-/***********************************************************
-* Rocks'n'Diamonds -- McDuffin Strikes Back! *
-*----------------------------------------------------------*
-* (c) 1995-2006 Artsoft Entertainment *
-* Holger Schemel *
-* Detmolder Strasse 189 *
-* 33604 Bielefeld *
-* Germany *
-* e-mail: info@artsoft.org *
-*----------------------------------------------------------*
-* events.c *
-***********************************************************/
+// ============================================================================
+// Rocks'n'Diamonds - McDuffin Strikes Back!
+// ----------------------------------------------------------------------------
+// (c) 1995-2014 by Artsoft Entertainment
+// Holger Schemel
+// info@artsoft.org
+// http://www.artsoft.org/
+// ----------------------------------------------------------------------------
+// events.c
+// ============================================================================
#include "libgame/libgame.h"
#include "editor.h"
#include "files.h"
#include "tape.h"
+#include "anim.h"
#include "network.h"
#define DEBUG_EVENTS 0
+#define DEBUG_EVENTS_BUTTON (DEBUG_EVENTS * 0)
+#define DEBUG_EVENTS_MOTION (DEBUG_EVENTS * 0)
+#define DEBUG_EVENTS_WHEEL (DEBUG_EVENTS * 1)
+#define DEBUG_EVENTS_WINDOW (DEBUG_EVENTS * 0)
+#define DEBUG_EVENTS_FINGER (DEBUG_EVENTS * 0)
+#define DEBUG_EVENTS_TEXT (DEBUG_EVENTS * 1)
+#define DEBUG_EVENTS_KEY (DEBUG_EVENTS * 1)
-static boolean cursor_inside_playfield = FALSE;
-static boolean playfield_cursor_set = FALSE;
-static unsigned int playfield_cursor_delay = 0;
+static boolean cursor_inside_playfield = FALSE;
+static int cursor_mode_last = CURSOR_DEFAULT;
+static unsigned int special_cursor_delay = 0;
+static unsigned int special_cursor_delay_value = 1000;
/* event filter especially needed for SDL event filtering due to
delay problems with lots of mouse motion events when mouse button
cursor_inside_playfield = (motion->x >= SX && motion->x < SX + SXSIZE &&
motion->y >= SY && motion->y < SY + SYSIZE);
- if (game_status == GAME_MODE_PLAYING && playfield_cursor_set)
+ /* do no reset mouse cursor before all pending events have been processed */
+ if (gfx.cursor_mode == cursor_mode_last &&
+ ((game_status == GAME_MODE_TITLE &&
+ gfx.cursor_mode == CURSOR_NONE) ||
+ (game_status == GAME_MODE_PLAYING &&
+ gfx.cursor_mode == CURSOR_PLAYFIELD)))
{
SetMouseCursor(CURSOR_DEFAULT);
- playfield_cursor_set = FALSE;
- DelayReached(&playfield_cursor_delay, 0);
+
+ DelayReached(&special_cursor_delay, 0);
+
+ cursor_mode_last = CURSOR_DEFAULT;
}
/* skip mouse motion events without pressed button outside level editor */
if (event->type != EVENT_MOTIONNOTIFY)
return FALSE;
- /* only skip motion events with pressed button outside level editor */
- if (button_status == MB_RELEASED ||
- game_status == GAME_MODE_EDITOR || game_status == GAME_MODE_PLAYING)
+ /* only skip motion events with pressed button outside the game */
+ if (button_status == MB_RELEASED || game_status == GAME_MODE_PLAYING)
return FALSE;
if (PendingEvent())
when using SDL with properly installed event filter, this function can be
replaced with a simple "NextEvent()" call, but it doesn't hurt either */
-static boolean NextValidEvent(Event *event)
+boolean NextValidEvent(Event *event)
{
while (PendingEvent())
{
return FALSE;
}
-void EventLoop(void)
+void HandleEvents()
{
- while (1)
+ Event event;
+ unsigned int event_frame_delay = 0;
+ unsigned int event_frame_delay_value = GAME_FRAME_DELAY;
+
+ ResetDelayCounter(&event_frame_delay);
+
+ while (NextValidEvent(&event))
{
- if (PendingEvent()) /* got event */
