(void *userdata, Event *event)
57 if (event->type == EVENT_MOTIONNOTIFY)
59 int mouse_x = ((MotionEvent *)event)->x;
60 int mouse_y = ((MotionEvent *)event)->y;
62 UpdateRawMousePosition(mouse_x, mouse_y);
68 // event filter especially needed for SDL event filtering due to
69 // delay problems with lots of mouse motion events when mouse button
70 // not pressed (X11 can handle this with 'PointerMotionHintMask')
72 // event filter addition for SDL2: as SDL2 does not have a function to enable
73 // or disable keyboard auto-repeat, filter repeated keyboard events instead
75 static int FilterEvents(const Event *event)
79 // skip repeated key press events if keyboard auto-repeat is disabled
80 if (event->type == EVENT_KEYPRESS &&
85 if (event->type == EVENT_BUTTONPRESS ||
86 event->type == EVENT_BUTTONRELEASE)
88 ((ButtonEvent *)event)->x -= video.screen_xoffset;
89 ((ButtonEvent *)event)->y -= video.screen_yoffset;
91 else if (event->type == EVENT_MOTIONNOTIFY)
93 ((MotionEvent *)event)->x -= video.screen_xoffset;
94 ((MotionEvent *)event)->y -= video.screen_yoffset;
97 if (event->type == EVENT_BUTTONPRESS ||
98 event->type == EVENT_BUTTONRELEASE ||
99 event->type == EVENT_MOTIONNOTIFY)
101 // do not reset mouse cursor before all pending events have been processed
102 if (gfx.cursor_mode == cursor_mode_last &&
103 ((game_status == GAME_MODE_TITLE &&
104 gfx.cursor_mode == CURSOR_NONE) ||
105 (game_status == GAME_MODE_PLAYING &&
106 gfx.cursor_mode == CURSOR_PLAYFIELD)))
108 SetMouseCursor(CURSOR_DEFAULT);
110 DelayReached(&special_cursor_delay, 0);
112 cursor_mode_last = CURSOR_DEFAULT;
116 // non-motion events are directly passed to event handler functions
117 if (event->type != EVENT_MOTIONNOTIFY)
120 motion = (MotionEvent *)event;
121 cursor_inside_playfield = (motion->x >= SX && motion->x < SX + SXSIZE &&
122 motion->y >= SY && motion->y < SY + SYSIZE);
124 // set correct mouse x/y position (for pointer class global animations)
125 // (this is required in rare cases where the mouse x/y position calculated
126 // from raw values (to apply logical screen size scaling corrections) does
127 // not match the final mouse event x/y position -- this may happen because
128 // the SDL renderer's viewport position is internally represented as float,
129 // but only accessible as integer, which may lead to rounding errors)
130 gfx.mouse_x = motion->x;
131 gfx.mouse_y = motion->y;
133 // skip mouse motion events without pressed button outside level editor
134 if (button_status == MB_RELEASED &&
135 game_status != GAME_MODE_EDITOR && game_status != GAME_MODE_PLAYING)
141 // to prevent delay problems, skip mouse motion events if the very next
142 // event is also a mouse motion event (and therefore effectively only
143 // handling the last of a row of mouse motion events in the event queue)
145 static boolean SkipPressedMouseMotionEvent(const Event *event)
147 // nothing to do if the current event is not a mouse motion event
148 if (event->type != EVENT_MOTIONNOTIFY)
151 // only skip motion events with pressed button outside the game
152 if (button_status == MB_RELEASED || game_status == GAME_MODE_PLAYING)
159 PeekEvent(&next_event);
161 // if next event is also a mouse motion event, skip the current one
162 if (next_event.type == EVENT_MOTIONNOTIFY)
169 static boolean WaitValidEvent(Event *event)
173 if (!FilterEvents(event))
176 if (SkipPressedMouseMotionEvent(event))
182 /* this is especially needed for event modifications for the Android target:
183 if mouse coordinates should be modified in the event filter function,
184 using a properly installed SDL event filter does not work, because in
185 the event filter, mouse coordinates in the event structure are still
186 physical pixel positions, not logical (scaled) screen positions, so this
187 has to be handled at a later stage in the event processing functions
188 (when device pixel positions are already converted to screen positions) */
190 boolean NextValidEvent(Event *event)
192 while (PendingEvent())
193 if (WaitValidEvent(event))
199 void StopProcessingEvents(void)
201 stop_processing_events = TRUE;
204 static void HandleEvents(void)
207 unsigned int event_frame_delay = 0;
208 unsigned int event_frame_delay_value = GAME_FRAME_DELAY;
210 ResetDelayCounter(&event_frame_delay);
212 stop_processing_events = FALSE;
214 while (NextValidEvent(&event))
218 case EVENT_BUTTONPRESS:
219 case EVENT_BUTTONRELEASE:
220 HandleButtonEvent((ButtonEvent *) &event);
223 case EVENT_MOTIONNOTIFY:
224 HandleMotionEvent((MotionEvent *) &event);
227 case EVENT_WHEELMOTION:
228 HandleWheelEvent((WheelEvent *) &event);
231 case SDL_WINDOWEVENT:
232 HandleWindowEvent((WindowEvent *) &event);
235 case EVENT_FINGERPRESS:
236 case EVENT_FINGERRELEASE:
237 case EVENT_FINGERMOTION:
238 HandleFingerEvent((FingerEvent *) &event);
241 case EVENT_TEXTINPUT:
242 HandleTextEvent((TextEvent *) &event);
245 case SDL_APP_WILLENTERBACKGROUND:
246 case SDL_APP_DIDENTERBACKGROUND:
247 case SDL_APP_WILLENTERFOREGROUND:
248 case SDL_APP_DIDENTERFOREGROUND:
249 HandlePauseResumeEvent((PauseResumeEvent *) &event);
253 case EVENT_KEYRELEASE:
254 HandleKeyEvent((KeyEvent *) &event);
258 HandleUserEvent((UserEvent *) &event);
262 HandleOtherEvents(&event);
266 // do not handle events for longer than standard frame delay period
267 if (DelayReached(&event_frame_delay, event_frame_delay_value))
270 // do not handle any further events if triggered by a special flag
271 if (stop_processing_events)
276 void HandleOtherEvents(Event *event)
280 case SDL_CONTROLLERBUTTONDOWN:
281 case SDL_CONTROLLERBUTTONUP:
282 // for any game controller button event, disable overlay buttons
283 SetOverlayEnabled(FALSE);
285 HandleSpecialGameControllerButtons(event);
288 case SDL_CONTROLLERDEVICEADDED:
289 case SDL_CONTROLLERDEVICEREMOVED:
290 case SDL_CONTROLLERAXISMOTION:
291 case SDL_JOYAXISMOTION:
292 case SDL_JOYBUTTONDOWN:
293 case SDL_JOYBUTTONUP:
294 HandleJoystickEvent(event);
298 case SDL_DROPCOMPLETE:
301 HandleDropEvent(event);
313 static void HandleMouseCursor(void)
315 if (game_status == GAME_MODE_TITLE)
317 // when showing title screens, hide mouse pointer (if not moved)
319 if (gfx.cursor_mode != CURSOR_NONE &&
320 DelayReached(&special_cursor_delay, special_cursor_delay_value))
322 SetMouseCursor(CURSOR_NONE);
325 else if (game_status == GAME_MODE_PLAYING && (!tape.pausing ||
328 // when playing, display a special mouse pointer inside the playfield
330 // display normal pointer if mouse pressed
331 if (button_status != MB_RELEASED)
332 DelayReached(&special_cursor_delay, 0);
334 if (gfx.cursor_mode != CURSOR_PLAYFIELD &&
335 cursor_inside_playfield &&
336 DelayReached(&special_cursor_delay, special_cursor_delay_value))
338 if (level.game_engine_type != GAME_ENGINE_TYPE_MM ||
340 SetMouseCursor(CURSOR_PLAYFIELD);
343 else if (gfx.cursor_mode != CURSOR_DEFAULT)
345 SetMouseCursor(CURSOR_DEFAULT);
348 // this is set after all pending events have been processed
349 cursor_mode_last = gfx.cursor_mode;
361 // execute event related actions after pending events have been processed
362 HandleEventActions();
364 // don't use all CPU time when idle; the main loop while playing
365 // has its own synchronization and is CPU friendly, too
367 if (game_status == GAME_MODE_PLAYING)
370 // always copy backbuffer to visible screen for every video frame
373 // reset video frame delay to default (may change again while playing)
374 SetVideoFrameDelay(MenuFrameDelay);
376 if (game_status == GAME_MODE_QUIT)
381 void ClearAutoRepeatKeyEvents(void)
383 while (PendingEvent())
387 PeekEvent(&next_event);
389 // if event is repeated key press event, remove it from event queue
390 if (next_event.type == EVENT_KEYPRESS &&
391 next_event.key.repeat)
392 WaitEvent(&next_event);
398 void ClearEventQueue(void)
402 while (NextValidEvent(&event))
406 case EVENT_BUTTONRELEASE:
407 button_status = MB_RELEASED;
410 case EVENT_KEYRELEASE:
