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 Debug("event:button", "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 Debug("event:motion", "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 Debug("event:wheel", "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 Debug("event:wheel", "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 Debug("event:window", "name: '%s', data1: %ld, data2: %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 Debug("event:finger", "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 // Debug("event:finger", "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 // Debug("event:finger", "MARK 2: %d", i);
754 if (!touch_info[i].touched)
756 // Debug("event:finger", "MARK 3: %d", i);
762 if (i >= NUM_TOUCH_FINGERS)
764 // all slots allocated -- use oldest slot
767 // Debug("event:finger", "MARK 4: %d", i);
772 // release of previously unknown key (should not happen)
774 if (key != KSYM_UNDEFINED)
776 HandleKey(key, KEY_RELEASED);
778 Debug("event:finger", "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 Debug("event:finger", "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 Debug("event:finger", "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 Debug("event:finger", "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 Debug("event:finger", "---------- MOVE STARTED (WAIT) ----------");
871 button_id = event->fingerId;
876 button_key = setup.input[0].key.snap;
878 HandleKey(button_key, KEY_PRESSED);
880 Debug("event:finger", "---------- 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 Debug("event:finger", "---------- 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 Debug("event:finger", "---------- 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 Debug("event:finger", "---------- 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 Debug("event:finger", "---------- DROP STARTED ----------");
984 void HandleFingerEvent(FingerEvent *event)
986 #if DEBUG_EVENTS_FINGER
987 Debug("event:finger", "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 Debug("event:finger", "---------- 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 Debug("event:finger", "---------- 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 Debug("event:finger", "---------- TOUCH ACTION: ROTATING ----------");
1097 // finger stays at or returned to (horizontal) starting position
1099 SetPlayerMouseAction(old_mx, old_my, MB_RELEASED);
1101 Debug("event:finger", "---------- 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 Debug("event:finger", "---------- 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 Debug("event:finger", "---------- 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 Debug("event:finger", "---------- TOUCH ACTION: ROTATING ----------");
1187 // finger stays at or returned to starting position
1189 SetPlayerMouseAction(old_mx, old_my, MB_RELEASED);
1191 Debug("event:finger", "---------- 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 Debug("event:finger", "---------- 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 Debug("event:finger", "---------- DROP STOPPED ----------");
1247 HandleKey(setup.input[0].key.drop, KEY_RELEASED);
1251 Debug("event:finger", "---------- SNAP STOPPED ----------");
1253 HandleKey(setup.input[0].key.snap, KEY_RELEASED);
1257 motion_key_x = KSYM_UNDEFINED;
1258 motion_key_y = KSYM_UNDEFINED;
1260 Debug("event:finger", "---------- 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 Debug("event:finger", "---------- DROP STARTED ----------");
1306 HandleKey(setup.input[0].key.drop, KEY_PRESSED);
1310 Debug("event:finger", "---------- 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 Debug("event:finger", "---------- 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 Debug("event:finger", "---------- %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 Debug("event:finger", "---------- %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 // if Shift or right Alt key is pressed, handle key as text input
1390 if ((GetKeyModState() & KMOD_TextInput) != KMOD_None)
1393 // ignore raw keys as text input when not in text input mode
1394 if (KSYM_RAW(key) && !textinput_status)
1397 // else handle all printable keys as text input
1398 return KSYM_PRINTABLE(key);