+ switch (event.type)
{
- Event event;
+ case EVENT_BUTTONPRESS:
+ case EVENT_BUTTONRELEASE:
+ HandleButtonEvent((ButtonEvent *) &event);
+ break;
- while (NextValidEvent(&event))
- {
- switch (event.type)
- {
- case EVENT_BUTTONPRESS:
- case EVENT_BUTTONRELEASE:
- HandleButtonEvent((ButtonEvent *) &event);
- break;
-
- case EVENT_MOTIONNOTIFY:
- HandleMotionEvent((MotionEvent *) &event);
- break;
+ case EVENT_MOTIONNOTIFY:
+ HandleMotionEvent((MotionEvent *) &event);
+ break;
#if defined(TARGET_SDL2)
- case SDL_WINDOWEVENT:
- HandleWindowEvent((WindowEvent *) &event);
- break;
-
- case EVENT_FINGERPRESS:
- case EVENT_FINGERRELEASE:
- case EVENT_FINGERMOTION:
- HandleFingerEvent((FingerEvent *) &event);
- break;
-
- case EVENT_TEXTINPUT:
- HandleTextEvent((TextEvent *) &event);
- break;
-#endif
+ case EVENT_WHEELMOTION:
+ HandleWheelEvent((WheelEvent *) &event);
+ break;
- case EVENT_KEYPRESS:
- case EVENT_KEYRELEASE:
- HandleKeyEvent((KeyEvent *) &event);
- break;
+ case SDL_WINDOWEVENT:
+ HandleWindowEvent((WindowEvent *) &event);
+ break;
- default:
- HandleOtherEvents(&event);
- break;
- }
- }
- }
- else
- {
- /* when playing, display a special mouse pointer inside the playfield */
- if (game_status == GAME_MODE_PLAYING && !tape.pausing)
- {
- if (!playfield_cursor_set && cursor_inside_playfield &&
- DelayReached(&playfield_cursor_delay, 1000))
- {
- SetMouseCursor(CURSOR_PLAYFIELD);
- playfield_cursor_set = TRUE;
- }
- }
- else if (playfield_cursor_set)
- {
- SetMouseCursor(CURSOR_DEFAULT);
- playfield_cursor_set = FALSE;
- }
+ case EVENT_FINGERPRESS:
+ case EVENT_FINGERRELEASE:
+ case EVENT_FINGERMOTION:
+ HandleFingerEvent((FingerEvent *) &event);
+ break;
-#if 0
- HandleNoEvent();
-#endif
- }
+ case EVENT_TEXTINPUT:
+ HandleTextEvent((TextEvent *) &event);
+ break;
-#if 1
- HandleNoEvent();
+ case SDL_APP_WILLENTERBACKGROUND:
+ case SDL_APP_DIDENTERBACKGROUND:
+ case SDL_APP_WILLENTERFOREGROUND:
+ case SDL_APP_DIDENTERFOREGROUND:
+ HandlePauseResumeEvent((PauseResumeEvent *) &event);
+ break;
#endif
- /* don't use all CPU time when idle; the main loop while playing
- has its own synchronization and is CPU friendly, too */
+ case EVENT_KEYPRESS:
+ case EVENT_KEYRELEASE:
+ HandleKeyEvent((KeyEvent *) &event);
+ break;
- if (game_status == GAME_MODE_PLAYING)
- {
- HandleGameActions();
- }
- else
- {
- SyncDisplay();
- if (!PendingEvent()) /* delay only if no pending events */
- Delay(10);
+ default:
+ HandleOtherEvents(&event);
+ break;
}
- /* refresh window contents from drawing buffer, if needed */
- BackToFront();
-
- if (game_status == GAME_MODE_QUIT)
- return;
+ // do not handle events for longer than standard frame delay period
+ if (DelayReached(&event_frame_delay, event_frame_delay_value))
+ break;
}
}
}
}
+void HandleMouseCursor()
+{
+ if (game_status == GAME_MODE_TITLE)
+ {
+ /* when showing title screens, hide mouse pointer (if not moved) */
+
+ if (gfx.cursor_mode != CURSOR_NONE &&
+ DelayReached(&special_cursor_delay, special_cursor_delay_value))
+ {
+ SetMouseCursor(CURSOR_NONE);
+ }
+ }
+ else if (game_status == GAME_MODE_PLAYING && (!tape.pausing ||
+ tape.single_step))
+ {
+ /* when playing, display a special mouse pointer inside the playfield */
+
+ if (gfx.cursor_mode != CURSOR_PLAYFIELD &&
+ cursor_inside_playfield &&
+ DelayReached(&special_cursor_delay, special_cursor_delay_value))
+ {
+ SetMouseCursor(CURSOR_PLAYFIELD);
+ }
+ }
+ else if (gfx.cursor_mode != CURSOR_DEFAULT)
+ {
+ SetMouseCursor(CURSOR_DEFAULT);
+ }
+
+ /* this is set after all pending events have been processed */
+ cursor_mode_last = gfx.cursor_mode;
+}
+
+void EventLoop(void)
