case EVENT_TEXTINPUT:
HandleTextEvent((TextEvent *) &event);
break;
+
+ case SDL_APP_WILLENTERBACKGROUND:
+ case SDL_APP_DIDENTERBACKGROUND:
+ case SDL_APP_WILLENTERFOREGROUND:
+ case SDL_APP_DIDENTERFOREGROUND:
+ HandlePauseResumeEvent((PauseResumeEvent *) &event);
+ break;
#endif
case EVENT_KEYPRESS:
void HandleExposeEvent(ExposeEvent *event)
{
-#if !defined(TARGET_SDL)
- RedrawPlayfield(FALSE, event->x, event->y, event->width, event->height);
- FlushDisplay();
-#endif
}
void HandleButtonEvent(ButtonEvent *event)
int new_xpercent = (100 * new_window_width / video.width);
int new_ypercent = (100 * new_window_height / video.height);
+#if 0
printf("::: RESIZED from %d, %d to %d, %d\n",
video.window_width, video.window_height,
new_window_width, new_window_height);
+#endif
setup.window_scaling_percent = video.window_scaling_percent =
MIN(MAX(MIN_WINDOW_SCALING_PERCENT, MIN(new_xpercent, new_ypercent)),
video.window_width = new_window_width;
video.window_height = new_window_height;
+#if 0
printf("::: setup.window_scaling_percent set to %d\n",
setup.window_scaling_percent);
+#endif
if (game_status == GAME_MODE_SETUP)
RedrawSetupScreenAfterFullscreenToggle();
+
+ SetWindowTitle();
}
#else
// prevent slightly wrong scaling factor due to rounding differences
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 (game_status != GAME_MODE_PLAYING)
return;
- if (1)
+#if 1
+ if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
+#else
+ boolean use_virtual_button_control = FALSE;
+
+ if (use_virtual_button_control)
+#endif
{
int key_status = (event->type == EVENT_FINGERRELEASE ? KEY_RELEASED :
KEY_PRESSED);
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);
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)
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;