1401 void HandleTextEvent(TextEvent *event)
1403 char *text = event->text;
1404 Key key = getKeyFromKeyName(text);
1406 #if DEBUG_EVENTS_TEXT
1407 Debug("event:text", "text == '%s' [%d byte(s), '%c'/%d], resulting key == %d (%s) [%04x]",
1410 text[0], (int)(text[0]),
1412 getKeyNameFromKey(key),
1416 if (checkTextInputKey(key))
1418 // process printable keys (with uppercase etc.) in text input mode
1419 HandleKey(key, KEY_PRESSED);
1420 HandleKey(key, KEY_RELEASED);
1424 void HandlePauseResumeEvent(PauseResumeEvent *event)
1426 if (event->type == SDL_APP_WILLENTERBACKGROUND)
1430 else if (event->type == SDL_APP_DIDENTERFOREGROUND)
1436 void HandleKeyEvent(KeyEvent *event)
1438 int key_status = (event->type == EVENT_KEYPRESS ? KEY_PRESSED : KEY_RELEASED);
1439 boolean with_modifiers = (game_status == GAME_MODE_PLAYING ? FALSE : TRUE);
1440 Key key = GetEventKey(event, with_modifiers);
1441 Key keymod = (with_modifiers ? GetEventKey(event, FALSE) : key);
1443 #if DEBUG_EVENTS_KEY
1444 Debug("event:key", "key was %s, keysym.scancode == %d, keysym.sym == %d, keymod = %d, GetKeyModState() = 0x%04x, resulting key == %d (%s)",
1445 event->type == EVENT_KEYPRESS ? "pressed" : "released",
1446 event->keysym.scancode,
1451 getKeyNameFromKey(key));
1454 #if defined(PLATFORM_ANDROID)
1455 if (key == KSYM_Back)
1457 // always map the "back" button to the "escape" key on Android devices
1460 else if (key == KSYM_Menu)
1462 // the "menu" button can be used to toggle displaying virtual buttons
1463 if (key_status == KEY_PRESSED)
1464 SetOverlayEnabled(!GetOverlayEnabled());
1468 // for any other "real" key event, disable virtual buttons
1469 SetOverlayEnabled(FALSE);
1471 // for any other "real" key event, disable overlay touch buttons
1472 runtime.uses_touch_device = FALSE;
1476 HandleKeyModState(keymod, key_status);
1478 // process all keys if not in text input mode or if non-printable keys
1479 if (!checkTextInputKey(key))
1480 HandleKey(key, key_status);
1483 static int HandleDropFileEvent(char *filename)
1485 Debug("event:dropfile", "filename == '%s'", filename);
1487 // check and extract dropped zip files into correct user data directory
1488 if (!strSuffixLower(filename, ".zip"))
1490 Warn("file '%s' not supported", filename);
1492 return TREE_TYPE_UNDEFINED;
1495 TreeInfo *tree_node = NULL;
1496 int tree_type = GetZipFileTreeType(filename);
1497 char *directory = TREE_USERDIR(tree_type);
1499 if (directory == NULL)
1501 Warn("zip file '%s' has invalid content!", filename);
1503 return TREE_TYPE_UNDEFINED;
1506 if (tree_type == TREE_TYPE_LEVEL_DIR &&
1507 game_status == GAME_MODE_LEVELS &&
1508 leveldir_current->node_parent != NULL)
1510 // extract new level set next to currently selected level set
1511 tree_node = leveldir_current;
1513 // get parent directory of currently selected level set directory
1514 directory = getLevelDirFromTreeInfo(leveldir_current->node_parent);
1516 // use private level directory instead of top-level package level directory
1517 if (strPrefix(directory, options.level_directory) &&
1518 strEqual(leveldir_current->node_parent->fullpath, "."))
1519 directory = getUserLevelDir(NULL);
1522 // extract level or artwork set from zip file to target directory
1523 char *top_dir = ExtractZipFileIntoDirectory(filename, directory, tree_type);
1525 if (top_dir == NULL)
1527 // error message already issued by "ExtractZipFileIntoDirectory()"
1529 return TREE_TYPE_UNDEFINED;
1532 // add extracted level or artwork set to tree info structure
1533 AddTreeSetToTreeInfo(tree_node, directory, top_dir, tree_type);
1535 // update menu screen (and possibly change current level set)
1536 DrawScreenAfterAddingSet(top_dir, tree_type);
1541 static void HandleDropTextEvent(char *text)
1543 Debug("event:droptext", "text == '%s'", text);
1546 static void HandleDropCompleteEvent(int num_level_sets_succeeded,
1547 int num_artwork_sets_succeeded,
1548 int num_files_failed)
1550 // only show request dialog if no other request dialog already active
1551 if (game.request_active)
1554 // this case can happen with drag-and-drop with older SDL versions
1555 if (num_level_sets_succeeded == 0 &&
1556 num_artwork_sets_succeeded == 0 &&
1557 num_files_failed == 0)
1562 if (num_level_sets_succeeded > 0 || num_artwork_sets_succeeded > 0)