+{
+ while (1)
+ {
+ if (PendingEvent())
+ HandleEvents();
+ else
+ HandleMouseCursor();
+
+ /* also execute after pending events have been processed before */
+ HandleNoEvent();
+
+ /* don't use all CPU time when idle; the main loop while playing
+ has its own synchronization and is CPU friendly, too */
+
+ if (game_status == GAME_MODE_PLAYING)
+ HandleGameActions();
+
+ /* always copy backbuffer to visible screen for every video frame */
+ BackToFront();
+
+ /* reset video frame delay to default (may change again while playing) */
+ SetVideoFrameDelay(MenuFrameDelay);
+
+ if (game_status == GAME_MODE_QUIT)
+ return;
+ }
+}
+
void ClearEventQueue()
{
while (PendingEvent())
break;
case EVENT_KEYRELEASE:
-#if 1
ClearPlayerAction();
-#else
- key_joystick_mapping = 0;
-#endif
break;
default:
void HandleExposeEvent(ExposeEvent *event)
{
-#if !defined(TARGET_SDL)
- RedrawPlayfield(FALSE, event->x, event->y, event->width, event->height);
- FlushDisplay();
-#endif
}
void HandleButtonEvent(ButtonEvent *event)
{
-#if DEBUG_EVENTS
+#if DEBUG_EVENTS_BUTTON
Error(ERR_DEBUG, "BUTTON EVENT: button %d %s, x/y %d/%d\n",
event->button,
event->type == EVENT_BUTTONPRESS ? "pressed" : "released",
void HandleMotionEvent(MotionEvent *event)
{
- if (!PointerInWindow(window))
- return; /* window and pointer are on different screens */
-
if (button_status == MB_RELEASED && game_status != GAME_MODE_EDITOR)
return;
motion_status = TRUE;
-#if DEBUG_EVENTS
+#if DEBUG_EVENTS_MOTION
Error(ERR_DEBUG, "MOTION EVENT: button %d moved, x/y %d/%d\n",
button_status, event->x, event->y);
#endif
}
#if defined(TARGET_SDL2)
+
+void HandleWheelEvent(WheelEvent *event)
+{
+ int button_nr;
+
+#if DEBUG_EVENTS_WHEEL
+#if 1
+ Error(ERR_DEBUG, "WHEEL EVENT: mouse == %d, x/y == %d/%d\n",
+ event->which, event->x, event->y);
+#else
+ // (SDL_MOUSEWHEEL_NORMAL/SDL_MOUSEWHEEL_FLIPPED needs SDL 2.0.4 or newer)
+ Error(ERR_DEBUG, "WHEEL EVENT: mouse == %d, x/y == %d/%d, direction == %s\n",
+ event->which, event->x, event->y,
+ (event->direction == SDL_MOUSEWHEEL_NORMAL ? "SDL_MOUSEWHEEL_NORMAL" :
+ "SDL_MOUSEWHEEL_FLIPPED"));
+#endif
+#endif
+
+ button_nr = (event->x < 0 ? MB_WHEEL_LEFT :
+ event->x > 0 ? MB_WHEEL_RIGHT :
+ event->y < 0 ? MB_WHEEL_DOWN :
+ event->y > 0 ? MB_WHEEL_UP : 0);
+
+#if defined(PLATFORM_WIN32) || defined(PLATFORM_MACOSX)
+ // accelerated mouse wheel available on Mac and Windows
+ wheel_steps = (event->x ? ABS(event->x) : ABS(event->y));
+#else
+ // no accelerated mouse wheel available on Unix/Linux
+ wheel_steps = DEFAULT_WHEEL_STEPS;
+#endif
+
+ motion_status = FALSE;
+
+ button_status = button_nr;
+ HandleButton(0, 0, button_status, -button_nr);
+
+ button_status = MB_RELEASED;
+ HandleButton(0, 0, button_status, -button_nr);
+}
+
void HandleWindowEvent(WindowEvent *event)
{
-#if DEBUG_EVENTS
+#if DEBUG_EVENTS_WINDOW
int subtype = event->event;
char *event_name =
event_name, event->data1, event->data2);
#endif
+#if 0
+ // (not needed, as the screen gets redrawn every 20 ms anyway)
if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED ||
event->event == SDL_WINDOWEVENT_RESIZED ||
event->event == SDL_WINDOWEVENT_EXPOSED)
SDLRedrawWindow();
-
-#if 0
- if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED)
- {
- // if game started in fullscreen mode, window will also get fullscreen size
- if (!video.fullscreen_enabled && video.fullscreen_initial)
- {
- SDLSetWindowScaling(setup.window_scaling_percent);
-
- // only do this correction once
- video.fullscreen_initial = FALSE;
- }
- }
#endif
if (event->event == SDL_WINDOWEVENT_RESIZED && !video.fullscreen_enabled)
{