414 case SDL_CONTROLLERBUTTONUP:
415 HandleJoystickEvent(&event);
420 HandleOtherEvents(&event);
426 static void ClearPlayerMouseAction(void)
428 local_player->mouse_action.lx = 0;
429 local_player->mouse_action.ly = 0;
430 local_player->mouse_action.button = 0;
433 void ClearPlayerAction(void)
437 // simulate key release events for still pressed keys
438 key_joystick_mapping = 0;
439 for (i = 0; i < MAX_PLAYERS; i++)
441 stored_player[i].action = 0;
442 stored_player[i].snap_action = 0;
445 ClearJoystickState();
446 ClearPlayerMouseAction();
449 static void SetPlayerMouseAction(int mx, int my, int button)
451 int lx = getLevelFromScreenX(mx);
452 int ly = getLevelFromScreenY(my);
453 int new_button = (!local_player->mouse_action.button && button);
455 if (local_player->mouse_action.button_hint)
456 button = local_player->mouse_action.button_hint;
458 ClearPlayerMouseAction();
460 if (!IN_GFX_FIELD_PLAY(mx, my) || !IN_LEV_FIELD(lx, ly))
463 local_player->mouse_action.lx = lx;
464 local_player->mouse_action.ly = ly;
465 local_player->mouse_action.button = button;
467 if (tape.recording && tape.pausing && tape.use_mouse_actions)
469 // un-pause a paused game only if mouse button was newly pressed down
471 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
474 SetTileCursorXY(lx, ly);
477 static Key GetKeyFromGridButton(int grid_button)
479 return (grid_button == CHAR_GRID_BUTTON_LEFT ? setup.input[0].key.left :
480 grid_button == CHAR_GRID_BUTTON_RIGHT ? setup.input[0].key.right :
481 grid_button == CHAR_GRID_BUTTON_UP ? setup.input[0].key.up :
482 grid_button == CHAR_GRID_BUTTON_DOWN ? setup.input[0].key.down :
483 grid_button == CHAR_GRID_BUTTON_SNAP ? setup.input[0].key.snap :
484 grid_button == CHAR_GRID_BUTTON_DROP ? setup.input[0].key.drop :
488 #if defined(PLATFORM_ANDROID)
489 static boolean CheckVirtualButtonPressed(int mx, int my, int button)
491 float touch_x = (float)(mx + video.screen_xoffset) / video.screen_width;
492 float touch_y = (float)(my + video.screen_yoffset) / video.screen_height;
493 int x = touch_x * overlay.grid_xsize;
494 int y = touch_y * overlay.grid_ysize;
495 int grid_button = overlay.grid_button[x][y];
496 Key key = GetKeyFromGridButton(grid_button);
497 int key_status = (button == MB_RELEASED ? KEY_RELEASED : KEY_PRESSED);
499 return (key_status == KEY_PRESSED && key != KSYM_UNDEFINED);
503 void HandleButtonEvent(ButtonEvent *event)
505 #if DEBUG_EVENTS_BUTTON
506 Error(ERR_DEBUG, "BUTTON EVENT: button %d %s, x/y %d/%d\n",
508 event->type == EVENT_BUTTONPRESS ? "pressed" : "released",
512 // for any mouse button event, disable playfield tile cursor
513 SetTileCursorEnabled(FALSE);
515 #if defined(HAS_SCREEN_KEYBOARD)
516 if (video.shifted_up)
517 event->y += video.shifted_up_pos;
520 motion_status = FALSE;
522 if (event->type == EVENT_BUTTONPRESS)
523 button_status = event->button;
525 button_status = MB_RELEASED;
527 HandleButton(event->x, event->y, button_status, event->button);
530 void HandleMotionEvent(MotionEvent *event)
532 if (button_status == MB_RELEASED && game_status != GAME_MODE_EDITOR)
535 motion_status = TRUE;
537 #if DEBUG_EVENTS_MOTION
538 Error(ERR_DEBUG, "MOTION EVENT: button %d moved, x/y %d/%d\n",
539 button_status, event->x, event->y);
542 HandleButton(event->x, event->y, button_status, button_status);
545 void HandleWheelEvent(WheelEvent *event)
549 #if DEBUG_EVENTS_WHEEL
551 Error(ERR_DEBUG, "WHEEL EVENT: mouse == %d, x/y == %d/%d\n",
552 event->which, event->x, event->y);
554 // (SDL_MOUSEWHEEL_NORMAL/SDL_MOUSEWHEEL_FLIPPED needs SDL 2.0.4 or newer)
555 Error(ERR_DEBUG, "WHEEL EVENT: mouse == %d, x/y == %d/%d, direction == %s\n",
556 event->which, event->x, event->y,
557 (event->direction == SDL_MOUSEWHEEL_NORMAL ? "SDL_MOUSEWHEEL_NORMAL" :
558 "SDL_MOUSEWHEEL_FLIPPED"));
562 button_nr = (event->x < 0 ? MB_WHEEL_LEFT :
563 event->x > 0 ? MB_WHEEL_RIGHT :
564 event->y < 0 ? MB_WHEEL_DOWN :
565 event->y > 0 ? MB_WHEEL_UP : 0);
567 #if defined(PLATFORM_WIN32) || defined(PLATFORM_MACOSX)
568 // accelerated mouse wheel available on Mac and Windows
569 wheel_steps = (event->x ? ABS(event->x) : ABS(event->y));
571 // no accelerated mouse wheel available on Unix/Linux
572 wheel_steps = DEFAULT_WHEEL_STEPS;
575 motion_status = FALSE;
577 button_status = button_nr;
578 HandleButton(0, 0, button_status, -button_nr);
580 button_status = MB_RELEASED;
581 HandleButton(0, 0, button_status, -button_nr);
584 void HandleWindowEvent(WindowEvent *event)
586 #if DEBUG_EVENTS_WINDOW
587 int subtype = event->event;
590 (subtype == SDL_WINDOWEVENT_SHOWN ? "SDL_WINDOWEVENT_SHOWN" :
591 subtype == SDL_WINDOWEVENT_HIDDEN ? "SDL_WINDOWEVENT_HIDDEN" :
592 subtype == SDL_WINDOWEVENT_EXPOSED ? "SDL_WINDOWEVENT_EXPOSED" :
593 subtype == SDL_WINDOWEVENT_MOVED ? "SDL_WINDOWEVENT_MOVED" :
594 subtype == SDL_WINDOWEVENT_SIZE_CHANGED ? "SDL_WINDOWEVENT_SIZE_CHANGED" :
595 subtype == SDL_WINDOWEVENT_RESIZED ? "SDL_WINDOWEVENT_RESIZED" :
596 subtype == SDL_WINDOWEVENT_MINIMIZED ? "SDL_WINDOWEVENT_MINIMIZED" :
597 subtype == SDL_WINDOWEVENT_MAXIMIZED ? "SDL_WINDOWEVENT_MAXIMIZED" :
598 subtype == SDL_WINDOWEVENT_RESTORED ? "SDL_WINDOWEVENT_RESTORED" :
599 subtype == SDL_WINDOWEVENT_ENTER ? "SDL_WINDOWEVENT_ENTER" :
600 subtype == SDL_WINDOWEVENT_LEAVE ? "SDL_WINDOWEVENT_LEAVE" :
601 subtype == SDL_WINDOWEVENT_FOCUS_GAINED ? "SDL_WINDOWEVENT_FOCUS_GAINED" :
602 subtype == SDL_WINDOWEVENT_FOCUS_LOST ? "SDL_WINDOWEVENT_FOCUS_LOST" :
603 subtype == SDL_WINDOWEVENT_CLOSE ? "SDL_WINDOWEVENT_CLOSE" :
606 Error(ERR_DEBUG, "WINDOW EVENT: '%s', %ld, %ld",
607 event_name, event->data1, event->data2);
611 // (not needed, as the screen gets redrawn every 20 ms anyway)
612 if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED ||
613 event->event == SDL_WINDOWEVENT_RESIZED ||
614 event->event == SDL_WINDOWEVENT_EXPOSED)
618 if (event->event == SDL_WINDOWEVENT_RESIZED)
620 if (!video.fullscreen_enabled)
622 int new_window_width = event->data1;
623 int new_window_height = event->data2;
625 // if window size has changed after resizing, calculate new scaling factor
626 if (new_window_width != video.window_width ||
627 new_window_height != video.window_height)
629 int new_xpercent = 100.0 * new_window_width / video.screen_width + .5;
630 int new_ypercent = 100.0 * new_window_height / video.screen_height + .5;
632 // (extreme window scaling allowed, but cannot be saved permanently)
633 video.window_scaling_percent = MIN(new_xpercent, new_ypercent);
634 setup.window_scaling_percent =
635 MIN(MAX(MIN_WINDOW_SCALING_PERCENT, video.window_scaling_percent),
636 MAX_WINDOW_SCALING_PERCENT);
638 video.window_width = new_window_width;
639 video.window_height = new_window_height;
641 if (game_status == GAME_MODE_SETUP)
642 RedrawSetupScreenAfterFullscreenToggle();
644 UpdateMousePosition();
649 #if defined(PLATFORM_ANDROID)
652 int new_display_width = event->data1;
653 int new_display_height = event->data2;
655 // if fullscreen display size has changed, device has been rotated
656 if (new_display_width != video.display_width ||
657 new_display_height != video.display_height)
659 int nr = GRID_ACTIVE_NR(); // previous screen orientation
661 video.display_width = new_display_width;
662 video.display_height = new_display_height;
664 SDLSetScreenProperties();
665 SetGadgetsPosition_OverlayTouchButtons();
667 // check if screen orientation has changed (should always be true here)
668 if (nr != GRID_ACTIVE_NR())
672 if (game_status == GAME_MODE_SETUP)
673 RedrawSetupScreenAfterScreenRotation(nr);
675 nr = GRID_ACTIVE_NR();
677 overlay.grid_xsize = setup.touch.grid_xsize[nr];
678 overlay.grid_ysize = setup.touch.grid_ysize[nr];
680 for (x = 0; x < MAX_GRID_XSIZE; x++)
681 for (y = 0; y < MAX_GRID_YSIZE; y++)
682 overlay.grid_button[x][y] = setup.touch.grid_button[nr][x][y];
690 #define NUM_TOUCH_FINGERS 3
695 SDL_FingerID finger_id;
699 } touch_info[NUM_TOUCH_FINGERS];