1564 char message_part1[50];
1566 sprintf(message_part1, "New %s set%s added",
1567 (num_artwork_sets_succeeded == 0 ? "level" :
1568 num_level_sets_succeeded == 0 ? "artwork" : "level and artwork"),
1569 (num_level_sets_succeeded +
1570 num_artwork_sets_succeeded > 1 ? "s" : ""));
1572 if (num_files_failed > 0)
1573 sprintf(message, "%s, but %d dropped file%s failed!",
1574 message_part1, num_files_failed, num_files_failed > 1 ? "s" : "");
1576 sprintf(message, "%s!", message_part1);
1578 else if (num_files_failed > 0)
1580 sprintf(message, "Failed to process dropped file%s!",
1581 num_files_failed > 1 ? "s" : "");
1584 Request(message, REQ_CONFIRM);
1587 void HandleDropEvent(Event *event)
1589 static boolean confirm_on_drop_complete = FALSE;
1590 static int num_level_sets_succeeded = 0;
1591 static int num_artwork_sets_succeeded = 0;
1592 static int num_files_failed = 0;
1594 switch (event->type)
1598 confirm_on_drop_complete = TRUE;
1599 num_level_sets_succeeded = 0;
1600 num_artwork_sets_succeeded = 0;
1601 num_files_failed = 0;
1608 int tree_type = HandleDropFileEvent(event->drop.file);
1610 if (tree_type == TREE_TYPE_LEVEL_DIR)
1611 num_level_sets_succeeded++;
1612 else if (tree_type == TREE_TYPE_GRAPHICS_DIR ||
1613 tree_type == TREE_TYPE_SOUNDS_DIR ||
1614 tree_type == TREE_TYPE_MUSIC_DIR)
1615 num_artwork_sets_succeeded++;
1619 // SDL_DROPBEGIN / SDL_DROPCOMPLETE did not exist in older SDL versions
1620 if (!confirm_on_drop_complete)
1622 // process all remaining events, including further SDL_DROPFILE events
1625 HandleDropCompleteEvent(num_level_sets_succeeded,
1626 num_artwork_sets_succeeded,
1629 num_level_sets_succeeded = 0;
1630 num_artwork_sets_succeeded = 0;
1631 num_files_failed = 0;
1639 HandleDropTextEvent(event->drop.file);
1644 case SDL_DROPCOMPLETE:
1646 HandleDropCompleteEvent(num_level_sets_succeeded,
1647 num_artwork_sets_succeeded,
1654 if (event->drop.file != NULL)
1655 SDL_free(event->drop.file);
1658 void HandleUserEvent(UserEvent *event)
1660 switch (event->code)
1662 case USEREVENT_ANIM_DELAY_ACTION:
1663 case USEREVENT_ANIM_EVENT_ACTION:
1664 // execute action functions until matching action was found
1665 if (DoKeysymAction(event->value1) ||
1666 DoGadgetAction(event->value1) ||
1667 DoScreenAction(event->value1))
1676 void HandleButton(int mx, int my, int button, int button_nr)
1678 static int old_mx = 0, old_my = 0;
1679 boolean button_hold = FALSE;
1680 boolean handle_gadgets = TRUE;
1686 button_nr = -button_nr;
1695 #if defined(PLATFORM_ANDROID)
1696 // when playing, only handle gadgets when using "follow finger" controls
1697 // or when using touch controls in combination with the MM game engine
1698 // or when using gadgets that do not overlap with virtual buttons
1700 (game_status != GAME_MODE_PLAYING ||
1701 level.game_engine_type == GAME_ENGINE_TYPE_MM ||
1702 strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER) ||
1703 (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS) &&
1704 !CheckVirtualButtonPressed(mx, my, button)));
1706 // always recognize potentially releasing already pressed gadgets
1707 if (button == MB_RELEASED)
1708 handle_gadgets = TRUE;
1710 // always recognize pressing or releasing overlay touch buttons
1711 if (CheckPosition_OverlayTouchButtons(mx, my, button) && !motion_status)
1712 handle_gadgets = TRUE;
1715 if (HandleGlobalAnimClicks(mx, my, button, FALSE))
1717 // do not handle this button event anymore
1718 return; // force mouse event not to be handled at all
1721 if (handle_gadgets && HandleGadgets(mx, my, button))
1723 // do not handle this button event anymore
1724 mx = my = -32; // force mouse event to be outside screen tiles
1727 if (button_hold && game_status == GAME_MODE_PLAYING && tape.pausing)
1730 // do not use scroll wheel button events for anything other than gadgets
1731 if (IS_WHEEL_BUTTON(button_nr))
1734 switch (game_status)
1736 case GAME_MODE_TITLE:
1737 HandleTitleScreen(mx, my, 0, 0, button);
1740 case GAME_MODE_MAIN:
1741 HandleMainMenu(mx, my, 0, 0, button);
1744 case GAME_MODE_PSEUDO_TYPENAME:
1745 HandleTypeName(0, KSYM_Return);
1748 case GAME_MODE_LEVELS:
1749 HandleChooseLevelSet(mx, my, 0, 0, button);
1752 case GAME_MODE_LEVELNR:
1753 HandleChooseLevelNr(mx, my, 0, 0, button);
1756 case GAME_MODE_SCORES:
1757 HandleHallOfFame(0, 0, 0, 0, button);
1760 case GAME_MODE_EDITOR:
1761 HandleLevelEditorIdle();
1764 case GAME_MODE_INFO:
1765 HandleInfoScreen(mx, my, 0, 0, button);
1768 case GAME_MODE_SETUP:
1769 HandleSetupScreen(mx, my, 0, 0, button);
1772 case GAME_MODE_PLAYING:
1773 if (!strEqual(setup.touch.control_type, TOUCH_CONTROL_OFF))
1774 HandleButtonOrFinger(mx, my, button);
1776 SetPlayerMouseAction(mx, my, button);
1779 if (button == MB_PRESSED && !motion_status && !button_hold &&
1780 IN_GFX_FIELD_PLAY(mx, my) && GetKeyModState() & KMOD_Control)
1781 DumpTileFromScreen(mx, my);
1791 #define MAX_CHEAT_INPUT_LEN 32
1793 static void HandleKeysSpecial(Key key)
1795 static char cheat_input[2 * MAX_CHEAT_INPUT_LEN + 1] = "";
1796 char letter = getCharFromKey(key);
1797 int cheat_input_len = strlen(cheat_input);
1803 if (cheat_input_len >= 2 * MAX_CHEAT_INPUT_LEN)
1805 for (i = 0; i < MAX_CHEAT_INPUT_LEN + 1; i++)
1806 cheat_input[i] = cheat_input[MAX_CHEAT_INPUT_LEN + i];
1808 cheat_input_len = MAX_CHEAT_INPUT_LEN;
1811 cheat_input[cheat_input_len++] = letter;
1812 cheat_input[cheat_input_len] = '\0';
1814 #if DEBUG_EVENTS_KEY
1815 Debug("event:key:special", "'%s' [%d]", cheat_input, cheat_input_len);
1818 if (game_status == GAME_MODE_MAIN)
1820 if (strSuffix(cheat_input, ":insert-solution-tape") ||
1821 strSuffix(cheat_input, ":ist"))
1823 InsertSolutionTape();
1825 else if (strSuffix(cheat_input, ":play-solution-tape") ||
1826 strSuffix(cheat_input, ":pst"))
1830 else if (strSuffix(cheat_input, ":reload-graphics") ||
1831 strSuffix(cheat_input, ":rg"))
1833 ReloadCustomArtwork(1 << ARTWORK_TYPE_GRAPHICS);
1836 else if (strSuffix(cheat_input, ":reload-sounds") ||
1837 strSuffix(cheat_input, ":rs"))
1839 ReloadCustomArtwork(1 << ARTWORK_TYPE_SOUNDS);
1842 else if (strSuffix(cheat_input, ":reload-music") ||
1843 strSuffix(cheat_input, ":rm"))
1845 ReloadCustomArtwork(1 << ARTWORK_TYPE_MUSIC);
1848 else if (strSuffix(cheat_input, ":reload-artwork") ||
1849 strSuffix(cheat_input, ":ra"))
1851 ReloadCustomArtwork(1 << ARTWORK_TYPE_GRAPHICS |
1852 1 << ARTWORK_TYPE_SOUNDS |
1853 1 << ARTWORK_TYPE_MUSIC);
1856 else if (strSuffix(cheat_input, ":dump-level") ||
1857 strSuffix(cheat_input, ":dl"))
1861 else if (strSuffix(cheat_input, ":dump-tape") ||
1862 strSuffix(cheat_input, ":dt"))
1866 else if (strSuffix(cheat_input, ":undo-tape") ||
1867 strSuffix(cheat_input, ":ut"))
1871 else if (strSuffix(cheat_input, ":fix-tape") ||
1872 strSuffix(cheat_input, ":ft"))
1874 FixTape_ForceSinglePlayer();
1876 else if (strSuffix(cheat_input, ":save-native-level") ||
1877 strSuffix(cheat_input, ":snl"))
1879 SaveNativeLevel(&level);
1881 else if (strSuffix(cheat_input, ":frames-per-second") ||
1882 strSuffix(cheat_input, ":fps"))
1884 global.show_frames_per_second = !global.show_frames_per_second;
1887 else if (game_status == GAME_MODE_PLAYING)
1890 if (strSuffix(cheat_input, ".q"))
1891 DEBUG_SetMaximumDynamite();
1894 else if (game_status == GAME_MODE_EDITOR)
1896 if (strSuffix(cheat_input, ":dump-brush") ||
1897 strSuffix(cheat_input, ":DB"))
1901 else if (strSuffix(cheat_input, ":DDB"))
1906 if (GetKeyModState() & (KMOD_Control | KMOD_Meta))
1908 if (letter == 'x') // copy brush to clipboard (small size)
1910 CopyBrushToClipboard_Small();
1912 else if (letter == 'c') // copy brush to clipboard (normal size)
1914 CopyBrushToClipboard();
1916 else if (letter == 'v') // paste brush from Clipboard
1918 CopyClipboardToBrush();
1920 else if (letter == 'z') // undo or redo last operation
1922 if (GetKeyModState() & KMOD_Shift)
1923 RedoLevelEditorOperation();
1925 UndoLevelEditorOperation();
1930 // special key shortcuts for all game modes
1931 if (strSuffix(cheat_input, ":dump-event-actions") ||
1932 strSuffix(cheat_input, ":dea") ||
1933 strSuffix(cheat_input, ":DEA"))
1935 DumpGadgetIdentifiers();
1936 DumpScreenIdentifiers();
1940 boolean HandleKeysDebug(Key key, int key_status)
1945 if (key_status != KEY_PRESSED)
1948 if (game_status == GAME_MODE_PLAYING || !setup.debug.frame_delay_game_only)
1950 boolean mod_key_pressed = ((GetKeyModState() & KMOD_Valid) != KMOD_None);
1952 for (i = 0; i < NUM_DEBUG_FRAME_DELAY_KEYS; i++)
1954 if (key == setup.debug.frame_delay_key[i] &&
1955 (mod_key_pressed == setup.debug.frame_delay_use_mod_key))
