static void HandleEventActions(void);
+// event filter to set mouse x/y position (for pointer class global animations)
+// (this is especially required to ensure smooth global animation mouse pointer
+// movement when the screen is updated without handling events; this can happen
+// when drawing door/envelope request animations, for example)
+
+int FilterMouseMotionEvents(void *userdata, Event *event)
+{
+ if (event->type == EVENT_MOTIONNOTIFY)
+ {
+ int mouse_x = ((MotionEvent *)event)->x;
+ int mouse_y = ((MotionEvent *)event)->y;
+
+ UpdateRawMousePosition(mouse_x, mouse_y);
+ }
+
+ return 1;
+}
+
// event filter especially needed for SDL event filtering due to
// delay problems with lots of mouse motion events when mouse button
// not pressed (X11 can handle this with 'PointerMotionHintMask')
{
((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;
}
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
if (game_status == GAME_MODE_SETUP)
RedrawSetupScreenAfterFullscreenToggle();
+ UpdateMousePosition();
+
SetWindowTitle();
}
}
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 int HandleDropFileEvent(char *filename)
{
Error(ERR_DEBUG, "DROP FILE EVENT: '%s'", filename);
SDL_free(event->drop.file);
}
+void HandleUserEvent(UserEvent *event)
+{
+ switch (event->code)
+ {
+ case USEREVENT_ANIM_DELAY_ACTION:
+ case USEREVENT_ANIM_EVENT_ACTION:
+ // execute action functions until matching action was found
+ if (DoKeysymAction(event->value1) ||
+ DoGadgetAction(event->value1) ||
+ DoScreenAction(event->value1))
+ return;
+ break;
+
+ default:
+ break;
+ }
+}
+
void HandleButton(int mx, int my, int button, int button_nr)
{
static int old_mx = 0, old_my = 0;
if (game_status == GAME_MODE_SETUP)
RedrawSetupScreenAfterFullscreenToggle();
+ UpdateMousePosition();
+
// set flag to ignore repeated "key pressed" events
ignore_repeated_key = TRUE;
if (game_status == GAME_MODE_SETUP)
RedrawSetupScreenAfterFullscreenToggle();
+ UpdateMousePosition();
+
return;
}
- if (HandleGlobalAnimClicks(-1, -1, (key == KSYM_space ||
- key == KSYM_Return ||
- key == KSYM_Escape), TRUE))
+ // 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