+ while (1)
+ {
+ if (PendingEvent()) /* got event */
+ {
+ Event event;
+
+ while (NextValidEvent(&event))
+ {
+ switch (event.type)
+ {
+ case EVENT_BUTTONPRESS:
+ case EVENT_BUTTONRELEASE:
+ HandleButtonEvent((ButtonEvent *) &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_KEYPRESS:
+ case EVENT_KEYRELEASE:
+ HandleKeyEvent((KeyEvent *) &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;
+ }
+
+#if 0
+ HandleNoEvent();
+#endif
+ }
+
+#if 1
+ HandleNoEvent();
+#endif
+
+ /* 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();
+ }
+ else
+ {
+ SyncDisplay();
+ if (!PendingEvent()) /* delay only if no pending events */
+ Delay(10);
+ }
+
+ /* refresh window contents from drawing buffer, if needed */
+ BackToFront();
+
+ if (game_status == GAME_MODE_QUIT)
+ return;
+ }
+}
+
+void HandleOtherEvents(Event *event)
+{
+ 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;
+
+#if defined(TARGET_SDL)
+ case SDL_JOYAXISMOTION:
+ case SDL_JOYBUTTONDOWN:
+ case SDL_JOYBUTTONUP:
+ HandleJoystickEvent(event);
+ break;
+
+ case SDL_SYSWMEVENT:
+ HandleWindowManagerEvent(event);
+ break;
+#endif
+
+ default:
+ break;
+ }
+}
+
+void ClearEventQueue()
+{
+ while (PendingEvent())
+ {
+ Event event;
+
+ NextEvent(&event);
+
+ switch (event.type)
+ {
+ case EVENT_BUTTONRELEASE:
+ button_status = MB_RELEASED;
+ break;
+
+ case EVENT_KEYRELEASE:
+#if 1
+ ClearPlayerAction();
+#else
+ key_joystick_mapping = 0;
+#endif
+ break;
+
+ default:
+ HandleOtherEvents(&event);
+ break;
+ }
+ }
+}
+
+void ClearPlayerAction()
+{
+ int i;
+
+ /* simulate key release events for still pressed keys */
+ key_joystick_mapping = 0;
+ for (i = 0; i < MAX_PLAYERS; i++)
+ stored_player[i].action = 0;
+}
+
+void SleepWhileUnmapped()
+{
+ boolean window_unmapped = TRUE;
+
+ KeyboardAutoRepeatOn();
+
+ while (window_unmapped)
+ {
+ Event event;
+
+ NextEvent(&event);
+
+ switch (event.type)
+ {
+ case EVENT_BUTTONRELEASE:
+ button_status = MB_RELEASED;
+ break;
+
+ case EVENT_KEYRELEASE:
+ 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)
+{
+#if !defined(TARGET_SDL)
+ RedrawPlayfield(FALSE, event->x, event->y, event->width, event->height);
+ FlushDisplay();
+#endif
+}
+
+void HandleButtonEvent(ButtonEvent *event)
+{
+#if DEBUG_EVENTS
+ Error(ERR_DEBUG, "BUTTON EVENT: button %d %s, x/y %d/%d\n",
+ event->button,
+ event->type == EVENT_BUTTONPRESS ? "pressed" : "released",
+ event->x, event->y);
+#endif
+
+ motion_status = FALSE;
+
+ if (event->type == EVENT_BUTTONPRESS)
+ button_status = event->button;
+ else
+ button_status = MB_RELEASED;
+
+ HandleButton(event->x, event->y, button_status, event->button);
+}
+
+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
+ Error(ERR_DEBUG, "MOTION EVENT: button %d moved, x/y %d/%d\n",
+ button_status, event->x, event->y);
+#endif
+
+ HandleButton(event->x, event->y, button_status, button_status);
+}
+
+#if defined(TARGET_SDL2)
+void HandleWindowEvent(WindowEvent *event)
+{
+#if DEBUG_EVENTS
+ int subtype = event->event;
+
+ char *event_name =
+ (subtype == SDL_WINDOWEVENT_SHOWN ? "SDL_WINDOWEVENT_SHOWN" :
+ subtype == SDL_WINDOWEVENT_HIDDEN ? "SDL_WINDOWEVENT_HIDDEN" :
+ subtype == SDL_WINDOWEVENT_EXPOSED ? "SDL_WINDOWEVENT_EXPOSED" :
+ subtype == SDL_WINDOWEVENT_MOVED ? "SDL_WINDOWEVENT_MOVED" :
+ subtype == SDL_WINDOWEVENT_SIZE_CHANGED ? "SDL_WINDOWEVENT_SIZE_CHANGED" :