-#if 1
int new_window_width = event->data1;
int new_window_height = event->data2;
int new_xpercent = (100 * new_window_width / video.width);
int new_ypercent = (100 * new_window_height / video.height);
- printf("::: RESIZED from %d, %d to %d, %d\n",
- video.window_width, video.window_height,
- new_window_width, new_window_height);
-
- setup.window_scaling_percent = video.window_scaling_percent =
- MIN(MAX(MIN_WINDOW_SCALING_PERCENT, MIN(new_xpercent, new_ypercent)),
+ // (extreme window scaling allowed, but cannot be saved permanently)
+ video.window_scaling_percent = MIN(new_xpercent, new_ypercent);
+ setup.window_scaling_percent =
+ MIN(MAX(MIN_WINDOW_SCALING_PERCENT, video.window_scaling_percent),
MAX_WINDOW_SCALING_PERCENT);
video.window_width = new_window_width;
video.window_height = new_window_height;
- printf("::: setup.window_scaling_percent set to %d\n",
- setup.window_scaling_percent);
-
if (game_status == GAME_MODE_SETUP)
RedrawSetupScreenAfterFullscreenToggle();
- }
-#else
- // prevent slightly wrong scaling factor due to rounding differences
- float scaling_factor = (float)setup.window_scaling_percent / 100;
- int old_xsize = (int)(scaling_factor * video.width);
- int old_ysize = (int)(scaling_factor * video.height);
- int new_xsize = event->data1;
- int new_ysize = event->data2;
-
- // window size is unchanged when going from fullscreen to window mode,
- // but reverse calculation of scaling factor might result in a scaling
- // factor that is slightly different due to rounding differences;
- // therefore compare old/new window size and not old/new scaling factor
- if (old_xsize != new_xsize ||
- old_ysize != new_ysize)
- {
- int new_xpercent = (100 * new_xsize / video.width);
- int new_ypercent = (100 * new_ysize / video.height);
-
- setup.window_scaling_percent = MIN(new_xpercent, new_ypercent);
-
- if (setup.window_scaling_percent < MIN_WINDOW_SCALING_PERCENT)
- setup.window_scaling_percent = MIN_WINDOW_SCALING_PERCENT;
- else if (setup.window_scaling_percent > MAX_WINDOW_SCALING_PERCENT)
- setup.window_scaling_percent = MAX_WINDOW_SCALING_PERCENT;
- printf("::: setup.window_scaling_percent set to %d\n",
- setup.window_scaling_percent);
+ SetWindowTitle();
}
-#endif
}
}
-#if 1
-
#define NUM_TOUCH_FINGERS 3
static struct
static Key button_key = KSYM_UNDEFINED;
static float motion_x1, motion_y1;
static float button_x1, button_y1;
- static SDL_FingerID motion_id = 0;
- static SDL_FingerID button_id = 0;
- int trigger_distance_percent = 1; // percent of touchpad width/height
- float trigger_distance = (float)trigger_distance_percent / 100;
+ static SDL_FingerID motion_id = -1;
+ static SDL_FingerID button_id = -1;
+ int move_trigger_distance_percent = 2; // percent of touchpad width/height
+ int drop_trigger_distance_percent = 5; // percent of touchpad width/height
+ float move_trigger_distance = (float)move_trigger_distance_percent / 100;
+ float drop_trigger_distance = (float)drop_trigger_distance_percent / 100;
float event_x = event->x;
float event_y = event->y;
-#if 1
-#if DEBUG_EVENTS
+#if DEBUG_EVENTS_FINGER
Error(ERR_DEBUG, "FINGER EVENT: finger was %s, touch ID %lld, finger ID %lld, x/y %f/%f, dx/dy %f/%f, pressure %f",
event->type == EVENT_FINGERPRESS ? "pressed" :
event->type == EVENT_FINGERRELEASE ? "released" : "moved",
event->x, event->y,
event->dx, event->dy,
event->pressure);
-#endif
#endif
if (game_status != GAME_MODE_PLAYING)
return;
- if (1)
+ if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
{
int key_status = (event->type == EVENT_FINGERRELEASE ? KEY_RELEASED :
KEY_PRESSED);
-#if 1
Key key = (event->x < 1.0 / 3.0 ?