701 static void HandleFingerEvent_VirtualButtons(FingerEvent *event)
703 int x = event->x * overlay.grid_xsize;
704 int y = event->y * overlay.grid_ysize;
705 int grid_button = overlay.grid_button[x][y];
706 int grid_button_action = GET_ACTION_FROM_GRID_BUTTON(grid_button);
707 Key key = GetKeyFromGridButton(grid_button);
708 int key_status = (event->type == EVENT_FINGERRELEASE ? KEY_RELEASED :
710 char *key_status_name = (key_status == KEY_RELEASED ? "KEY_RELEASED" :
714 // for any touch input event, enable overlay buttons (if activated)
715 SetOverlayEnabled(TRUE);
717 Error(ERR_DEBUG, "::: key '%s' was '%s' [fingerId: %lld]",
718 getKeyNameFromKey(key), key_status_name, event->fingerId);
720 if (key_status == KEY_PRESSED)
721 overlay.grid_button_action |= grid_button_action;
723 overlay.grid_button_action &= ~grid_button_action;
725 // check if we already know this touch event's finger id
726 for (i = 0; i < NUM_TOUCH_FINGERS; i++)
728 if (touch_info[i].touched &&
729 touch_info[i].finger_id == event->fingerId)
731 // Error(ERR_DEBUG, "MARK 1: %d", i);
737 if (i >= NUM_TOUCH_FINGERS)
739 if (key_status == KEY_PRESSED)
741 int oldest_pos = 0, oldest_counter = touch_info[0].counter;
743 // unknown finger id -- get new, empty slot, if available
744 for (i = 0; i < NUM_TOUCH_FINGERS; i++)
746 if (touch_info[i].counter < oldest_counter)
749 oldest_counter = touch_info[i].counter;
751 // Error(ERR_DEBUG, "MARK 2: %d", i);
754 if (!touch_info[i].touched)
756 // Error(ERR_DEBUG, "MARK 3: %d", i);
762 if (i >= NUM_TOUCH_FINGERS)
764 // all slots allocated -- use oldest slot
767 // Error(ERR_DEBUG, "MARK 4: %d", i);
772 // release of previously unknown key (should not happen)
774 if (key != KSYM_UNDEFINED)
776 HandleKey(key, KEY_RELEASED);
778 Error(ERR_DEBUG, "=> key == '%s', key_status == '%s' [slot %d] [1]",
779 getKeyNameFromKey(key), "KEY_RELEASED", i);
784 if (i < NUM_TOUCH_FINGERS)
786 if (key_status == KEY_PRESSED)
788 if (touch_info[i].key != key)
790 if (touch_info[i].key != KSYM_UNDEFINED)
792 HandleKey(touch_info[i].key, KEY_RELEASED);
794 // undraw previous grid button when moving finger away
795 overlay.grid_button_action &= ~touch_info[i].action;
797 Error(ERR_DEBUG, "=> key == '%s', key_status == '%s' [slot %d] [2]",
798 getKeyNameFromKey(touch_info[i].key), "KEY_RELEASED", i);
801 if (key != KSYM_UNDEFINED)
803 HandleKey(key, KEY_PRESSED);
805 Error(ERR_DEBUG, "=> key == '%s', key_status == '%s' [slot %d] [3]",
806 getKeyNameFromKey(key), "KEY_PRESSED", i);
810 touch_info[i].touched = TRUE;
811 touch_info[i].finger_id = event->fingerId;
812 touch_info[i].counter = Counter();
813 touch_info[i].key = key;
814 touch_info[i].action = grid_button_action;
818 if (touch_info[i].key != KSYM_UNDEFINED)
820 HandleKey(touch_info[i].key, KEY_RELEASED);
822 Error(ERR_DEBUG, "=> key == '%s', key_status == '%s' [slot %d] [4]",
823 getKeyNameFromKey(touch_info[i].key), "KEY_RELEASED", i);
826 touch_info[i].touched = FALSE;
827 touch_info[i].finger_id = 0;
828 touch_info[i].counter = 0;
829 touch_info[i].key = 0;
830 touch_info[i].action = JOY_NO_ACTION;
835 static void HandleFingerEvent_WipeGestures(FingerEvent *event)
837 static Key motion_key_x = KSYM_UNDEFINED;
838 static Key motion_key_y = KSYM_UNDEFINED;
839 static Key button_key = KSYM_UNDEFINED;
840 static float motion_x1, motion_y1;
841 static float button_x1, button_y1;
842 static SDL_FingerID motion_id = -1;
843 static SDL_FingerID button_id = -1;
844 int move_trigger_distance_percent = setup.touch.move_distance;
845 int drop_trigger_distance_percent = setup.touch.drop_distance;
846 float move_trigger_distance = (float)move_trigger_distance_percent / 100;
847 float drop_trigger_distance = (float)drop_trigger_distance_percent / 100;
848 float event_x = event->x;
849 float event_y = event->y;
851 if (event->type == EVENT_FINGERPRESS)
853 if (event_x > 1.0 / 3.0)
857 motion_id = event->fingerId;
862 motion_key_x = KSYM_UNDEFINED;
863 motion_key_y = KSYM_UNDEFINED;
865 Error(ERR_DEBUG, "---------- MOVE STARTED (WAIT) ----------");
871 button_id = event->fingerId;
876 button_key = setup.input[0].key.snap;
878 HandleKey(button_key, KEY_PRESSED);
880 Error(ERR_DEBUG, "---------- SNAP STARTED ----------");
883 else if (event->type == EVENT_FINGERRELEASE)
885 if (event->fingerId == motion_id)
889 if (motion_key_x != KSYM_UNDEFINED)
890 HandleKey(motion_key_x, KEY_RELEASED);
891 if (motion_key_y != KSYM_UNDEFINED)
892 HandleKey(motion_key_y, KEY_RELEASED);
894 motion_key_x = KSYM_UNDEFINED;
895 motion_key_y = KSYM_UNDEFINED;
897 Error(ERR_DEBUG, "---------- MOVE STOPPED ----------");
899 else if (event->fingerId == button_id)
903 if (button_key != KSYM_UNDEFINED)
904 HandleKey(button_key, KEY_RELEASED);
906 button_key = KSYM_UNDEFINED;
908 Error(ERR_DEBUG, "---------- SNAP STOPPED ----------");
911 else if (event->type == EVENT_FINGERMOTION)
913 if (event->fingerId == motion_id)
915 float distance_x = ABS(event_x - motion_x1);
916 float distance_y = ABS(event_y - motion_y1);
917 Key new_motion_key_x = (event_x < motion_x1 ? setup.input[0].key.left :
918 event_x > motion_x1 ? setup.input[0].key.right :
920 Key new_motion_key_y = (event_y < motion_y1 ? setup.input[0].key.up :
921 event_y > motion_y1 ? setup.input[0].key.down :
924 if (distance_x < move_trigger_distance / 2 ||
925 distance_x < distance_y)
926 new_motion_key_x = KSYM_UNDEFINED;
928 if (distance_y < move_trigger_distance / 2 ||
929 distance_y < distance_x)
930 new_motion_key_y = KSYM_UNDEFINED;
932 if (distance_x > move_trigger_distance ||
933 distance_y > move_trigger_distance)
935 if (new_motion_key_x != motion_key_x)
937 if (motion_key_x != KSYM_UNDEFINED)
938 HandleKey(motion_key_x, KEY_RELEASED);
939 if (new_motion_key_x != KSYM_UNDEFINED)
940 HandleKey(new_motion_key_x, KEY_PRESSED);
943 if (new_motion_key_y != motion_key_y)
945 if (motion_key_y != KSYM_UNDEFINED)
946 HandleKey(motion_key_y, KEY_RELEASED);
947 if (new_motion_key_y != KSYM_UNDEFINED)
948 HandleKey(new_motion_key_y, KEY_PRESSED);
954 motion_key_x = new_motion_key_x;
955 motion_key_y = new_motion_key_y;
957 Error(ERR_DEBUG, "---------- MOVE STARTED (MOVE) ----------");
960 else if (event->fingerId == button_id)
962 float distance_x = ABS(event_x - button_x1);
963 float distance_y = ABS(event_y - button_y1);
965 if (distance_x < drop_trigger_distance / 2 &&
966 distance_y > drop_trigger_distance)
968 if (button_key == setup.input[0].key.snap)
969 HandleKey(button_key, KEY_RELEASED);
974 button_key = setup.input[0].key.drop;
976 HandleKey(button_key, KEY_PRESSED);
978 Error(ERR_DEBUG, "---------- DROP STARTED ----------");
984 void HandleFingerEvent(FingerEvent *event)
986 #if DEBUG_EVENTS_FINGER
987 Error(ERR_DEBUG, "FINGER EVENT: finger was %s, touch ID %lld, finger ID %lld, x/y %f/%f, dx/dy %f/%f, pressure %f",
988 event->type == EVENT_FINGERPRESS ? "pressed" :
989 event->type == EVENT_FINGERRELEASE ? "released" : "moved",
993 event->dx, event->dy,
997 runtime.uses_touch_device = TRUE;
999 if (game_status != GAME_MODE_PLAYING)
1002 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
1004 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_OFF))
1005 local_player->mouse_action.button_hint =
1006 (event->type == EVENT_FINGERRELEASE ? MB_NOT_PRESSED :
1007 event->x < 0.5 ? MB_LEFTBUTTON :
1008 event->x > 0.5 ? MB_RIGHTBUTTON :
1014 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
1015 HandleFingerEvent_VirtualButtons(event);
1016 else if (strEqual(setup.touch.control_type, TOUCH_CONTROL_WIPE_GESTURES))
1017 HandleFingerEvent_WipeGestures(event);
1020 static void HandleButtonOrFinger_WipeGestures_MM(int mx, int my, int button)
1022 static int old_mx = 0, old_my = 0;
1023 static int last_button = MB_LEFTBUTTON;
1024 static boolean touched = FALSE;
1025 static boolean tapped = FALSE;
1027 // screen tile was tapped (but finger not touching the screen anymore)
1028 // (this point will also be reached without receiving a touch event)