1957 GameFrameDelay = (GameFrameDelay != setup.debug.frame_delay[i] ?
1958 setup.debug.frame_delay[i] : setup.game_frame_delay);
1960 if (!setup.debug.frame_delay_game_only)
1961 MenuFrameDelay = GameFrameDelay;
1963 SetVideoFrameDelay(GameFrameDelay);
1965 if (GameFrameDelay > ONE_SECOND_DELAY)
1966 Debug("event:key:debug", "frame delay == %d ms", GameFrameDelay);
1967 else if (GameFrameDelay != 0)
1968 Debug("event:key:debug", "frame delay == %d ms (max. %d fps / %d %%)",
1969 GameFrameDelay, ONE_SECOND_DELAY / GameFrameDelay,
1970 GAME_FRAME_DELAY * 100 / GameFrameDelay);
1972 Debug("event:key:debug", "frame delay == 0 ms (maximum speed)");
1979 if (game_status == GAME_MODE_PLAYING)
1983 options.debug = !options.debug;
1985 Debug("event:key:debug", "debug mode %s",
1986 (options.debug ? "enabled" : "disabled"));
1990 else if (key == KSYM_v)
1992 Debug("event:key:debug", "currently using game engine version %d",
1993 game.engine_version);
2003 void HandleKey(Key key, int key_status)
2005 boolean anyTextGadgetActiveOrJustFinished = anyTextGadgetActive();
2006 static boolean ignore_repeated_key = FALSE;
2007 static struct SetupKeyboardInfo ski;
2008 static struct SetupShortcutInfo ssi;
2017 { &ski.left, &ssi.snap_left, DEFAULT_KEY_LEFT, JOY_LEFT },
2018 { &ski.right, &ssi.snap_right, DEFAULT_KEY_RIGHT, JOY_RIGHT },
2019 { &ski.up, &ssi.snap_up, DEFAULT_KEY_UP, JOY_UP },
2020 { &ski.down, &ssi.snap_down, DEFAULT_KEY_DOWN, JOY_DOWN },
2021 { &ski.snap, NULL, DEFAULT_KEY_SNAP, JOY_BUTTON_SNAP },
2022 { &ski.drop, NULL, DEFAULT_KEY_DROP, JOY_BUTTON_DROP }
2027 if (HandleKeysDebug(key, key_status))
2028 return; // do not handle already processed keys again
2030 // map special keys (media keys / remote control buttons) to default keys
2031 if (key == KSYM_PlayPause)
2033 else if (key == KSYM_Select)
2036 HandleSpecialGameControllerKeys(key, key_status);
2038 if (game_status == GAME_MODE_PLAYING)
2040 // only needed for single-step tape recording mode
2041 static boolean has_snapped[MAX_PLAYERS] = { FALSE, FALSE, FALSE, FALSE };
2044 for (pnr = 0; pnr < MAX_PLAYERS; pnr++)
2046 byte key_action = 0;
2047 byte key_snap_action = 0;
2049 if (setup.input[pnr].use_joystick)
2052 ski = setup.input[pnr].key;
2054 for (i = 0; i < NUM_PLAYER_ACTIONS; i++)
2055 if (key == *key_info[i].key_custom)
2056 key_action |= key_info[i].action;
2058 // use combined snap+direction keys for the first player only
2061 ssi = setup.shortcut;
2063 // also remember normal snap key when handling snap+direction keys
2064 key_snap_action |= key_action & JOY_BUTTON_SNAP;
2066 for (i = 0; i < NUM_DIRECTIONS; i++)
2068 if (key == *key_info[i].key_snap)
2070 key_action |= key_info[i].action | JOY_BUTTON_SNAP;
2071 key_snap_action |= key_info[i].action;
2076 if (key_status == KEY_PRESSED)
2078 stored_player[pnr].action |= key_action;
2079 stored_player[pnr].snap_action |= key_snap_action;
2083 stored_player[pnr].action &= ~key_action;
2084 stored_player[pnr].snap_action &= ~key_snap_action;
2087 // restore snap action if one of several pressed snap keys was released
2088 if (stored_player[pnr].snap_action)
2089 stored_player[pnr].action |= JOY_BUTTON_SNAP;
2091 if (tape.recording && tape.pausing && tape.use_key_actions)
2093 if (tape.single_step)
2095 if (key_status == KEY_PRESSED && key_action & KEY_MOTION)
2097 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
2099 // if snap key already pressed, keep pause mode when releasing
2100 if (stored_player[pnr].action & KEY_BUTTON_SNAP)
2101 has_snapped[pnr] = TRUE;
2103 else if (key_status == KEY_PRESSED && key_action & KEY_BUTTON_DROP)
2105 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
2107 if (level.game_engine_type == GAME_ENGINE_TYPE_SP &&
2108 getRedDiskReleaseFlag_SP() == 0)
2110 // add a single inactive frame before dropping starts
2111 stored_player[pnr].action &= ~KEY_BUTTON_DROP;
2112 stored_player[pnr].force_dropping = TRUE;
2115 else if (key_status == KEY_RELEASED && key_action & KEY_BUTTON_SNAP)
2117 // if snap key was pressed without direction, leave pause mode
2118 if (!has_snapped[pnr])
2119 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
2121 has_snapped[pnr] = FALSE;
2126 // prevent key release events from un-pausing a paused game
2127 if (key_status == KEY_PRESSED && key_action & KEY_ACTION)
2128 TapeTogglePause(TAPE_TOGGLE_MANUAL);
2132 // for MM style levels, handle in-game keyboard input in HandleJoystick()