(event->y < 1.0 / 2.0 ? setup.input[0].key.snap :
setup.input[0].key.drop) :
event->x < 5.0 / 6.0 ? setup.input[0].key.left :
setup.input[0].key.right) :
KSYM_UNDEFINED);
-#if 0
- char *key_name = (key == setup.input[0].key.snap ? "SNAP" :
- key == setup.input[0].key.drop ? "DROP" :
- key == setup.input[0].key.up ? "UP" :
- key == setup.input[0].key.down ? "DOWN" :
- key == setup.input[0].key.left ? "LEFT" :
- key == setup.input[0].key.right ? "RIGHT" : "(unknown)");
-#endif
char *key_status_name = (key_status == KEY_RELEASED ? "KEY_RELEASED" :
"KEY_PRESSED");
-#else
- Key key = (event->y < 1.0 / 3.0 ? setup.input[0].key.up :
- event->y > 2.0 / 3.0 ? setup.input[0].key.down :
- event->x < 1.0 / 3.0 ? setup.input[0].key.left :
- event->x > 2.0 / 3.0 ? setup.input[0].key.right :
- setup.input[0].key.snap);
-#endif
int i;
Error(ERR_DEBUG, "::: key '%s' was '%s' [fingerId: %lld]",
}
}
-#if 0
-#if 1
- Error(ERR_DEBUG, "=> key == '%s', key_status == '%s' [slot %d]",
- key_name, key_status_name, i);
-#else
- Error(ERR_DEBUG, "=> key == %d, key_status == %d [%d]", key, key_status, i);
-#endif
-#endif
-
return;
}
+ // use touch direction control
+
if (event->type == EVENT_FINGERPRESS)
{
if (event_x > 1.0 / 3.0)
{
if (event->fingerId == motion_id)
{
- motion_id = 0;
+ motion_id = -1;
if (motion_key_x != KSYM_UNDEFINED)
HandleKey(motion_key_x, KEY_RELEASED);
}
else if (event->fingerId == button_id)
{
- button_id = 0;
+ button_id = -1;
if (button_key != KSYM_UNDEFINED)
HandleKey(button_key, KEY_RELEASED);
event_y > motion_y1 ? setup.input[0].key.down :
KSYM_UNDEFINED);
- if (distance_x < trigger_distance / 2 ||
+ if (distance_x < move_trigger_distance / 2 ||
distance_x < distance_y)
new_motion_key_x = KSYM_UNDEFINED;
- if (distance_y < trigger_distance / 2 ||
+ if (distance_y < move_trigger_distance / 2 ||
distance_y < distance_x)
new_motion_key_y = KSYM_UNDEFINED;
- if (distance_x > trigger_distance ||
- distance_y > trigger_distance)
+ if (distance_x > move_trigger_distance ||
+ distance_y > move_trigger_distance)
{
if (new_motion_key_x != motion_key_x)
{
float distance_x = ABS(event_x - button_x1);
float distance_y = ABS(event_y - button_y1);
- if (distance_x < trigger_distance / 2 &&
- distance_y > trigger_distance)
+ if (distance_x < drop_trigger_distance / 2 &&
+ distance_y > drop_trigger_distance)
{
if (button_key == setup.input[0].key.snap)
HandleKey(button_key, KEY_RELEASED);
}
}
-#else
-
-void HandleFingerEvent(FingerEvent *event)
-{
-#if 0
- static int num_events = 0;
- int max_events = 10;
-#endif
-
-#if 0
-#if DEBUG_EVENTS
- Error(ERR_DEBUG, "FINGER EVENT: finger was %s, touch ID %lld, finger ID %lld, x/y %f/%f, dx/dy %f/%f, pressure %f",
- event->type == EVENT_FINGERPRESS ? "pressed" :
- event->type == EVENT_FINGERRELEASE ? "released" : "moved",
- event->touchId,
- event->fingerId,
- event->x, event->y,
- event->dx, event->dy,
- event->pressure);
-#endif
-#endif
-
-#if 0
- int x = (int)(event->x * video.width);
- int y = (int)(event->y * video.height);
- int button = MB_LEFTBUTTON;
-
- Error(ERR_DEBUG, "=> screen x/y %d/%d", x, y);
-#endif
-
-#if 0
- if (++num_events >= max_events)
- CloseAllAndExit(0);
-#endif
-
-#if 1
-#if 0
- if (event->type == EVENT_FINGERPRESS ||
- event->type == EVENT_FINGERMOTION)
- button_status = button;
- else
- button_status = MB_RELEASED;
-
- int max_x = SX + SXSIZE;
- int max_y = SY + SYSIZE;
-#endif
-
-#if 1
- if (game_status == GAME_MODE_PLAYING)
-#else