1029 if (tapped && !touched)
1031 SetPlayerMouseAction(old_mx, old_my, MB_RELEASED);
1036 // stop here if this function was not triggered by a touch event
1040 if (button == MB_PRESSED && IN_GFX_FIELD_PLAY(mx, my))
1042 // finger started touching the screen
1052 ClearPlayerMouseAction();
1054 Error(ERR_DEBUG, "---------- TOUCH ACTION STARTED ----------");
1057 else if (button == MB_RELEASED && touched)
1059 // finger stopped touching the screen
1064 SetPlayerMouseAction(old_mx, old_my, last_button);
1066 SetPlayerMouseAction(old_mx, old_my, MB_RELEASED);
1068 Error(ERR_DEBUG, "---------- TOUCH ACTION STOPPED ----------");
1073 // finger moved while touching the screen
1075 int old_x = getLevelFromScreenX(old_mx);
1076 int old_y = getLevelFromScreenY(old_my);
1077 int new_x = getLevelFromScreenX(mx);
1078 int new_y = getLevelFromScreenY(my);
1080 if (new_x != old_x || new_y != old_y)
1085 // finger moved left or right from (horizontal) starting position
1087 int button_nr = (new_x < old_x ? MB_LEFTBUTTON : MB_RIGHTBUTTON);
1089 SetPlayerMouseAction(old_mx, old_my, button_nr);
1091 last_button = button_nr;
1093 Error(ERR_DEBUG, "---------- TOUCH ACTION: ROTATING ----------");
1097 // finger stays at or returned to (horizontal) starting position
1099 SetPlayerMouseAction(old_mx, old_my, MB_RELEASED);
1101 Error(ERR_DEBUG, "---------- TOUCH ACTION PAUSED ----------");
1106 static void HandleButtonOrFinger_FollowFinger_MM(int mx, int my, int button)
1108 static int old_mx = 0, old_my = 0;
1109 static int last_button = MB_LEFTBUTTON;
1110 static boolean touched = FALSE;
1111 static boolean tapped = FALSE;
1113 // screen tile was tapped (but finger not touching the screen anymore)
1114 // (this point will also be reached without receiving a touch event)
1115 if (tapped && !touched)
1117 SetPlayerMouseAction(old_mx, old_my, MB_RELEASED);
1122 // stop here if this function was not triggered by a touch event
1126 if (button == MB_PRESSED && IN_GFX_FIELD_PLAY(mx, my))
1128 // finger started touching the screen
1138 ClearPlayerMouseAction();
1140 Error(ERR_DEBUG, "---------- TOUCH ACTION STARTED ----------");
1143 else if (button == MB_RELEASED && touched)
1145 // finger stopped touching the screen
1150 SetPlayerMouseAction(old_mx, old_my, last_button);
1152 SetPlayerMouseAction(old_mx, old_my, MB_RELEASED);
1154 Error(ERR_DEBUG, "---------- TOUCH ACTION STOPPED ----------");
1159 // finger moved while touching the screen
1161 int old_x = getLevelFromScreenX(old_mx);
1162 int old_y = getLevelFromScreenY(old_my);
1163 int new_x = getLevelFromScreenX(mx);
1164 int new_y = getLevelFromScreenY(my);
1166 if (new_x != old_x || new_y != old_y)
1168 // finger moved away from starting position
1170 int button_nr = getButtonFromTouchPosition(old_x, old_y, mx, my);
1172 // quickly alternate between clicking and releasing for maximum speed
1173 if (FrameCounter % 2 == 0)
1174 button_nr = MB_RELEASED;
1176 SetPlayerMouseAction(old_mx, old_my, button_nr);
1179 last_button = button_nr;
1183 Error(ERR_DEBUG, "---------- TOUCH ACTION: ROTATING ----------");
1187 // finger stays at or returned to starting position
1189 SetPlayerMouseAction(old_mx, old_my, MB_RELEASED);
1191 Error(ERR_DEBUG, "---------- TOUCH ACTION PAUSED ----------");
1196 static void HandleButtonOrFinger_FollowFinger(int mx, int my, int button)
1198 static int old_mx = 0, old_my = 0;
1199 static Key motion_key_x = KSYM_UNDEFINED;
1200 static Key motion_key_y = KSYM_UNDEFINED;
1201 static boolean touched = FALSE;
1202 static boolean started_on_player = FALSE;
1203 static boolean player_is_dropping = FALSE;
1204 static int player_drop_count = 0;
1205 static int last_player_x = -1;
1206 static int last_player_y = -1;
1208 if (button == MB_PRESSED && IN_GFX_FIELD_PLAY(mx, my))
1217 started_on_player = FALSE;
1218 player_is_dropping = FALSE;
1219 player_drop_count = 0;
1223 motion_key_x = KSYM_UNDEFINED;
1224 motion_key_y = KSYM_UNDEFINED;
1226 Error(ERR_DEBUG, "---------- TOUCH ACTION STARTED ----------");
1229 else if (button == MB_RELEASED && touched)
1236 if (motion_key_x != KSYM_UNDEFINED)
1237 HandleKey(motion_key_x, KEY_RELEASED);
1238 if (motion_key_y != KSYM_UNDEFINED)
1239 HandleKey(motion_key_y, KEY_RELEASED);
1241 if (started_on_player)
1243 if (player_is_dropping)
1245 Error(ERR_DEBUG, "---------- DROP STOPPED ----------");
1247 HandleKey(setup.input[0].key.drop, KEY_RELEASED);
1251 Error(ERR_DEBUG, "---------- SNAP STOPPED ----------");
1253 HandleKey(setup.input[0].key.snap, KEY_RELEASED);
1257 motion_key_x = KSYM_UNDEFINED;
1258 motion_key_y = KSYM_UNDEFINED;
1260 Error(ERR_DEBUG, "---------- TOUCH ACTION STOPPED ----------");
1265 int src_x = local_player->jx;
1266 int src_y = local_player->jy;
1267 int dst_x = getLevelFromScreenX(old_mx);
1268 int dst_y = getLevelFromScreenY(old_my);
1269 int dx = dst_x - src_x;
1270 int dy = dst_y - src_y;
1271 Key new_motion_key_x = (dx < 0 ? setup.input[0].key.left :
1272 dx > 0 ? setup.input[0].key.right :
1274 Key new_motion_key_y = (dy < 0 ? setup.input[0].key.up :
1275 dy > 0 ? setup.input[0].key.down :
1278 if (dx != 0 && dy != 0 && ABS(dx) != ABS(dy) &&
1279 (last_player_x != local_player->jx ||
1280 last_player_y != local_player->jy))
1282 // in case of asymmetric diagonal movement, use "preferred" direction
1284 int last_move_dir = (ABS(dx) > ABS(dy) ? MV_VERTICAL : MV_HORIZONTAL);
1286 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
1287 game_em.ply[0]->last_move_dir = last_move_dir;
1289 local_player->last_move_dir = last_move_dir;
1291 // (required to prevent accidentally forcing direction for next movement)
1292 last_player_x = local_player->jx;
1293 last_player_y = local_player->jy;
1296 if (button == MB_PRESSED && !motion_status && dx == 0 && dy == 0)
1298 started_on_player = TRUE;
1299 player_drop_count = getPlayerInventorySize(0);
1300 player_is_dropping = (player_drop_count > 0);
1302 if (player_is_dropping)
1304 Error(ERR_DEBUG, "---------- DROP STARTED ----------");
1306 HandleKey(setup.input[0].key.drop, KEY_PRESSED);
1310 Error(ERR_DEBUG, "---------- SNAP STARTED ----------");
1312 HandleKey(setup.input[0].key.snap, KEY_PRESSED);
1315 else if (dx != 0 || dy != 0)
1317 if (player_is_dropping &&
1318 player_drop_count == getPlayerInventorySize(0))
1320 Error(ERR_DEBUG, "---------- DROP -> SNAP ----------");
1322 HandleKey(setup.input[0].key.drop, KEY_RELEASED);
1323 HandleKey(setup.input[0].key.snap, KEY_PRESSED);
1325 player_is_dropping = FALSE;
1329 if (new_motion_key_x != motion_key_x)
1331 Error(ERR_DEBUG, "---------- %s %s ----------",
1332 started_on_player && !player_is_dropping ? "SNAPPING" : "MOVING",
1333 dx < 0 ? "LEFT" : dx > 0 ? "RIGHT" : "PAUSED");
1335 if (motion_key_x != KSYM_UNDEFINED)
1336 HandleKey(motion_key_x, KEY_RELEASED);
1337 if (new_motion_key_x != KSYM_UNDEFINED)
1338 HandleKey(new_motion_key_x, KEY_PRESSED);
1341 if (new_motion_key_y != motion_key_y)
1343 Error(ERR_DEBUG, "---------- %s %s ----------",
1344 started_on_player && !player_is_dropping ? "SNAPPING" : "MOVING",
1345 dy < 0 ? "UP" : dy > 0 ? "DOWN" : "PAUSED");
1347 if (motion_key_y != KSYM_UNDEFINED)
1348 HandleKey(motion_key_y, KEY_RELEASED);
1349 if (new_motion_key_y != KSYM_UNDEFINED)
1350 HandleKey(new_motion_key_y, KEY_PRESSED);
1353 motion_key_x = new_motion_key_x;
1354 motion_key_y = new_motion_key_y;
1358 static void HandleButtonOrFinger(int mx, int my, int button)
1360 boolean valid_mouse_event = (mx != -1 && my != -1 && button != -1);
1362 if (game_status != GAME_MODE_PLAYING)
1365 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
1367 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_WIPE_GESTURES))
1368 HandleButtonOrFinger_WipeGestures_MM(mx, my, button);
1369 else if (strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER))
1370 HandleButtonOrFinger_FollowFinger_MM(mx, my, button);
1371 else if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
