Delay(10);
}
+ /* refresh window contents from drawing buffer, if needed */
+ BackToFront();
+
if (game_status == EXITGAME)
return;
}
}
}
- if (game_status==PLAYING)
+ if (game_status == PLAYING)
XAutoRepeatOff(display);
}
{
motion_status = FALSE;
- if (event->type==ButtonPress)
+ if (event->type == ButtonPress)
button_status = event->button;
else
button_status = MB_RELEASED;
void HandleMotionEvent(XMotionEvent *event)
{
+ Window root, child;
+ int root_x, root_y;
+ int win_x, win_y;
+ unsigned int mask;
+
+ if (!XQueryPointer(display, window, &root, &child, &root_x, &root_y,
+ &win_x, &win_y, &mask))
+ return;
+
+ if (!button_status && game_status != LEVELED)
+ return;
+
motion_status = TRUE;
- HandleButton(event->x, event->y, button_status);
+ HandleButton(win_x, win_y, button_status);
}
void HandleKeyEvent(XKeyEvent *event)
{
int key_status = (event->type == KeyPress ? KEY_PRESSED : KEY_RELEASED);
- unsigned int event_state = (game_status != PLAYING ? event->state : 0);
- KeySym key = XLookupKeysym(event, event_state);
+ KeySym key;
+
+ if (game_status == PLAYING)
+ {
+ /* use '0' instead of 'event->state' to get the key without modifiers */
+ key = XLookupKeysym(event, 0);
+ }
+ else
+ {
+ /* get the key with all modifiers */
+ char buffer[10];
+ int buffer_size = 10;
+ XComposeStatus compose;
+ int char_count;
+
+ char_count = XLookupString(event, buffer, buffer_size, &key, &compose);
+ buffer[char_count] = '\0';
+ }
HandleKey(key, key_status);
}
if (event->type == FocusOut)
{
+ int i;
+
XAutoRepeatOn(display);
old_joystick_status = joystick_status;
joystick_status = JOYSTICK_OFF;
+
+ /* simulate key release events for still pressed keys */
key_joystick_mapping = 0;
+ for (i=0; i<MAX_PLAYERS; i++)
+ stored_player[i].action = 0;
}
else if (event->type == 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 == PLAYING), which is not desired.
+ To avoid this special case, we just wait 1/50 second before
+ processing the 'FocusIn' event.
+ */
+
+ Delay(20);
if (game_status == PLAYING)
XAutoRepeatOff(display);
if (old_joystick_status != -1)
{
static int old_mx = 0, old_my = 0;
- if (mx<0 || my<0)
+ if (button < 0)
{
mx = old_mx;
my = old_my;
+ button = -button;
}
else
{
old_mx = mx;
old_my = my;
- HandleGadgets(mx,my, button);
+ /*
HandleVideoButtons(mx,my, button);
HandleSoundButtons(mx,my, button);
HandleGameButtons(mx,my, button);
+ */
}
+ HandleGadgets(mx, my, button);
+
switch(game_status)
{
case MAINMENU:
break;
case LEVELED:
- LevelEd(mx,my, button);
break;
case HELPSCREEN:
int x = LEVELX(sx);
int y = LEVELY(sy);
- printf("INFO: Feld[%d][%d] == %d\n", x,y, Feld[x][y]);
+ printf("INFO: SCREEN(%d, %d), LEVEL(%d, %d)\n", sx, sy, x, y);
+
+ if (!IN_LEV_FIELD(x, y))
+ break;
+
+ printf(" Feld[%d][%d] == %d\n", x,y, Feld[x][y]);
printf(" Store[%d][%d] == %d\n", x,y, Store[x][y]);
printf(" Store2[%d][%d] == %d\n", x,y, Store2[x][y]);
printf(" StorePlayer[%d][%d] == %d\n", x,y, StorePlayer[x][y]);
+ HandleGadgetsKeyInput(key);
+
switch(game_status)
{
case TYPENAME:
break;
case LEVELED:
- LevelNameTyping(key);
+ HandleLevelEditorKeyInput(key);
break;
case PLAYING:
break;
#endif
+#if 1
+ case XK_m:
+ if (MoveSpeed == 8)
+ {
+ MoveSpeed = 4;
+ ScrollStepSize = TILEX/4;
+ }
+ else
+ {
+ MoveSpeed = 8;
+ ScrollStepSize = TILEX/8;
+ }
+ printf("MoveSpeed == %d\n", MoveSpeed);
+ break;
+#endif
+
case XK_f:
ScrollStepSize = TILEX/8;
printf("ScrollStepSize == %d (1/8)\n", ScrollStepSize);
{
if (button_status && game_status != PLAYING)
{
- HandleButton(-1,-1, button_status);
+ HandleButton(0, 0, -button_status);
return;
}