+ subtype == SDL_WINDOWEVENT_RESIZED ? "SDL_WINDOWEVENT_RESIZED" :
+ subtype == SDL_WINDOWEVENT_MINIMIZED ? "SDL_WINDOWEVENT_MINIMIZED" :
+ subtype == SDL_WINDOWEVENT_MAXIMIZED ? "SDL_WINDOWEVENT_MAXIMIZED" :
+ subtype == SDL_WINDOWEVENT_RESTORED ? "SDL_WINDOWEVENT_RESTORED" :
+ subtype == SDL_WINDOWEVENT_ENTER ? "SDL_WINDOWEVENT_ENTER" :
+ subtype == SDL_WINDOWEVENT_LEAVE ? "SDL_WINDOWEVENT_LEAVE" :
+ subtype == SDL_WINDOWEVENT_FOCUS_GAINED ? "SDL_WINDOWEVENT_FOCUS_GAINED" :
+ subtype == SDL_WINDOWEVENT_FOCUS_LOST ? "SDL_WINDOWEVENT_FOCUS_LOST" :
+ subtype == SDL_WINDOWEVENT_CLOSE ? "SDL_WINDOWEVENT_CLOSE" :
+ "(UNKNOWN)");
+
+ Error(ERR_DEBUG, "WINDOW EVENT: '%s', %ld, %ld",
+ event_name, event->data1, event->data2);
+#endif
+
+ 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;
+
+ // if window size has changed after resizing, calculate new scaling factor
+ if (new_window_width != video.window_width ||
+ new_window_height != video.window_height)
+ {
+ 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)),
+ 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);
+ }
+#endif
+ }
+}
+
+#if 1
+
+#define NUM_TOUCH_FINGERS 3
+
+static struct
+{
+ SDL_FingerID finger_id;
+ int counter;
+ Key key;
+} touch_info[NUM_TOUCH_FINGERS];
+
+void HandleFingerEvent(FingerEvent *event)
+{
+ static Key motion_key_x = KSYM_UNDEFINED;
+ static Key motion_key_y = KSYM_UNDEFINED;
+ 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;
+ float event_x = event->x;
+ float event_y = event->y;
+
+#if 1
+#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 (game_status != GAME_MODE_PLAYING)
+ return;
+
+ if (1)
+ {
+ 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 > 2.0 / 3.0 ?
+ (event->y < 1.0 / 3.0 ? setup.input[0].key.up :
+ event->y > 2.0 / 3.0 ? setup.input[0].key.down :
+ event->x < 5.0 / 6.0 ? setup.input[0].key.left :
+ setup.input[0].key.right) :
+ KSYM_UNDEFINED);
+#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;
+
+ // check if we already know this touch event's finger id
+ for (i = 0; i < NUM_TOUCH_FINGERS; i++)
+ {
+ if (touch_info[i].finger_id == event->fingerId)
+ break;
+ }
+
+ if (i >= NUM_TOUCH_FINGERS)
+ {
+ if (key_status == KEY_PRESSED)
+ {
+ int oldest_pos = 0, oldest_counter = touch_info[0].counter;
+
+ // unknown finger id -- get new, empty slot, if available
+ for (i = 0; i < NUM_TOUCH_FINGERS; i++)
+ {
+ if (touch_info[i].counter < oldest_counter)
+ {
+ oldest_pos = i;
+ oldest_counter = touch_info[i].counter;
+ }
+
+ if (touch_info[i].finger_id == 0)
+ break;
+ }
+
+ if (i >= NUM_TOUCH_FINGERS)
+ {
+ // all slots allocated -- use oldest slot
+ i = oldest_pos;
+ }
+ }
+ else
+ {
+ // release of previously unknown key (should not happen)
+
+ if (key != KSYM_UNDEFINED)
+ HandleKey(key, KEY_RELEASED);
+ }
+ }
+
+ if (i < NUM_TOUCH_FINGERS)
+ {
+ if (key_status == KEY_PRESSED)
+ {
+ if (touch_info[i].key != key)
+ {
+ if (touch_info[i].key != KSYM_UNDEFINED)
+ HandleKey(touch_info[i].key, KEY_RELEASED);
+
+ if (key != KSYM_UNDEFINED)
+ HandleKey(key, KEY_PRESSED);
+ }
+
+ touch_info[i].finger_id = event->fingerId;
+ touch_info[i].counter = Counter();
+ touch_info[i].key = key;
+ }
+ else
+ {
+ if (touch_info[i].key != KSYM_UNDEFINED)
+ HandleKey(touch_info[i].key, KEY_RELEASED);
+
+ touch_info[i].finger_id = 0;
+ touch_info[i].counter = 0;