1372 SetPlayerMouseAction(mx, my, button); // special case
1376 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER))
1377 HandleButtonOrFinger_FollowFinger(mx, my, button);
1378 else if (game.use_mouse_actions && valid_mouse_event)
1379 SetPlayerMouseAction(mx, my, button);
1383 static boolean checkTextInputKey(Key key)
1385 // when playing, only handle raw key events and ignore text input
1386 if (game_status == GAME_MODE_PLAYING)
1389 // else handle all printable keys as text input
1390 return KSYM_PRINTABLE(key);
1393 void HandleTextEvent(TextEvent *event)
1395 char *text = event->text;
1396 Key key = getKeyFromKeyName(text);
1398 #if DEBUG_EVENTS_TEXT
1399 Error(ERR_DEBUG, "TEXT EVENT: text == '%s' [%d byte(s), '%c'/%d], resulting key == %d (%s) [%04x]",
1402 text[0], (int)(text[0]),
1404 getKeyNameFromKey(key),
1408 if (checkTextInputKey(key))
1410 // process printable keys (with uppercase etc.) in text input mode
1411 HandleKey(key, KEY_PRESSED);
1412 HandleKey(key, KEY_RELEASED);
1416 void HandlePauseResumeEvent(PauseResumeEvent *event)
1418 if (event->type == SDL_APP_WILLENTERBACKGROUND)
1422 else if (event->type == SDL_APP_DIDENTERFOREGROUND)
1428 void HandleKeyEvent(KeyEvent *event)
1430 int key_status = (event->type == EVENT_KEYPRESS ? KEY_PRESSED : KEY_RELEASED);
1431 boolean with_modifiers = (game_status == GAME_MODE_PLAYING ? FALSE : TRUE);
1432 Key key = GetEventKey(event, with_modifiers);
1433 Key keymod = (with_modifiers ? GetEventKey(event, FALSE) : key);
1435 #if DEBUG_EVENTS_KEY
1436 Error(ERR_DEBUG, "KEY EVENT: key was %s, keysym.scancode == %d, keysym.sym == %d, keymod = %d, GetKeyModState() = 0x%04x, resulting key == %d (%s)",
1437 event->type == EVENT_KEYPRESS ? "pressed" : "released",
1438 event->keysym.scancode,
1443 getKeyNameFromKey(key));
1446 #if defined(PLATFORM_ANDROID)
1447 if (key == KSYM_Back)
1449 // always map the "back" button to the "escape" key on Android devices
1452 else if (key == KSYM_Menu)
1454 // the "menu" button can be used to toggle displaying virtual buttons
1455 if (key_status == KEY_PRESSED)
1456 SetOverlayEnabled(!GetOverlayEnabled());
1460 // for any other "real" key event, disable virtual buttons
1461 SetOverlayEnabled(FALSE);
1463 // for any other "real" key event, disable overlay touch buttons
1464 runtime.uses_touch_device = FALSE;
1468 HandleKeyModState(keymod, key_status);
1470 // process all keys if not in text input mode or if non-printable keys
1471 if (!checkTextInputKey(key))
1472 HandleKey(key, key_status);
1475 static int HandleDropFileEvent(char *filename)
1477 Error(ERR_DEBUG, "DROP FILE EVENT: '%s'", filename);
1479 // check and extract dropped zip files into correct user data directory
1480 if (!strSuffixLower(filename, ".zip"))
1482 Error(ERR_WARN, "file '%s' not supported", filename);
1484 return TREE_TYPE_UNDEFINED;
1487 TreeInfo *tree_node = NULL;
1488 int tree_type = GetZipFileTreeType(filename);
1489 char *directory = TREE_USERDIR(tree_type);
1491 if (directory == NULL)
1493 Error(ERR_WARN, "zip file '%s' has invalid content!", filename);
1495 return TREE_TYPE_UNDEFINED;
1498 if (tree_type == TREE_TYPE_LEVEL_DIR &&
1499 game_status == GAME_MODE_LEVELS &&
1500 leveldir_current->node_parent != NULL)
1502 // extract new level set next to currently selected level set
1503 tree_node = leveldir_current;
1505 // get parent directory of currently selected level set directory
1506 directory = getLevelDirFromTreeInfo(leveldir_current->node_parent);
1508 // use private level directory instead of top-level package level directory
1509 if (strPrefix(directory, options.level_directory) &&
1510 strEqual(leveldir_current->node_parent->fullpath, "."))
1511 directory = getUserLevelDir(NULL);
1514 // extract level or artwork set from zip file to target directory
1515 char *top_dir = ExtractZipFileIntoDirectory(filename, directory, tree_type);
1517 if (top_dir == NULL)
1519 // error message already issued by "ExtractZipFileIntoDirectory()"
1521 return TREE_TYPE_UNDEFINED;
1524 // add extracted level or artwork set to tree info structure
1525 AddTreeSetToTreeInfo(tree_node, directory, top_dir, tree_type);
1527 // update menu screen (and possibly change current level set)
1528 DrawScreenAfterAddingSet(top_dir, tree_type);
1533 static void HandleDropTextEvent(char *text)
1535 Error(ERR_DEBUG, "DROP TEXT EVENT: '%s'", text);
1538 static void HandleDropCompleteEvent(int num_level_sets_succeeded,
1539 int num_artwork_sets_succeeded,
1540 int num_files_failed)
1542 // only show request dialog if no other request dialog already active
1543 if (game.request_active)
1546 // this case can happen with drag-and-drop with older SDL versions
1547 if (num_level_sets_succeeded == 0 &&
1548 num_artwork_sets_succeeded == 0 &&
1549 num_files_failed == 0)
1554 if (num_level_sets_succeeded > 0 || num_artwork_sets_succeeded > 0)
1556 char message_part1[50];
1558 sprintf(message_part1, "New %s set%s added",
1559 (num_artwork_sets_succeeded == 0 ? "level" :
1560 num_level_sets_succeeded == 0 ? "artwork" : "level and artwork"),
1561 (num_level_sets_succeeded +
1562 num_artwork_sets_succeeded > 1 ? "s" : ""));
1564 if (num_files_failed > 0)
1565 sprintf(message, "%s, but %d dropped file%s failed!",
1566 message_part1, num_files_failed, num_files_failed > 1 ? "s" : "");
1568 sprintf(message, "%s!", message_part1);
1570 else if (num_files_failed > 0)
1572 sprintf(message, "Failed to process dropped file%s!",
1573 num_files_failed > 1 ? "s" : "");
1576 Request(message, REQ_CONFIRM);
1579 void HandleDropEvent(Event *event)
1581 static boolean confirm_on_drop_complete = FALSE;
1582 static int num_level_sets_succeeded = 0;
1583 static int num_artwork_sets_succeeded = 0;
1584 static int num_files_failed = 0;
1586 switch (event->type)
1590 confirm_on_drop_complete = TRUE;
1591 num_level_sets_succeeded = 0;
1592 num_artwork_sets_succeeded = 0;
1593 num_files_failed = 0;
1600 int tree_type = HandleDropFileEvent(event->drop.file);
1602 if (tree_type == TREE_TYPE_LEVEL_DIR)
1603 num_level_sets_succeeded++;
1604 else if (tree_type == TREE_TYPE_GRAPHICS_DIR ||
1605 tree_type == TREE_TYPE_SOUNDS_DIR ||
1606 tree_type == TREE_TYPE_MUSIC_DIR)
1607 num_artwork_sets_succeeded++;
1611 // SDL_DROPBEGIN / SDL_DROPCOMPLETE did not exist in older SDL versions
1612 if (!confirm_on_drop_complete)
1614 // process all remaining events, including further SDL_DROPFILE events
1617 HandleDropCompleteEvent(num_level_sets_succeeded,
1618 num_artwork_sets_succeeded,
1621 num_level_sets_succeeded = 0;
1622 num_artwork_sets_succeeded = 0;
1623 num_files_failed = 0;
1631 HandleDropTextEvent(event->drop.file);
1636 case SDL_DROPCOMPLETE:
1638 HandleDropCompleteEvent(num_level_sets_succeeded,
1639 num_artwork_sets_succeeded,
1646 if (event->drop.file != NULL)
1647 SDL_free(event->drop.file);
1650 void HandleUserEvent(UserEvent *event)
1652 switch (event->code)
1654 case USEREVENT_ANIM_DELAY_ACTION:
1655 case USEREVENT_ANIM_EVENT_ACTION:
1656 // execute action functions until matching action was found
1657 if (DoKeysymAction(event->value1) ||
1658 DoGadgetAction(event->value1) ||
1659 DoScreenAction(event->value1))
1668 void HandleButton(int mx, int my, int button, int button_nr)
1670 static int old_mx = 0, old_my = 0;
1671 boolean button_hold = FALSE;
1672 boolean handle_gadgets = TRUE;
1678 button_nr = -button_nr;
1687 #if defined(PLATFORM_ANDROID)
1688 // when playing, only handle gadgets when using "follow finger" controls
1689 // or when using touch controls in combination with the MM game engine
1690 // or when using gadgets that do not overlap with virtual buttons
1692 (game_status != GAME_MODE_PLAYING ||
1693 level.game_engine_type == GAME_ENGINE_TYPE_MM ||
1694 strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER) ||
1695 (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS) &&
1696 !CheckVirtualButtonPressed(mx, my, button)));
