{
((MotionEvent *)event)->x -= video.screen_xoffset;
((MotionEvent *)event)->y -= video.screen_yoffset;
+
+ gfx.mouse_x = ((MotionEvent *)event)->x;
+ gfx.mouse_y = ((MotionEvent *)event)->y;
}
// non-motion events are directly passed to event handler functions
HandleKeyEvent((KeyEvent *) &event);
break;
+ case EVENT_USER:
+ HandleUserEvent((UserEvent *) &event);
+ break;
+
default:
HandleOtherEvents(&event);
break;
{
switch (event->type)
{
- case EVENT_EXPOSE:
- HandleExposeEvent((ExposeEvent *) event);
- break;
-
- case EVENT_UNMAPNOTIFY:
-#if 0
- // This causes the game to stop not only when iconified, but also
- // when on another virtual desktop, which might be not desired.
- SleepWhileUnmapped();
-#endif
- break;
-
- case EVENT_FOCUSIN:
- case EVENT_FOCUSOUT:
- HandleFocusEvent((FocusChangeEvent *) event);
- break;
-
- case EVENT_CLIENTMESSAGE:
- HandleClientMessageEvent((ClientMessageEvent *) event);
- break;
-
case SDL_CONTROLLERBUTTONDOWN:
case SDL_CONTROLLERBUTTONUP:
// for any game controller button event, disable overlay buttons
HandleDropEvent(event);
break;
+ case EVENT_QUIT:
+ CloseAllAndExit(0);
+ break;
+
default:
break;
}
// simulate key release events for still pressed keys
key_joystick_mapping = 0;
for (i = 0; i < MAX_PLAYERS; i++)
+ {
stored_player[i].action = 0;
+ stored_player[i].snap_action = 0;
+ }
ClearJoystickState();
ClearPlayerMouseAction();
SetTileCursorXY(lx, ly);
}
-void SleepWhileUnmapped(void)
-{
- boolean window_unmapped = TRUE;
-
- KeyboardAutoRepeatOn();
-
- while (window_unmapped)
- {
- Event event;
-
- if (!WaitValidEvent(&event))
- continue;
-
- switch (event.type)
- {
- case EVENT_BUTTONRELEASE:
- button_status = MB_RELEASED;
- break;
-
- case EVENT_KEYRELEASE:
- key_joystick_mapping = 0;
- break;
-
- case SDL_CONTROLLERBUTTONUP:
- HandleJoystickEvent(&event);
- key_joystick_mapping = 0;
- break;
-
- case EVENT_MAPNOTIFY:
- window_unmapped = FALSE;
- break;
-
- case EVENT_UNMAPNOTIFY:
- // this is only to surely prevent the 'should not happen' case
- // of recursively looping between 'SleepWhileUnmapped()' and
- // 'HandleOtherEvents()' which usually calls this funtion.
- break;
-
- default:
- HandleOtherEvents(&event);
- break;
- }
- }
-
- if (game_status == GAME_MODE_PLAYING)
- KeyboardAutoRepeatOffUnlessAutoplay();
-}
-
-void HandleExposeEvent(ExposeEvent *event)
-{
-}
-
void HandleButtonEvent(ButtonEvent *event)
{
#if DEBUG_EVENTS_BUTTON
SDL_FingerID finger_id;
int counter;
Key key;
+ byte action;
} touch_info[NUM_TOUCH_FINGERS];
static void HandleFingerEvent_VirtualButtons(FingerEvent *event)
{
HandleKey(touch_info[i].key, KEY_RELEASED);
+ // undraw previous grid button when moving finger away
+ overlay.grid_button_action &= ~touch_info[i].action;
+
Error(ERR_DEBUG, "=> key == '%s', key_status == '%s' [slot %d] [2]",
getKeyNameFromKey(touch_info[i].key), "KEY_RELEASED", i);
}
touch_info[i].finger_id = event->fingerId;
touch_info[i].counter = Counter();
touch_info[i].key = key;
+ touch_info[i].action = grid_button_action;
}
else
{
touch_info[i].finger_id = 0;
touch_info[i].counter = 0;
touch_info[i].key = 0;
+ touch_info[i].action = JOY_NO_ACTION;
}
}
}
event->pressure);
#endif
+ runtime.uses_touch_device = TRUE;
+
if (game_status != GAME_MODE_PLAYING)
return;
HandleKey(key, key_status);
}
-void HandleFocusEvent(FocusChangeEvent *event)
-{
- static int old_joystick_status = -1;
-
- if (event->type == EVENT_FOCUSOUT)
- {
- KeyboardAutoRepeatOn();
- old_joystick_status = joystick.status;
- joystick.status = JOYSTICK_NOT_AVAILABLE;
-
- ClearPlayerAction();
- }
- else if (event->type == EVENT_FOCUSIN)
- {
- /* When there are two Rocks'n'Diamonds windows which overlap and
- the player moves the pointer from one game window to the other,
- a 'FocusOut' event is generated for the window the pointer is
- leaving and a 'FocusIn' event is generated for the window the
- pointer is entering. In some cases, it can happen that the
- 'FocusIn' event is handled by the one game process before the
- 'FocusOut' event by the other game process. In this case the
- X11 environment would end up with activated keyboard auto repeat,
- because unfortunately this is a global setting and not (which
- would be far better) set for each X11 window individually.