2133 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
2139 for (i = 0; i < NUM_PLAYER_ACTIONS; i++)
2140 if (key == key_info[i].key_default)
2141 joy |= key_info[i].action;
2146 if (key_status == KEY_PRESSED)
2147 key_joystick_mapping |= joy;
2149 key_joystick_mapping &= ~joy;
2154 if (game_status != GAME_MODE_PLAYING)
2155 key_joystick_mapping = 0;
2157 if (key_status == KEY_RELEASED)
2159 // reset flag to ignore repeated "key pressed" events after key release
2160 ignore_repeated_key = FALSE;
2165 if ((key == KSYM_F11 ||
2166 ((key == KSYM_Return ||
2167 key == KSYM_KP_Enter) && (GetKeyModState() & KMOD_Alt))) &&
2168 video.fullscreen_available &&
2169 !ignore_repeated_key)
2171 setup.fullscreen = !setup.fullscreen;
2173 ToggleFullscreenIfNeeded();
2175 if (game_status == GAME_MODE_SETUP)
2176 RedrawSetupScreenAfterFullscreenToggle();
2178 UpdateMousePosition();
2180 // set flag to ignore repeated "key pressed" events
2181 ignore_repeated_key = TRUE;
2186 if ((key == KSYM_0 || key == KSYM_KP_0 ||
2187 key == KSYM_minus || key == KSYM_KP_Subtract ||
2188 key == KSYM_plus || key == KSYM_KP_Add ||
2189 key == KSYM_equal) && // ("Shift-=" is "+" on US keyboards)
2190 (GetKeyModState() & (KMOD_Control | KMOD_Meta)) &&
2191 video.window_scaling_available &&
2192 !video.fullscreen_enabled)
2194 if (key == KSYM_0 || key == KSYM_KP_0)
2195 setup.window_scaling_percent = STD_WINDOW_SCALING_PERCENT;
2196 else if (key == KSYM_minus || key == KSYM_KP_Subtract)
2197 setup.window_scaling_percent -= STEP_WINDOW_SCALING_PERCENT;
2199 setup.window_scaling_percent += STEP_WINDOW_SCALING_PERCENT;
2201 if (setup.window_scaling_percent < MIN_WINDOW_SCALING_PERCENT)
2202 setup.window_scaling_percent = MIN_WINDOW_SCALING_PERCENT;
2203 else if (setup.window_scaling_percent > MAX_WINDOW_SCALING_PERCENT)
2204 setup.window_scaling_percent = MAX_WINDOW_SCALING_PERCENT;
2206 ChangeWindowScalingIfNeeded();
2208 if (game_status == GAME_MODE_SETUP)
2209 RedrawSetupScreenAfterFullscreenToggle();
2211 UpdateMousePosition();
2216 // some key events are handled like clicks for global animations
2217 boolean click = (key == KSYM_space ||
2218 key == KSYM_Return ||
2219 key == KSYM_Escape);
2221 if (click && HandleGlobalAnimClicks(-1, -1, MB_LEFTBUTTON, TRUE))
2223 // do not handle this key event anymore
2224 if (key != KSYM_Escape) // always allow ESC key to be handled
2228 if (game_status == GAME_MODE_PLAYING && game.all_players_gone &&
2229 (key == KSYM_Return || key == setup.shortcut.toggle_pause))
2236 if (game_status == GAME_MODE_MAIN &&
2237 (key == setup.shortcut.toggle_pause || key == KSYM_space))
2239 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
2244 if (game_status == GAME_MODE_MAIN || game_status == GAME_MODE_PLAYING)
2246 if (key == setup.shortcut.save_game)
2248 else if (key == setup.shortcut.load_game)
2250 else if (key == setup.shortcut.toggle_pause)
2251 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
2253 HandleTapeButtonKeys(key);
2254 HandleSoundButtonKeys(key);
2257 if (game_status == GAME_MODE_PLAYING && !network_playing)
2259 int centered_player_nr_next = -999;
2261 if (key == setup.shortcut.focus_player_all)
2262 centered_player_nr_next = -1;
2264 for (i = 0; i < MAX_PLAYERS; i++)
2265 if (key == setup.shortcut.focus_player[i])
2266 centered_player_nr_next = i;
2268 if (centered_player_nr_next != -999)
2270 game.centered_player_nr_next = centered_player_nr_next;
2271 game.set_centered_player = TRUE;
2275 tape.centered_player_nr_next = game.centered_player_nr_next;
2276 tape.set_centered_player = TRUE;
2281 HandleKeysSpecial(key);
2283 if (HandleGadgetsKeyInput(key))
2284 return; // do not handle already processed keys again
2286 switch (game_status)
2288 case GAME_MODE_PSEUDO_TYPENAME:
2289 HandleTypeName(0, key);
2292 case GAME_MODE_TITLE:
2293 case GAME_MODE_MAIN:
2294 case GAME_MODE_LEVELS:
2295 case GAME_MODE_LEVELNR:
2296 case GAME_MODE_SETUP:
2297 case GAME_MODE_INFO:
2298 case GAME_MODE_SCORES:
2300 if (anyTextGadgetActiveOrJustFinished && key != KSYM_Escape)
2307 if (game_status == GAME_MODE_TITLE)
2308 HandleTitleScreen(0, 0, 0, 0, MB_MENU_CHOICE);
2309 else if (game_status == GAME_MODE_MAIN)
2310 HandleMainMenu(0, 0, 0, 0, MB_MENU_CHOICE);
2311 else if (game_status == GAME_MODE_LEVELS)
2312 HandleChooseLevelSet(0, 0, 0, 0, MB_MENU_CHOICE);
2313 else if (game_status == GAME_MODE_LEVELNR)
2314 HandleChooseLevelNr(0, 0, 0, 0, MB_MENU_CHOICE);
2315 else if (game_status == GAME_MODE_SETUP)