1698 // always recognize potentially releasing already pressed gadgets
1699 if (button == MB_RELEASED)
1700 handle_gadgets = TRUE;
1702 // always recognize pressing or releasing overlay touch buttons
1703 if (CheckPosition_OverlayTouchButtons(mx, my, button) && !motion_status)
1704 handle_gadgets = TRUE;
1707 if (HandleGlobalAnimClicks(mx, my, button, FALSE))
1709 // do not handle this button event anymore
1710 return; // force mouse event not to be handled at all
1713 if (handle_gadgets && HandleGadgets(mx, my, button))
1715 // do not handle this button event anymore
1716 mx = my = -32; // force mouse event to be outside screen tiles
1719 if (button_hold && game_status == GAME_MODE_PLAYING && tape.pausing)
1722 // do not use scroll wheel button events for anything other than gadgets
1723 if (IS_WHEEL_BUTTON(button_nr))
1726 switch (game_status)
1728 case GAME_MODE_TITLE:
1729 HandleTitleScreen(mx, my, 0, 0, button);
1732 case GAME_MODE_MAIN:
1733 HandleMainMenu(mx, my, 0, 0, button);
1736 case GAME_MODE_PSEUDO_TYPENAME:
1737 HandleTypeName(0, KSYM_Return);
1740 case GAME_MODE_LEVELS:
1741 HandleChooseLevelSet(mx, my, 0, 0, button);
1744 case GAME_MODE_LEVELNR:
1745 HandleChooseLevelNr(mx, my, 0, 0, button);
1748 case GAME_MODE_SCORES:
1749 HandleHallOfFame(0, 0, 0, 0, button);
1752 case GAME_MODE_EDITOR:
1753 HandleLevelEditorIdle();
1756 case GAME_MODE_INFO:
1757 HandleInfoScreen(mx, my, 0, 0, button);
1760 case GAME_MODE_SETUP:
1761 HandleSetupScreen(mx, my, 0, 0, button);
1764 case GAME_MODE_PLAYING:
1765 if (!strEqual(setup.touch.control_type, TOUCH_CONTROL_OFF))
1766 HandleButtonOrFinger(mx, my, button);
1768 SetPlayerMouseAction(mx, my, button);
1771 if (button == MB_PRESSED && !motion_status && !button_hold &&
1772 IN_GFX_FIELD_PLAY(mx, my) && GetKeyModState() & KMOD_Control)
1773 DumpTileFromScreen(mx, my);
1783 #define MAX_CHEAT_INPUT_LEN 32
1785 static void HandleKeysSpecial(Key key)
1787 static char cheat_input[2 * MAX_CHEAT_INPUT_LEN + 1] = "";
1788 char letter = getCharFromKey(key);
1789 int cheat_input_len = strlen(cheat_input);
1795 if (cheat_input_len >= 2 * MAX_CHEAT_INPUT_LEN)
1797 for (i = 0; i < MAX_CHEAT_INPUT_LEN + 1; i++)
1798 cheat_input[i] = cheat_input[MAX_CHEAT_INPUT_LEN + i];
1800 cheat_input_len = MAX_CHEAT_INPUT_LEN;
1803 cheat_input[cheat_input_len++] = letter;
1804 cheat_input[cheat_input_len] = '\0';
1806 #if DEBUG_EVENTS_KEY
1807 Error(ERR_DEBUG, "SPECIAL KEY '%s' [%d]\n", cheat_input, cheat_input_len);
1810 if (game_status == GAME_MODE_MAIN)
1812 if (strSuffix(cheat_input, ":insert-solution-tape") ||
1813 strSuffix(cheat_input, ":ist"))
1815 InsertSolutionTape();
1817 else if (strSuffix(cheat_input, ":play-solution-tape") ||
1818 strSuffix(cheat_input, ":pst"))
1822 else if (strSuffix(cheat_input, ":reload-graphics") ||
1823 strSuffix(cheat_input, ":rg"))
1825 ReloadCustomArtwork(1 << ARTWORK_TYPE_GRAPHICS);
1828 else if (strSuffix(cheat_input, ":reload-sounds") ||
1829 strSuffix(cheat_input, ":rs"))
1831 ReloadCustomArtwork(1 << ARTWORK_TYPE_SOUNDS);
1834 else if (strSuffix(cheat_input, ":reload-music") ||
1835 strSuffix(cheat_input, ":rm"))
1837 ReloadCustomArtwork(1 << ARTWORK_TYPE_MUSIC);
1840 else if (strSuffix(cheat_input, ":reload-artwork") ||
1841 strSuffix(cheat_input, ":ra"))
1843 ReloadCustomArtwork(1 << ARTWORK_TYPE_GRAPHICS |
1844 1 << ARTWORK_TYPE_SOUNDS |
1845 1 << ARTWORK_TYPE_MUSIC);
1848 else if (strSuffix(cheat_input, ":dump-level") ||
1849 strSuffix(cheat_input, ":dl"))
1853 else if (strSuffix(cheat_input, ":dump-tape") ||
1854 strSuffix(cheat_input, ":dt"))
1858 else if (strSuffix(cheat_input, ":fix-tape") ||
1859 strSuffix(cheat_input, ":ft"))
1861 FixTape_ForceSinglePlayer();
1863 else if (strSuffix(cheat_input, ":save-native-level") ||
1864 strSuffix(cheat_input, ":snl"))
1866 SaveNativeLevel(&level);
1868 else if (strSuffix(cheat_input, ":frames-per-second") ||
1869 strSuffix(cheat_input, ":fps"))
1871 global.show_frames_per_second = !global.show_frames_per_second;
1874 else if (game_status == GAME_MODE_PLAYING)
1877 if (strSuffix(cheat_input, ".q"))
1878 DEBUG_SetMaximumDynamite();
1881 else if (game_status == GAME_MODE_EDITOR)
1883 if (strSuffix(cheat_input, ":dump-brush") ||
1884 strSuffix(cheat_input, ":DB"))
1888 else if (strSuffix(cheat_input, ":DDB"))
1893 if (GetKeyModState() & (KMOD_Control | KMOD_Meta))
1895 if (letter == 'x') // copy brush to clipboard (small size)
1897 CopyBrushToClipboard_Small();
1899 else if (letter == 'c') // copy brush to clipboard (normal size)
1901 CopyBrushToClipboard();
1903 else if (letter == 'v') // paste brush from Clipboard
1905 CopyClipboardToBrush();
1907 else if (letter == 'z') // undo or redo last operation
1909 if (GetKeyModState() & KMOD_Shift)
1910 RedoLevelEditorOperation();
1912 UndoLevelEditorOperation();
1917 // special key shortcuts for all game modes
1918 if (strSuffix(cheat_input, ":dump-event-actions") ||
1919 strSuffix(cheat_input, ":dea") ||
1920 strSuffix(cheat_input, ":DEA"))
1922 DumpGadgetIdentifiers();
1923 DumpScreenIdentifiers();
1927 boolean HandleKeysDebug(Key key, int key_status)
1932 if (key_status != KEY_PRESSED)
1935 if (game_status == GAME_MODE_PLAYING || !setup.debug.frame_delay_game_only)
1937 boolean mod_key_pressed = ((GetKeyModState() & KMOD_Valid) != KMOD_None);
1939 for (i = 0; i < NUM_DEBUG_FRAME_DELAY_KEYS; i++)
1941 if (key == setup.debug.frame_delay_key[i] &&
1942 (mod_key_pressed == setup.debug.frame_delay_use_mod_key))
1944 GameFrameDelay = (GameFrameDelay != setup.debug.frame_delay[i] ?
1945 setup.debug.frame_delay[i] : setup.game_frame_delay);
1947 if (!setup.debug.frame_delay_game_only)
1948 MenuFrameDelay = GameFrameDelay;
1950 SetVideoFrameDelay(GameFrameDelay);
1952 if (GameFrameDelay > ONE_SECOND_DELAY)
1953 Error(ERR_INFO, "frame delay == %d ms", GameFrameDelay);
1954 else if (GameFrameDelay != 0)
1955 Error(ERR_INFO, "frame delay == %d ms (max. %d fps / %d %%)",
1956 GameFrameDelay, ONE_SECOND_DELAY / GameFrameDelay,
1957 GAME_FRAME_DELAY * 100 / GameFrameDelay);
1959 Error(ERR_INFO, "frame delay == 0 ms (maximum speed)");
1966 if (game_status == GAME_MODE_PLAYING)
1970 options.debug = !options.debug;
1972 Error(ERR_INFO, "debug mode %s",
1973 (options.debug ? "enabled" : "disabled"));
1977 else if (key == KSYM_v)
1979 Error(ERR_INFO, "currently using game engine version %d",
1980 game.engine_version);
1990 void HandleKey(Key key, int key_status)
1992 boolean anyTextGadgetActiveOrJustFinished = anyTextGadgetActive();
1993 static boolean ignore_repeated_key = FALSE;
1994 static struct SetupKeyboardInfo ski;
1995 static struct SetupShortcutInfo ssi;
2004 { &ski.left, &ssi.snap_left, DEFAULT_KEY_LEFT, JOY_LEFT },
2005 { &ski.right, &ssi.snap_right, DEFAULT_KEY_RIGHT, JOY_RIGHT },
2006 { &ski.up, &ssi.snap_up, DEFAULT_KEY_UP, JOY_UP },
2007 { &ski.down, &ssi.snap_down, DEFAULT_KEY_DOWN, JOY_DOWN },
2008 { &ski.snap, NULL, DEFAULT_KEY_SNAP, JOY_BUTTON_SNAP },
2009 { &ski.drop, NULL, DEFAULT_KEY_DROP, JOY_BUTTON_DROP }
2014 if (HandleKeysDebug(key, key_status))
2015 return; // do not handle already processed keys again
2017 // map special keys (media keys / remote control buttons) to default keys
2018 if (key == KSYM_PlayPause)
2020 else if (key == KSYM_Select)
2023 HandleSpecialGameControllerKeys(key, key_status);
2025 if (game_status == GAME_MODE_PLAYING)
2027 // only needed for single-step tape recording mode
2028 static boolean has_snapped[MAX_PLAYERS] = { FALSE, FALSE, FALSE, FALSE };
2031 for (pnr = 0; pnr < MAX_PLAYERS; pnr++)
2033 byte key_action = 0;
2034 byte key_snap_action = 0;
2036 if (setup.input[pnr].use_joystick)
2039 ski = setup.input[pnr].key;
2041 for (i = 0; i < NUM_PLAYER_ACTIONS; i++)
2042 if (key == *key_info[i].key_custom)
2043 key_action |= key_info[i].action;
2045 // use combined snap+direction keys for the first player only
2048 ssi = setup.shortcut;
2050 // also remember normal snap key when handling snap+direction keys