- if (game_status == GAME_MODE_PLAYING &&
- x < max_x)
-#endif
- {
- int key_status = (event->type == EVENT_FINGERRELEASE ? KEY_RELEASED :
- KEY_PRESSED);
-#if 1
- Key key = (event->y < 1.0 / 3.0 ? setup.input[0].key.up :
- event->y > 2.0 / 3.0 ? setup.input[0].key.down :
- event->x < 1.0 / 3.0 ? setup.input[0].key.left :
- event->x > 2.0 / 3.0 ? setup.input[0].key.right :
- setup.input[0].key.drop);
-#else
- Key key = (y < max_y / 3 ? setup.input[0].key.up :
- y > 2 * max_y / 3 ? setup.input[0].key.down :
- x < max_x / 3 ? setup.input[0].key.left :
- x > 2 * max_x / 3 ? setup.input[0].key.right :
- setup.input[0].key.drop);
-#endif
-
- Error(ERR_DEBUG, "=> key == %d, key_status == %d", key, key_status);
-
- HandleKey(key, key_status);
- }
- else
- {
-#if 0
- Error(ERR_DEBUG, "::: button_status == %d, button == %d\n",
- button_status, button);
-
- HandleButton(x, y, button_status, button);
-#endif
- }
-#endif
-}
-
-#endif
-
static boolean checkTextInputKeyModState()
{
// when playing, only handle raw key events and ignore text input
char *text = event->text;
Key key = getKeyFromKeyName(text);
-#if DEBUG_EVENTS
+#if DEBUG_EVENTS_TEXT
Error(ERR_DEBUG, "TEXT EVENT: text == '%s' [%d byte(s), '%c'/%d], resulting key == %d (%s) [%04x]",
text,
strlen(text),
GetKeyModState());
#endif
- // if (game_status != GAME_MODE_PLAYING && GetKeyModState() != KMOD_None)
- /*
- if (game_status != GAME_MODE_PLAYING &&
- (GetKeyModState() & KMOD_TextInput) != KMOD_None)
- */
+#if defined(PLATFORM_ANDROID)
+ if (game_status == GAME_MODE_PSEUDO_TYPENAME)
+ {
+ HandleTypeName(0, key);
+
+ return;
+ }
+#endif
+
+ // only handle key input with text modifier keys pressed
if (checkTextInputKeyModState())
{
HandleKey(key, KEY_PRESSED);
HandleKey(key, KEY_RELEASED);
}
}
+
+void HandlePauseResumeEvent(PauseResumeEvent *event)
+{
+ if (event->type == SDL_APP_WILLENTERBACKGROUND)
+ {
+ Mix_PauseMusic();
+ }
+ else if (event->type == SDL_APP_DIDENTERFOREGROUND)
+ {
+ Mix_ResumeMusic();
+ }
+}
+
#endif
void HandleKeyEvent(KeyEvent *event)
Key key = GetEventKey(event, with_modifiers);
Key keymod = (with_modifiers ? GetEventKey(event, FALSE) : key);
-#if DEBUG_EVENTS
+#if DEBUG_EVENTS_KEY
Error(ERR_DEBUG, "KEY EVENT: key was %s, keysym.scancode == %d, keysym.sym == %d, keymod = %d, GetKeyModState() = 0x%04x, resulting key == %d (%s)",
event->type == EVENT_KEYPRESS ? "pressed" : "released",
event->keysym.scancode,
getKeyNameFromKey(key));
#endif
-#if 0
- if (key == KSYM_Menu)
- Error(ERR_DEBUG, "menu key pressed");
- else if (key == KSYM_Back)
- Error(ERR_DEBUG, "back key pressed");
-#endif
-
#if defined(PLATFORM_ANDROID)
// always map the "back" button to the "escape" key on Android devices
if (key == KSYM_Back)
HandleKeyModState(keymod, key_status);
#if defined(TARGET_SDL2)
-
- // if (game_status == GAME_MODE_PLAYING || GetKeyModState() == KMOD_None)
- /*
- if (game_status == GAME_MODE_PLAYING ||
- (GetKeyModState() & KMOD_TextInput) == KMOD_None)
- */
+ // only handle raw key input without text modifier keys pressed
if (!checkTextInputKeyModState())
HandleKey(key, key_status);
#else
void HandleButton(int mx, int my, int button, int button_nr)
{
static int old_mx = 0, old_my = 0;
+ boolean button_hold = FALSE;
- if (button < 0)
+ if (button_nr < 0)
{
mx = old_mx;
my = old_my;
- button = -button;
+ button_nr = -button_nr;
+ button_hold = TRUE;
}
else
{
}
#if defined(PLATFORM_ANDROID)
+ // !!! for now, do not handle gadgets when playing -- maybe fix this !!!