- The effect would be keyboard auto repeat while playing the game
- (game_status == GAME_MODE_PLAYING), which is not desired.
- To avoid this special case, we just wait 1/10 second before
- processing the 'FocusIn' event. */
-
- if (game_status == GAME_MODE_PLAYING)
- {
- Delay(100);
- KeyboardAutoRepeatOffUnlessAutoplay();
- }
-
- if (old_joystick_status != -1)
- joystick.status = old_joystick_status;
- }
-}
-
-void HandleClientMessageEvent(ClientMessageEvent *event)
-{
- if (CheckCloseWindowEvent(event))
- CloseAllAndExit(0);
-}
-
-static boolean HandleDropFileEvent(char *filename)
+static int HandleDropFileEvent(char *filename)
{
Error(ERR_DEBUG, "DROP FILE EVENT: '%s'", filename);
{
Error(ERR_WARN, "file '%s' not supported", filename);
- return FALSE;
+ return TREE_TYPE_UNDEFINED;
}
TreeInfo *tree_node = NULL;
{
Error(ERR_WARN, "zip file '%s' has invalid content!", filename);
- return FALSE;
+ return TREE_TYPE_UNDEFINED;
}
if (tree_type == TREE_TYPE_LEVEL_DIR &&
{
// error message already issued by "ExtractZipFileIntoDirectory()"
- return FALSE;
+ return TREE_TYPE_UNDEFINED;
}
// add extracted level or artwork set to tree info structure
// update menu screen (and possibly change current level set)
DrawScreenAfterAddingSet(top_dir, tree_type);
- return TRUE;
+ return tree_type;
}
static void HandleDropTextEvent(char *text)
Error(ERR_DEBUG, "DROP TEXT EVENT: '%s'", text);
}
+static void HandleDropCompleteEvent(int num_level_sets_succeeded,
+ int num_artwork_sets_succeeded,
+ int num_files_failed)
+{
+ // only show request dialog if no other request dialog already active
+ if (game.request_active)
+ return;
+
+ // this case can happen with drag-and-drop with older SDL versions
+ if (num_level_sets_succeeded == 0 &&
+ num_artwork_sets_succeeded == 0 &&
+ num_files_failed == 0)
+ return;
+
+ char message[100];
+
+ if (num_level_sets_succeeded > 0 || num_artwork_sets_succeeded > 0)
+ {
+ char message_part1[50];
+
+ sprintf(message_part1, "New %s set%s added",
+ (num_artwork_sets_succeeded == 0 ? "level" :
+ num_level_sets_succeeded == 0 ? "artwork" : "level and artwork"),
+ (num_level_sets_succeeded +
+ num_artwork_sets_succeeded > 1 ? "s" : ""));
+
+ if (num_files_failed > 0)
+ sprintf(message, "%s, but %d dropped file%s failed!",
+ message_part1, num_files_failed, num_files_failed > 1 ? "s" : "");
+ else
+ sprintf(message, "%s!", message_part1);
+ }
+ else if (num_files_failed > 0)
+ {
+ sprintf(message, "Failed to process dropped file%s!",
+ num_files_failed > 1 ? "s" : "");
+ }
+
+ Request(message, REQ_CONFIRM);
+}
+
void HandleDropEvent(Event *event)
{
- static int files_succeeded = 0;
- static int files_failed = 0;
+ static boolean confirm_on_drop_complete = FALSE;
+ static int num_level_sets_succeeded = 0;
+ static int num_artwork_sets_succeeded = 0;
+ static int num_files_failed = 0;
switch (event->type)
{
case SDL_DROPBEGIN:
{
- files_succeeded = 0;
- files_failed = 0;
+ confirm_on_drop_complete = TRUE;
+ num_level_sets_succeeded = 0;
+ num_artwork_sets_succeeded = 0;
+ num_files_failed = 0;
break;
}
case SDL_DROPFILE:
{
- boolean success = HandleDropFileEvent(event->drop.file);
-
- if (success)
- files_succeeded++;
+ int tree_type = HandleDropFileEvent(event->drop.file);
+
+ if (tree_type == TREE_TYPE_LEVEL_DIR)