2051 key_snap_action |= key_action & JOY_BUTTON_SNAP;
2053 for (i = 0; i < NUM_DIRECTIONS; i++)
2055 if (key == *key_info[i].key_snap)
2057 key_action |= key_info[i].action | JOY_BUTTON_SNAP;
2058 key_snap_action |= key_info[i].action;
2063 if (key_status == KEY_PRESSED)
2065 stored_player[pnr].action |= key_action;
2066 stored_player[pnr].snap_action |= key_snap_action;
2070 stored_player[pnr].action &= ~key_action;
2071 stored_player[pnr].snap_action &= ~key_snap_action;
2074 // restore snap action if one of several pressed snap keys was released
2075 if (stored_player[pnr].snap_action)
2076 stored_player[pnr].action |= JOY_BUTTON_SNAP;
2078 if (tape.recording && tape.pausing && tape.use_key_actions)
2080 if (tape.single_step)
2082 if (key_status == KEY_PRESSED && key_action & KEY_MOTION)
2084 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
2086 // if snap key already pressed, keep pause mode when releasing
2087 if (stored_player[pnr].action & KEY_BUTTON_SNAP)
2088 has_snapped[pnr] = TRUE;
2090 else if (key_status == KEY_PRESSED && key_action & KEY_BUTTON_DROP)
2092 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
2094 if (level.game_engine_type == GAME_ENGINE_TYPE_SP &&
2095 getRedDiskReleaseFlag_SP() == 0)
2097 // add a single inactive frame before dropping starts
2098 stored_player[pnr].action &= ~KEY_BUTTON_DROP;
2099 stored_player[pnr].force_dropping = TRUE;
2102 else if (key_status == KEY_RELEASED && key_action & KEY_BUTTON_SNAP)
2104 // if snap key was pressed without direction, leave pause mode
2105 if (!has_snapped[pnr])
2106 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
2108 has_snapped[pnr] = FALSE;
2113 // prevent key release events from un-pausing a paused game
2114 if (key_status == KEY_PRESSED && key_action & KEY_ACTION)
2115 TapeTogglePause(TAPE_TOGGLE_MANUAL);
2119 // for MM style levels, handle in-game keyboard input in HandleJoystick()
2120 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
2126 for (i = 0; i < NUM_PLAYER_ACTIONS; i++)
2127 if (key == key_info[i].key_default)
2128 joy |= key_info[i].action;
2133 if (key_status == KEY_PRESSED)
2134 key_joystick_mapping |= joy;
2136 key_joystick_mapping &= ~joy;
2141 if (game_status != GAME_MODE_PLAYING)
2142 key_joystick_mapping = 0;
2144 if (key_status == KEY_RELEASED)
2146 // reset flag to ignore repeated "key pressed" events after key release
2147 ignore_repeated_key = FALSE;
2152 if ((key == KSYM_F11 ||
2153 ((key == KSYM_Return ||
2154 key == KSYM_KP_Enter) && (GetKeyModState() & KMOD_Alt))) &&
2155 video.fullscreen_available &&
2156 !ignore_repeated_key)
2158 setup.fullscreen = !setup.fullscreen;
2160 ToggleFullscreenIfNeeded();
2162 if (game_status == GAME_MODE_SETUP)
2163 RedrawSetupScreenAfterFullscreenToggle();
2165 UpdateMousePosition();
2167 // set flag to ignore repeated "key pressed" events
2168 ignore_repeated_key = TRUE;
2173 if ((key == KSYM_0 || key == KSYM_KP_0 ||
2174 key == KSYM_minus || key == KSYM_KP_Subtract ||
2175 key == KSYM_plus || key == KSYM_KP_Add ||
2176 key == KSYM_equal) && // ("Shift-=" is "+" on US keyboards)
2177 (GetKeyModState() & (KMOD_Control | KMOD_Meta)) &&
2178 video.window_scaling_available &&
2179 !video.fullscreen_enabled)
2181 if (key == KSYM_0 || key == KSYM_KP_0)
2182 setup.window_scaling_percent = STD_WINDOW_SCALING_PERCENT;
2183 else if (key == KSYM_minus || key == KSYM_KP_Subtract)
2184 setup.window_scaling_percent -= STEP_WINDOW_SCALING_PERCENT;
2186 setup.window_scaling_percent += STEP_WINDOW_SCALING_PERCENT;
2188 if (setup.window_scaling_percent < MIN_WINDOW_SCALING_PERCENT)
2189 setup.window_scaling_percent = MIN_WINDOW_SCALING_PERCENT;
2190 else if (setup.window_scaling_percent > MAX_WINDOW_SCALING_PERCENT)
2191 setup.window_scaling_percent = MAX_WINDOW_SCALING_PERCENT;
2193 ChangeWindowScalingIfNeeded();
2195 if (game_status == GAME_MODE_SETUP)
2196 RedrawSetupScreenAfterFullscreenToggle();
2198 UpdateMousePosition();
2203 // some key events are handled like clicks for global animations
2204 boolean click = (key == KSYM_space ||
2205 key == KSYM_Return ||
2206 key == KSYM_Escape);
2208 if (click && HandleGlobalAnimClicks(-1, -1, MB_LEFTBUTTON, TRUE))
2210 // do not handle this key event anymore
2211 if (key != KSYM_Escape) // always allow ESC key to be handled
2215 if (game_status == GAME_MODE_PLAYING && game.all_players_gone &&
2216 (key == KSYM_Return || key == setup.shortcut.toggle_pause))
2223 if (game_status == GAME_MODE_MAIN &&
2224 (key == setup.shortcut.toggle_pause || key == KSYM_space))
2226 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
2231 if (game_status == GAME_MODE_MAIN || game_status == GAME_MODE_PLAYING)
2233 if (key == setup.shortcut.save_game)
2235 else if (key == setup.shortcut.load_game)
2237 else if (key == setup.shortcut.toggle_pause)
2238 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
2240 HandleTapeButtonKeys(key);
2241 HandleSoundButtonKeys(key);
2244 if (game_status == GAME_MODE_PLAYING && !network_playing)
2246 int centered_player_nr_next = -999;
2248 if (key == setup.shortcut.focus_player_all)
2249 centered_player_nr_next = -1;
2251 for (i = 0; i < MAX_PLAYERS; i++)
2252 if (key == setup.shortcut.focus_player[i])
2253 centered_player_nr_next = i;
2255 if (centered_player_nr_next != -999)
2257 game.centered_player_nr_next = centered_player_nr_next;
2258 game.set_centered_player = TRUE;
2262 tape.centered_player_nr_next = game.centered_player_nr_next;
2263 tape.set_centered_player = TRUE;
2268 HandleKeysSpecial(key);
2270 if (HandleGadgetsKeyInput(key))
2271 return; // do not handle already processed keys again
2273 switch (game_status)
2275 case GAME_MODE_PSEUDO_TYPENAME:
2276 HandleTypeName(0, key);
2279 case GAME_MODE_TITLE:
2280 case GAME_MODE_MAIN:
2281 case GAME_MODE_LEVELS:
2282 case GAME_MODE_LEVELNR:
2283 case GAME_MODE_SETUP:
2284 case GAME_MODE_INFO:
2285 case GAME_MODE_SCORES:
2287 if (anyTextGadgetActiveOrJustFinished && key != KSYM_Escape)
2294 if (game_status == GAME_MODE_TITLE)
2295 HandleTitleScreen(0, 0, 0, 0, MB_MENU_CHOICE);
2296 else if (game_status == GAME_MODE_MAIN)
2297 HandleMainMenu(0, 0, 0, 0, MB_MENU_CHOICE);
2298 else if (game_status == GAME_MODE_LEVELS)
2299 HandleChooseLevelSet(0, 0, 0, 0, MB_MENU_CHOICE);
2300 else if (game_status == GAME_MODE_LEVELNR)
2301 HandleChooseLevelNr(0, 0, 0, 0, MB_MENU_CHOICE);
2302 else if (game_status == GAME_MODE_SETUP)
2303 HandleSetupScreen(0, 0, 0, 0, MB_MENU_CHOICE);
2304 else if (game_status == GAME_MODE_INFO)
2305 HandleInfoScreen(0, 0, 0, 0, MB_MENU_CHOICE);
2306 else if (game_status == GAME_MODE_SCORES)
2307 HandleHallOfFame(0, 0, 0, 0, MB_MENU_CHOICE);
2311 if (game_status != GAME_MODE_MAIN)
2312 FadeSkipNextFadeIn();
2314 if (game_status == GAME_MODE_TITLE)
2315 HandleTitleScreen(0, 0, 0, 0, MB_MENU_LEAVE);
2316 else if (game_status == GAME_MODE_LEVELS)
2317 HandleChooseLevelSet(0, 0, 0, 0, MB_MENU_LEAVE);
2318 else if (game_status == GAME_MODE_LEVELNR)
2319 HandleChooseLevelNr(0, 0, 0, 0, MB_MENU_LEAVE);
2320 else if (game_status == GAME_MODE_SETUP)
2321 HandleSetupScreen(0, 0, 0, 0, MB_MENU_LEAVE);
2322 else if (game_status == GAME_MODE_INFO)
2323 HandleInfoScreen(0, 0, 0, 0, MB_MENU_LEAVE);
2324 else if (game_status == GAME_MODE_SCORES)
2325 HandleHallOfFame(0, 0, 0, 0, MB_MENU_LEAVE);
2329 if (game_status == GAME_MODE_LEVELS)
2330 HandleChooseLevelSet(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
2331 else if (game_status == GAME_MODE_LEVELNR)
2332 HandleChooseLevelNr(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
2333 else if (game_status == GAME_MODE_SETUP)
2334 HandleSetupScreen(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
2335 else if (game_status == GAME_MODE_INFO)
2336 HandleInfoScreen(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
2337 else if (game_status == GAME_MODE_SCORES)
2338 HandleHallOfFame(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
2341 case KSYM_Page_Down:
2342 if (game_status == GAME_MODE_LEVELS)
2343 HandleChooseLevelSet(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
2344 else if (game_status == GAME_MODE_LEVELNR)
2345 HandleChooseLevelNr(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
2346 else if (game_status == GAME_MODE_SETUP)
2347 HandleSetupScreen(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
2348 else if (game_status == GAME_MODE_INFO)
2349 HandleInfoScreen(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
2350 else if (game_status == GAME_MODE_SCORES)
2351 HandleHallOfFame(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
2359 case GAME_MODE_EDITOR:
2360 if (!anyTextGadgetActiveOrJustFinished || key == KSYM_Escape)
2361 HandleLevelEditorKeyInput(key);
2364 case GAME_MODE_PLAYING:
2369 RequestQuitGame(setup.ask_on_escape);
2379 if (key == KSYM_Escape)
2381 SetGameStatus(GAME_MODE_MAIN);
2390 void HandleNoEvent(void)
2392 HandleMouseCursor();
2394 switch (game_status)
2396 case GAME_MODE_PLAYING:
2397 HandleButtonOrFinger(-1, -1, -1);
2402 void HandleEventActions(void)
2404 // if (button_status && game_status != GAME_MODE_PLAYING)
2405 if (button_status && (game_status != GAME_MODE_PLAYING ||
2407 level.game_engine_type == GAME_ENGINE_TYPE_MM))
2409 HandleButton(0, 0, button_status, -button_status);
2416 if (network.enabled)
2419 switch (game_status)
2421 case GAME_MODE_MAIN:
2422 DrawPreviewLevelAnimation();
2425 case GAME_MODE_EDITOR:
2426 HandleLevelEditorIdle();
2434 static void HandleTileCursor(int dx, int dy, int button)
2437 ClearPlayerMouseAction();
2444 SetPlayerMouseAction(tile_cursor.x, tile_cursor.y,
2445 (dx < 0 ? MB_LEFTBUTTON :
2446 dx > 0 ? MB_RIGHTBUTTON : MB_RELEASED));
2448 else if (!tile_cursor.moving)
2450 int old_xpos = tile_cursor.xpos;
2451 int old_ypos = tile_cursor.ypos;
2452 int new_xpos = old_xpos;
2453 int new_ypos = old_ypos;
2455 if (IN_LEV_FIELD(old_xpos + dx, old_ypos))
2456 new_xpos = old_xpos + dx;
2458 if (IN_LEV_FIELD(old_xpos, old_ypos + dy))
2459 new_ypos = old_ypos + dy;
2461 SetTileCursorTargetXY(new_xpos, new_ypos);
2465 static int HandleJoystickForAllPlayers(void)
2469 boolean no_joysticks_configured = TRUE;
2470 boolean use_as_joystick_nr = (game_status != GAME_MODE_PLAYING);
2471 static byte joy_action_last[MAX_PLAYERS];
2473 for (i = 0; i < MAX_PLAYERS; i++)
2474 if (setup.input[i].use_joystick)
2475 no_joysticks_configured = FALSE;
2477 // if no joysticks configured, map connected joysticks to players
2478 if (no_joysticks_configured)
2479 use_as_joystick_nr = TRUE;
2481 for (i = 0; i < MAX_PLAYERS; i++)
2483 byte joy_action = 0;
2485 joy_action = JoystickExt(i, use_as_joystick_nr);
2486 result |= joy_action;
2488 if ((setup.input[i].use_joystick || no_joysticks_configured) &&
2489 joy_action != joy_action_last[i])
2490 stored_player[i].action = joy_action;
2492 joy_action_last[i] = joy_action;
2498 void HandleJoystick(void)
2500 static unsigned int joytest_delay = 0;
2501 static unsigned int joytest_delay_value = GADGET_FRAME_DELAY;
2502 static int joytest_last = 0;
2503 int delay_value_first = GADGET_FRAME_DELAY_FIRST;
2504 int delay_value = GADGET_FRAME_DELAY;
2505 int joystick = HandleJoystickForAllPlayers();
2506 int keyboard = key_joystick_mapping;
2507 int joy = (joystick | keyboard);
2508 int joytest = joystick;
2509 int left = joy & JOY_LEFT;
2510 int right = joy & JOY_RIGHT;
2511 int up = joy & JOY_UP;
2512 int down = joy & JOY_DOWN;
2513 int button = joy & JOY_BUTTON;
2514 int newbutton = (AnyJoystickButton() == JOY_BUTTON_NEW_PRESSED);
2515 int dx = (left ? -1 : right ? 1 : 0);
2516 int dy = (up ? -1 : down ? 1 : 0);
2517 boolean use_delay_value_first = (joytest != joytest_last);
2519 if (HandleGlobalAnimClicks(-1, -1, newbutton, FALSE))
2521 // do not handle this button event anymore
2525 if (newbutton && (game_status == GAME_MODE_PSEUDO_TYPENAME ||
2526 anyTextGadgetActive()))
2528 // leave name input in main menu or text input gadget
2529 HandleKey(KSYM_Escape, KEY_PRESSED);
2530 HandleKey(KSYM_Escape, KEY_RELEASED);
2535 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
2537 if (game_status == GAME_MODE_PLAYING)
2539 // when playing MM style levels, also use delay for keyboard events
2540 joytest |= keyboard;
2542 // only use first delay value for new events, but not for changed events
2543 use_delay_value_first = (!joytest != !joytest_last);
2545 // only use delay after the initial keyboard event
2549 // for any joystick or keyboard event, enable playfield tile cursor
2550 if (dx || dy || button)
2551 SetTileCursorEnabled(TRUE);
2554 if (joytest && !button && !DelayReached(&joytest_delay, joytest_delay_value))
2556 // delay joystick/keyboard actions if axes/keys continually pressed
2557 newbutton = dx = dy = 0;
2561 // first start with longer delay, then continue with shorter delay
2562 joytest_delay_value =
2563 (use_delay_value_first ? delay_value_first : delay_value);
2566 joytest_last = joytest;
2568 switch (game_status)
2570 case GAME_MODE_TITLE:
2571 case GAME_MODE_MAIN:
2572 case GAME_MODE_LEVELS:
2573 case GAME_MODE_LEVELNR:
2574 case GAME_MODE_SETUP:
2575 case GAME_MODE_INFO:
2576 case GAME_MODE_SCORES:
2578 if (anyTextGadgetActive())
2581 if (game_status == GAME_MODE_TITLE)
2582 HandleTitleScreen(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
2583 else if (game_status == GAME_MODE_MAIN)
2584 HandleMainMenu(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
2585 else if (game_status == GAME_MODE_LEVELS)
2586 HandleChooseLevelSet(0,0,dx,dy,newbutton?MB_MENU_CHOICE : MB_MENU_MARK);
2587 else if (game_status == GAME_MODE_LEVELNR)
2588 HandleChooseLevelNr(0,0,dx,dy,newbutton? MB_MENU_CHOICE : MB_MENU_MARK);
2589 else if (game_status == GAME_MODE_SETUP)
2590 HandleSetupScreen(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
2591 else if (game_status == GAME_MODE_INFO)
2592 HandleInfoScreen(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
2593 else if (game_status == GAME_MODE_SCORES)
2594 HandleHallOfFame(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
2599 case GAME_MODE_PLAYING:
2601 // !!! causes immediate GameEnd() when solving MM level with keyboard !!!
2602 if (tape.playing || keyboard)
2603 newbutton = ((joy & JOY_BUTTON) != 0);
2606 if (newbutton && game.all_players_gone)
2613 if (tape.recording && tape.pausing && tape.use_key_actions)
2615 if (tape.single_step)
2617 if (joystick & JOY_ACTION)
2618 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
2622 if (joystick & JOY_ACTION)
2623 TapeTogglePause(TAPE_TOGGLE_MANUAL);
2627 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
2628 HandleTileCursor(dx, dy, button);
2637 void HandleSpecialGameControllerButtons(Event *event)
2642 switch (event->type)
2644 case SDL_CONTROLLERBUTTONDOWN:
2645 key_status = KEY_PRESSED;
2648 case SDL_CONTROLLERBUTTONUP:
2649 key_status = KEY_RELEASED;
2656 switch (event->cbutton.button)
2658 case SDL_CONTROLLER_BUTTON_START:
2662 case SDL_CONTROLLER_BUTTON_BACK:
2670 HandleKey(key, key_status);
2673 void HandleSpecialGameControllerKeys(Key key, int key_status)
2675 #if defined(KSYM_Rewind) && defined(KSYM_FastForward)
2676 int button = SDL_CONTROLLER_BUTTON_INVALID;
2678 // map keys to joystick buttons (special hack for Amazon Fire TV remote)
2679 if (key == KSYM_Rewind)
2680 button = SDL_CONTROLLER_BUTTON_A;
2681 else if (key == KSYM_FastForward || key == KSYM_Menu)
2682 button = SDL_CONTROLLER_BUTTON_B;
2684 if (button != SDL_CONTROLLER_BUTTON_INVALID)
2688 event.type = (key_status == KEY_PRESSED ? SDL_CONTROLLERBUTTONDOWN :
2689 SDL_CONTROLLERBUTTONUP);
2691 event.cbutton.which = 0; // first joystick (Amazon Fire TV remote)
2692 event.cbutton.button = button;
2693 event.cbutton.state = (key_status == KEY_PRESSED ? SDL_PRESSED :
2696 HandleJoystickEvent(&event);
2701 boolean DoKeysymAction(int keysym)
2705 Key key = (Key)(-keysym);
2707 HandleKey(key, KEY_PRESSED);
2708 HandleKey(key, KEY_RELEASED);