if (game_status != GAME_MODE_PLAYING &&
HandleGadgets(mx, my, button))
{
}
#endif
+ if (button_hold && game_status == GAME_MODE_PLAYING && tape.pausing)
+ return;
+
/* do not use scroll wheel button events for anything other than gadgets */
if (IS_WHEEL_BUTTON(button_nr))
return;
-#if 0
- Error(ERR_DEBUG, "::: game_status == %d", game_status);
-#endif
-
switch (game_status)
{
case GAME_MODE_TITLE:
case GAME_MODE_PLAYING:
#ifdef DEBUG
- if (button == MB_PRESSED && !motion_status && IN_GFX_FIELD(mx, my))
- DumpTile(LEVELX((mx - SX) / TILEX), LEVELY((my - SY) / TILEY));
+ if (button == MB_PRESSED && !motion_status && IN_GFX_FIELD_PLAY(mx, my))
+ DumpTile(LEVELX((mx - SX) / TILESIZE_VAR),
+ LEVELY((my - SY) / TILESIZE_VAR));
+ // DumpTile(LEVELX((mx - SX) / TILEX), LEVELY((my - SY) / TILEY));
#endif
break;
cheat_input[cheat_input_len++] = letter;
cheat_input[cheat_input_len] = '\0';
-#if DEBUG_EVENTS
+#if DEBUG_EVENTS_KEY
Error(ERR_DEBUG, "SPECIAL KEY '%s' [%d]\n", cheat_input, cheat_input_len);
#endif
void HandleKey(Key key, int key_status)
{
boolean anyTextGadgetActiveOrJustFinished = anyTextGadgetActive();
+ static boolean ignore_repeated_key = FALSE;
static struct SetupKeyboardInfo ski;
static struct SetupShortcutInfo ssi;
static struct
if (stored_player[pnr].action & KEY_BUTTON_DROP)
element_dropped[pnr] = TRUE;
}
-#if 1
else if (key_status == KEY_PRESSED && key_action & KEY_BUTTON_DROP)
{
if (level.game_engine_type == GAME_ENGINE_TYPE_EM ||
level.game_engine_type == GAME_ENGINE_TYPE_SP)
{
-#if 0
- printf("::: drop key pressed\n");
-#endif
if (level.game_engine_type == GAME_ENGINE_TYPE_SP &&
getRedDiskReleaseFlag_SP() == 0)
TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
}
}
-#endif
else if (key_status == KEY_RELEASED && key_action & KEY_BUTTON)
{
if (key_action & KEY_BUTTON_SNAP)
element_snapped[pnr] = FALSE;
}
-#if 1
if (key_action & KEY_BUTTON_DROP &&
level.game_engine_type == GAME_ENGINE_TYPE_RND)
{
element_dropped[pnr] = FALSE;
}
-#endif
}
}
else if (tape.recording && tape.pausing)
key_joystick_mapping = 0;
if (key_status == KEY_RELEASED)
+ {
+ // reset flag to ignore repeated "key pressed" events after key release
+ ignore_repeated_key = FALSE;
+
return;
+ }
- if ((key == KSYM_Return || key == KSYM_KP_Enter) &&
- (GetKeyModState() & KMOD_Alt) && video.fullscreen_available)
+ if ((key == KSYM_F11 ||
+ ((key == KSYM_Return ||
+ key == KSYM_KP_Enter) && (GetKeyModState() & KMOD_Alt))) &&
+ video.fullscreen_available &&
+ !ignore_repeated_key)
{
setup.fullscreen = !setup.fullscreen;
-#if 0
- printf("::: %d\n", setup.window_scaling_percent);
-#endif
-
ToggleFullscreenOrChangeWindowScalingIfNeeded();
if (game_status == GAME_MODE_SETUP)
RedrawSetupScreenAfterFullscreenToggle();
+ // set flag to ignore repeated "key pressed" events
+ ignore_repeated_key = TRUE;
+
return;
}
- if ((key == KSYM_minus || key == KSYM_plus || key == KSYM_0) &&
- (GetKeyModState() & KMOD_Alt) && video.window_scaling_available &&
+ if ((key == KSYM_minus ||
+ key == KSYM_plus ||
+ key == KSYM_equal || // ("Shift-=" is "+" on US keyboards)
+ key == KSYM_0) &&
+ ((GetKeyModState() & KMOD_Control) ||
+ (GetKeyModState() & KMOD_Alt) ||
+ (GetKeyModState() & KMOD_Meta)) &&
+ video.window_scaling_available &&
!video.fullscreen_enabled)
{
if (key == KSYM_0)
return;
}
-#if 0
- if (game_status == GAME_MODE_PLAYING && local_player->LevelSolved_GameEnd &&
- (key == KSYM_Return || key == setup.shortcut.toggle_pause))
-#else
if (game_status == GAME_MODE_PLAYING && AllPlayersGone &&
(key == KSYM_Return || key == setup.shortcut.toggle_pause))
-#endif
{
GameEnd();
else if (key == setup.shortcut.load_game)
TapeQuickLoad();
else if (key == setup.shortcut.toggle_pause)
- TapeTogglePause(TAPE_TOGGLE_MANUAL);
+ TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
HandleTapeButtonKeys(key);
HandleSoundButtonKeys(key);
HandleHallOfFame(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