+ num_level_sets_succeeded++;
+ else if (tree_type == TREE_TYPE_GRAPHICS_DIR ||
+ tree_type == TREE_TYPE_SOUNDS_DIR ||
+ tree_type == TREE_TYPE_MUSIC_DIR)
+ num_artwork_sets_succeeded++;
else
- files_failed++;
+ num_files_failed++;
+
+ // SDL_DROPBEGIN / SDL_DROPCOMPLETE did not exist in older SDL versions
+ if (!confirm_on_drop_complete)
+ {
+ // process all remaining events, including further SDL_DROPFILE events
+ ClearEventQueue();
+
+ HandleDropCompleteEvent(num_level_sets_succeeded,
+ num_artwork_sets_succeeded,
+ num_files_failed);
+
+ num_level_sets_succeeded = 0;
+ num_artwork_sets_succeeded = 0;
+ num_files_failed = 0;
+ }
break;
}
case SDL_DROPCOMPLETE:
{
- // only show request dialog if no other request dialog already active
- if (!game.request_active)
- {
- if (files_succeeded > 0 && files_failed > 0)
- Request("New level or artwork set(s) added, "
- "but some dropped file(s) failed!", REQ_CONFIRM);
- else if (files_succeeded > 0)
- Request("New level or artwork set(s) added!", REQ_CONFIRM);
- else if (files_failed > 0)
- Request("Failed to process dropped file(s)!", REQ_CONFIRM);
- }
+ HandleDropCompleteEvent(num_level_sets_succeeded,
+ num_artwork_sets_succeeded,
+ num_files_failed);
break;
}
SDL_free(event->drop.file);
}
+void HandleUserEvent(UserEvent *event)
+{
+ switch (event->code)
+ {
+ default:
+ break;
+ }
+}
+
void HandleButton(int mx, int my, int button, int button_nr)
{
static int old_mx = 0, old_my = 0;
!virtual_button_pressed));
#endif
- if (HandleGlobalAnimClicks(mx, my, button))
+ if (HandleGlobalAnimClicks(mx, my, button, FALSE))
{
// do not handle this button event anymore
return; // force mouse event not to be handled at all
SetVideoFrameDelay(GameFrameDelay);
if (GameFrameDelay > ONE_SECOND_DELAY)
- Error(ERR_DEBUG, "frame delay == %d ms", GameFrameDelay);
+ Error(ERR_INFO, "frame delay == %d ms", GameFrameDelay);
else if (GameFrameDelay != 0)
- Error(ERR_DEBUG, "frame delay == %d ms (max. %d fps / %d %%)",
+ Error(ERR_INFO, "frame delay == %d ms (max. %d fps / %d %%)",
GameFrameDelay, ONE_SECOND_DELAY / GameFrameDelay,
GAME_FRAME_DELAY * 100 / GameFrameDelay);
else
- Error(ERR_DEBUG, "frame delay == 0 ms (maximum speed)");
+ Error(ERR_INFO, "frame delay == 0 ms (maximum speed)");
return TRUE;
}
{
options.debug = !options.debug;
- Error(ERR_DEBUG, "debug mode %s",
+ Error(ERR_INFO, "debug mode %s",
(options.debug ? "enabled" : "disabled"));
return TRUE;
}
else if (key == KSYM_v)
{
- Error(ERR_DEBUG, "currently using game engine version %d",
+ Error(ERR_INFO, "currently using game engine version %d",
game.engine_version);
return TRUE;
return;
}
- if (HandleGlobalAnimClicks(-1, -1, (key == KSYM_space ||
- key == KSYM_Return ||
- key == KSYM_Escape)))
+ // some key events are handled like clicks for global animations
+ boolean click = (key == KSYM_space ||
+ key == KSYM_Return ||
+ key == KSYM_Escape);
+
+ if (click && HandleGlobalAnimClicks(-1, -1, MB_LEFTBUTTON, TRUE))
{
// do not handle this key event anymore
if (key != KSYM_Escape) // always allow ESC key to be handled
int dy = (up ? -1 : down ? 1 : 0);
boolean use_delay_value_first = (joytest != joytest_last);
- if (HandleGlobalAnimClicks(-1, -1, newbutton))
+ if (HandleGlobalAnimClicks(-1, -1, newbutton, FALSE))
{
// do not handle this button event anymore
return;