2316 HandleSetupScreen(0, 0, 0, 0, MB_MENU_CHOICE);
2317 else if (game_status == GAME_MODE_INFO)
2318 HandleInfoScreen(0, 0, 0, 0, MB_MENU_CHOICE);
2319 else if (game_status == GAME_MODE_SCORES)
2320 HandleHallOfFame(0, 0, 0, 0, MB_MENU_CHOICE);
2324 if (game_status != GAME_MODE_MAIN)
2325 FadeSkipNextFadeIn();
2327 if (game_status == GAME_MODE_TITLE)
2328 HandleTitleScreen(0, 0, 0, 0, MB_MENU_LEAVE);
2329 else if (game_status == GAME_MODE_LEVELS)
2330 HandleChooseLevelSet(0, 0, 0, 0, MB_MENU_LEAVE);
2331 else if (game_status == GAME_MODE_LEVELNR)
2332 HandleChooseLevelNr(0, 0, 0, 0, MB_MENU_LEAVE);
2333 else if (game_status == GAME_MODE_SETUP)
2334 HandleSetupScreen(0, 0, 0, 0, MB_MENU_LEAVE);
2335 else if (game_status == GAME_MODE_INFO)
2336 HandleInfoScreen(0, 0, 0, 0, MB_MENU_LEAVE);
2337 else if (game_status == GAME_MODE_SCORES)
2338 HandleHallOfFame(0, 0, 0, 0, MB_MENU_LEAVE);
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);
2354 case KSYM_Page_Down:
2355 if (game_status == GAME_MODE_LEVELS)
2356 HandleChooseLevelSet(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
2357 else if (game_status == GAME_MODE_LEVELNR)
2358 HandleChooseLevelNr(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
2359 else if (game_status == GAME_MODE_SETUP)
2360 HandleSetupScreen(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
2361 else if (game_status == GAME_MODE_INFO)
2362 HandleInfoScreen(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
2363 else if (game_status == GAME_MODE_SCORES)
2364 HandleHallOfFame(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
2372 case GAME_MODE_EDITOR:
2373 if (!anyTextGadgetActiveOrJustFinished || key == KSYM_Escape)
2374 HandleLevelEditorKeyInput(key);
2377 case GAME_MODE_PLAYING:
2382 RequestQuitGame(setup.ask_on_escape);
2392 if (key == KSYM_Escape)
2394 SetGameStatus(GAME_MODE_MAIN);
2403 void HandleNoEvent(void)
2405 HandleMouseCursor();
2407 switch (game_status)
2409 case GAME_MODE_PLAYING:
2410 HandleButtonOrFinger(-1, -1, -1);
2415 void HandleEventActions(void)
2417 // if (button_status && game_status != GAME_MODE_PLAYING)
2418 if (button_status && (game_status != GAME_MODE_PLAYING ||
2420 level.game_engine_type == GAME_ENGINE_TYPE_MM))
2422 HandleButton(0, 0, button_status, -button_status);
2429 if (network.enabled)
2432 switch (game_status)
2434 case GAME_MODE_MAIN:
2435 DrawPreviewLevelAnimation();
2438 case GAME_MODE_EDITOR:
2439 HandleLevelEditorIdle();
2447 static void HandleTileCursor(int dx, int dy, int button)
2450 ClearPlayerMouseAction();
2457 SetPlayerMouseAction(tile_cursor.x, tile_cursor.y,
2458 (dx < 0 ? MB_LEFTBUTTON :
2459 dx > 0 ? MB_RIGHTBUTTON : MB_RELEASED));
2461 else if (!tile_cursor.moving)
2463 int old_xpos = tile_cursor.xpos;
2464 int old_ypos = tile_cursor.ypos;
2465 int new_xpos = old_xpos;
2466 int new_ypos = old_ypos;
2468 if (IN_LEV_FIELD(old_xpos + dx, old_ypos))
2469 new_xpos = old_xpos + dx;
2471 if (IN_LEV_FIELD(old_xpos, old_ypos + dy))
2472 new_ypos = old_ypos + dy;
2474 SetTileCursorTargetXY(new_xpos, new_ypos);
2478 static int HandleJoystickForAllPlayers(void)
2482 boolean no_joysticks_configured = TRUE;
2483 boolean use_as_joystick_nr = (game_status != GAME_MODE_PLAYING);
2484 static byte joy_action_last[MAX_PLAYERS];
2486 for (i = 0; i < MAX_PLAYERS; i++)
2487 if (setup.input[i].use_joystick)
2488 no_joysticks_configured = FALSE;
2490 // if no joysticks configured, map connected joysticks to players
2491 if (no_joysticks_configured)
2492 use_as_joystick_nr = TRUE;
2494 for (i = 0; i < MAX_PLAYERS; i++)
2496 byte joy_action = 0;
2498 joy_action = JoystickExt(i, use_as_joystick_nr);
2499 result |= joy_action;
2501 if ((setup.input[i].use_joystick || no_joysticks_configured) &&
2502 joy_action != joy_action_last[i])
2503 stored_player[i].action = joy_action;
2505 joy_action_last[i] = joy_action;
2511 void HandleJoystick(void)
2513 static unsigned int joytest_delay = 0;
2514 static unsigned int joytest_delay_value = GADGET_FRAME_DELAY;
2515 static int joytest_last = 0;
2516 int delay_value_first = GADGET_FRAME_DELAY_FIRST;
2517 int delay_value = GADGET_FRAME_DELAY;
2518 int joystick = HandleJoystickForAllPlayers();
2519 int keyboard = key_joystick_mapping;
2520 int joy = (joystick | keyboard);
2521 int joytest = joystick;
2522 int left = joy & JOY_LEFT;
2523 int right = joy & JOY_RIGHT;
2524 int up = joy & JOY_UP;
2525 int down = joy & JOY_DOWN;
2526 int button = joy & JOY_BUTTON;