break;
-#ifdef DEBUG
- case KSYM_0:
- GameFrameDelay = (GameFrameDelay == 500 ? GAME_FRAME_DELAY : 500);
- break;
-
- case KSYM_b:
- setup.sp_show_border_elements = !setup.sp_show_border_elements;
- printf("Supaplex border elements %s\n",
- setup.sp_show_border_elements ? "enabled" : "disabled");
- break;
-#endif
-
default:
break;
}
break;
#ifdef DEBUG
- case KSYM_0:
-#if 0
- case KSYM_1:
- case KSYM_2:
- case KSYM_3:
- case KSYM_4:
- case KSYM_5:
- case KSYM_6:
- case KSYM_7:
- case KSYM_8:
- case KSYM_9:
-#endif
- if (key == KSYM_0)
- {
- if (GameFrameDelay == 500)
- GameFrameDelay = GAME_FRAME_DELAY;
- else
- GameFrameDelay = 500;
- }
- else
- GameFrameDelay = (key - KSYM_0) * 10;
- printf("Game speed == %d%% (%d ms delay between two frames)\n",
- GAME_FRAME_DELAY * 100 / GameFrameDelay, GameFrameDelay);
- break;
-
case KSYM_d:
if (options.debug)
{
}
break;
-#if 0
- case KSYM_s:
- if (!global.fps_slowdown)
- {
- global.fps_slowdown = TRUE;
- global.fps_slowdown_factor = 2;
- printf("fps slowdown enabled -- display only every 2nd frame\n");
- }
- else if (global.fps_slowdown_factor == 2)
- {
- global.fps_slowdown_factor = 4;
- printf("fps slowdown enabled -- display only every 4th frame\n");
- }
- else
- {
- global.fps_slowdown = FALSE;
- global.fps_slowdown_factor = 1;
- printf("fps slowdown disabled\n");
- }
- break;
-#endif
-
-#if 0
- case KSYM_f:
- ScrollStepSize = TILEX / 8;
- printf("ScrollStepSize == %d (1/8)\n", ScrollStepSize);
- break;
-
- case KSYM_g:
- ScrollStepSize = TILEX / 4;
- printf("ScrollStepSize == %d (1/4)\n", ScrollStepSize);
- break;
-
- case KSYM_h:
- ScrollStepSize = TILEX / 2;
- printf("ScrollStepSize == %d (1/2)\n", ScrollStepSize);
- break;
-
- case KSYM_l:
- ScrollStepSize = TILEX;
- printf("ScrollStepSize == %d (1/1)\n", ScrollStepSize);
- break;
-#endif
-
case KSYM_v:
printf("::: currently using game engine version %d\n",
game.engine_version);
default:
if (key == KSYM_Escape)
{
- game_status = GAME_MODE_MAIN;
+ SetGameStatus(GAME_MODE_MAIN);
+
DrawMainMenu();
return;
}
}
+
+#ifdef DEBUG
+ if (game_status == GAME_MODE_PLAYING || !setup.debug.frame_delay_game_only)
+ {
+ boolean mod_key_pressed = ((GetKeyModState() & KMOD_Control) ||
+ (GetKeyModState() & KMOD_Alt) ||
+ (GetKeyModState() & KMOD_Meta));
+
+ for (i = 0; i < NUM_DEBUG_FRAME_DELAY_KEYS; i++)
+ {
+ if (key == setup.debug.frame_delay_key[i] &&
+ (mod_key_pressed || !setup.debug.frame_delay_use_mod_key))
+ {
+ GameFrameDelay = (GameFrameDelay != setup.debug.frame_delay[i] ?
+ setup.debug.frame_delay[i] : GAME_FRAME_DELAY);
+
+ if (!setup.debug.frame_delay_game_only)
+ MenuFrameDelay = GameFrameDelay;
+
+ SetVideoFrameDelay(GameFrameDelay);
+
+ if (GameFrameDelay > ONE_SECOND_DELAY)
+ Error(ERR_DEBUG, "frame delay == %d ms", GameFrameDelay);
+ else if (GameFrameDelay != 0)
+ Error(ERR_DEBUG, "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)");
+
+ break;
+ }
+ }
+ }
+#endif
}
void HandleNoEvent()
{
- if (button_status && game_status != GAME_MODE_PLAYING)
+ // if (button_status && game_status != GAME_MODE_PLAYING)
+ if (button_status && (game_status != GAME_MODE_PLAYING || tape.pausing))
{
- HandleButton(0, 0, -button_status, button_status);
-
-#if 0
- return;
-#endif
+ HandleButton(0, 0, button_status, -button_status);
}
else
{
{
case GAME_MODE_MAIN:
DrawPreviewLevelAnimation();
- DoAnimation();
- break;
-
- case GAME_MODE_LEVELS:
- case GAME_MODE_LEVELNR:
- case GAME_MODE_SETUP:
- case GAME_MODE_INFO:
- case GAME_MODE_SCORES:
- DoAnimation();
break;
case GAME_MODE_EDITOR:
HandleHallOfFame(0, 0, dx, dy, !newbutton);
break;
-#if 0
- case GAME_MODE_EDITOR:
- HandleLevelEditorIdle();
- break;
-#endif
-
case GAME_MODE_PLAYING:
if (tape.playing || keyboard)
newbutton = ((joy & JOY_BUTTON) != 0);
-#if 0
- if (newbutton && local_player->LevelSolved_GameEnd)
-#else
if (newbutton && AllPlayersGone)
-#endif
{
GameEnd();