2527 int newbutton = (AnyJoystickButton() == JOY_BUTTON_NEW_PRESSED);
2528 int dx = (left ? -1 : right ? 1 : 0);
2529 int dy = (up ? -1 : down ? 1 : 0);
2530 boolean use_delay_value_first = (joytest != joytest_last);
2532 if (HandleGlobalAnimClicks(-1, -1, newbutton, FALSE))
2534 // do not handle this button event anymore
2538 if (newbutton && (game_status == GAME_MODE_PSEUDO_TYPENAME ||
2539 anyTextGadgetActive()))
2541 // leave name input in main menu or text input gadget
2542 HandleKey(KSYM_Escape, KEY_PRESSED);
2543 HandleKey(KSYM_Escape, KEY_RELEASED);
2548 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
2550 if (game_status == GAME_MODE_PLAYING)
2552 // when playing MM style levels, also use delay for keyboard events
2553 joytest |= keyboard;
2555 // only use first delay value for new events, but not for changed events
2556 use_delay_value_first = (!joytest != !joytest_last);
2558 // only use delay after the initial keyboard event
2562 // for any joystick or keyboard event, enable playfield tile cursor
2563 if (dx || dy || button)
2564 SetTileCursorEnabled(TRUE);
2567 if (joytest && !button && !DelayReached(&joytest_delay, joytest_delay_value))
2569 // delay joystick/keyboard actions if axes/keys continually pressed
2570 newbutton = dx = dy = 0;
2574 // first start with longer delay, then continue with shorter delay
2575 joytest_delay_value =
2576 (use_delay_value_first ? delay_value_first : delay_value);
2579 joytest_last = joytest;
2581 switch (game_status)
2583 case GAME_MODE_TITLE:
2584 case GAME_MODE_MAIN:
2585 case GAME_MODE_LEVELS:
2586 case GAME_MODE_LEVELNR:
2587 case GAME_MODE_SETUP:
2588 case GAME_MODE_INFO:
2589 case GAME_MODE_SCORES:
2591 if (anyTextGadgetActive())
2594 if (game_status == GAME_MODE_TITLE)
2595 HandleTitleScreen(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
2596 else if (game_status == GAME_MODE_MAIN)
2597 HandleMainMenu(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
2598 else if (game_status == GAME_MODE_LEVELS)
2599 HandleChooseLevelSet(0,0,dx,dy,newbutton?MB_MENU_CHOICE : MB_MENU_MARK);
2600 else if (game_status == GAME_MODE_LEVELNR)
2601 HandleChooseLevelNr(0,0,dx,dy,newbutton? MB_MENU_CHOICE : MB_MENU_MARK);
2602 else if (game_status == GAME_MODE_SETUP)
2603 HandleSetupScreen(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
2604 else if (game_status == GAME_MODE_INFO)
2605 HandleInfoScreen(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
2606 else if (game_status == GAME_MODE_SCORES)
2607 HandleHallOfFame(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
2612 case GAME_MODE_PLAYING:
2614 // !!! causes immediate GameEnd() when solving MM level with keyboard !!!
2615 if (tape.playing || keyboard)
2616 newbutton = ((joy & JOY_BUTTON) != 0);
2619 if (newbutton && game.all_players_gone)
2626 if (tape.recording && tape.pausing && tape.use_key_actions)
2628 if (tape.single_step)
2630 if (joystick & JOY_ACTION)
2631 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
2635 if (joystick & JOY_ACTION)
2636 TapeTogglePause(TAPE_TOGGLE_MANUAL);
2640 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
2641 HandleTileCursor(dx, dy, button);
2650 void HandleSpecialGameControllerButtons(Event *event)
2655 switch (event->type)
2657 case SDL_CONTROLLERBUTTONDOWN:
2658 key_status = KEY_PRESSED;
2661 case SDL_CONTROLLERBUTTONUP:
2662 key_status = KEY_RELEASED;
2669 switch (event->cbutton.button)
2671 case SDL_CONTROLLER_BUTTON_START:
2675 case SDL_CONTROLLER_BUTTON_BACK:
2683 HandleKey(key, key_status);
2686 void HandleSpecialGameControllerKeys(Key key, int key_status)
2688 #if defined(KSYM_Rewind) && defined(KSYM_FastForward)
2689 int button = SDL_CONTROLLER_BUTTON_INVALID;
2691 // map keys to joystick buttons (special hack for Amazon Fire TV remote)
2692 if (key == KSYM_Rewind)
2693 button = SDL_CONTROLLER_BUTTON_A;
2694 else if (key == KSYM_FastForward || key == KSYM_Menu)
2695 button = SDL_CONTROLLER_BUTTON_B;
2697 if (button != SDL_CONTROLLER_BUTTON_INVALID)
2701 event.type = (key_status == KEY_PRESSED ? SDL_CONTROLLERBUTTONDOWN :
2702 SDL_CONTROLLERBUTTONUP);
2704 event.cbutton.which = 0; // first joystick (Amazon Fire TV remote)
2705 event.cbutton.button = button;
2706 event.cbutton.state = (key_status == KEY_PRESSED ? SDL_PRESSED :
2709 HandleJoystickEvent(&event);
2714 boolean DoKeysymAction(int keysym)
2718 Key key = (Key)(-keysym);
2720 HandleKey(key, KEY_PRESSED);
2721 HandleKey(key, KEY_RELEASED);