+ touch_info[i].key = 0;
+ }
+ }
+
+ Error(ERR_DEBUG, "=> key == %d, key_status == %d", key, key_status);
+
+ return;
+ }
+
+ if (event->type == EVENT_FINGERPRESS)
+ {
+ if (event_x > 1.0 / 3.0)
+ {
+ // motion area
+
+ motion_id = event->fingerId;
+
+ motion_x1 = event_x;
+ motion_y1 = event_y;
+
+ motion_key_x = KSYM_UNDEFINED;
+ motion_key_y = KSYM_UNDEFINED;
+
+ Error(ERR_DEBUG, "---------- MOVE STARTED (WAIT) ----------");
+ }
+ else
+ {
+ // button area
+
+ button_id = event->fingerId;
+
+ button_x1 = event_x;
+ button_y1 = event_y;
+
+ button_key = setup.input[0].key.snap;
+
+ HandleKey(button_key, KEY_PRESSED);
+
+ Error(ERR_DEBUG, "---------- SNAP STARTED ----------");
+ }
+ }
+ else if (event->type == EVENT_FINGERRELEASE)
+ {
+ if (event->fingerId == motion_id)
+ {
+ motion_id = 0;
+
+ if (motion_key_x != KSYM_UNDEFINED)
+ HandleKey(motion_key_x, KEY_RELEASED);
+ if (motion_key_y != KSYM_UNDEFINED)
+ HandleKey(motion_key_y, KEY_RELEASED);
+
+ motion_key_x = KSYM_UNDEFINED;
+ motion_key_y = KSYM_UNDEFINED;
+
+ Error(ERR_DEBUG, "---------- MOVE STOPPED ----------");
+ }
+ else if (event->fingerId == button_id)
+ {
+ button_id = 0;
+
+ if (button_key != KSYM_UNDEFINED)
+ HandleKey(button_key, KEY_RELEASED);
+
+ button_key = KSYM_UNDEFINED;
+
+ Error(ERR_DEBUG, "---------- SNAP STOPPED ----------");
+ }
+ }
+ else if (event->type == EVENT_FINGERMOTION)
+ {
+ if (event->fingerId == motion_id)
+ {
+ float distance_x = ABS(event_x - motion_x1);
+ float distance_y = ABS(event_y - motion_y1);
+ Key new_motion_key_x = (event_x < motion_x1 ? setup.input[0].key.left :
+ event_x > motion_x1 ? setup.input[0].key.right :
+ KSYM_UNDEFINED);
+ Key new_motion_key_y = (event_y < motion_y1 ? setup.input[0].key.up :
+ event_y > motion_y1 ? setup.input[0].key.down :
+ KSYM_UNDEFINED);
+
+ if (distance_x < trigger_distance / 2 ||
+ distance_x < distance_y)
+ new_motion_key_x = KSYM_UNDEFINED;
+
+ if (distance_y < trigger_distance / 2 ||
+ distance_y < distance_x)
+ new_motion_key_y = KSYM_UNDEFINED;
+
+ if (distance_x > trigger_distance ||
+ distance_y > trigger_distance)
+ {
+ if (new_motion_key_x != motion_key_x)
+ {
+ if (motion_key_x != KSYM_UNDEFINED)
+ HandleKey(motion_key_x, KEY_RELEASED);
+ if (new_motion_key_x != KSYM_UNDEFINED)
+ HandleKey(new_motion_key_x, KEY_PRESSED);
+ }
+
+ if (new_motion_key_y != motion_key_y)
+ {
+ if (motion_key_y != KSYM_UNDEFINED)
+ HandleKey(motion_key_y, KEY_RELEASED);
+ if (new_motion_key_y != KSYM_UNDEFINED)
+ HandleKey(new_motion_key_y, KEY_PRESSED);
+ }
+
+ motion_x1 = event_x;
+ motion_y1 = event_y;
+
+ motion_key_x = new_motion_key_x;
+ motion_key_y = new_motion_key_y;
+
+ Error(ERR_DEBUG, "---------- MOVE STARTED (MOVE) ----------");
+ }
+ }
+ else if (event->fingerId == button_id)
+ {
+ 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 (button_key == setup.input[0].key.snap)
+ HandleKey(button_key, KEY_RELEASED);
+
+ button_x1 = event_x;
+ button_y1 = event_y;
+
+ button_key = setup.input[0].key.drop;
+
+ HandleKey(button_key, KEY_PRESSED);
+
+ Error(ERR_DEBUG, "---------- DROP STARTED ----------");
+ }
+ }
+ }
+}
+
+#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
+ if (game_status == GAME_MODE_PLAYING)
+ return FALSE;
+
+ return ((GetKeyModState() & KMOD_TextInput) != KMOD_None);
+}
+
+void HandleTextEvent(TextEvent *event)
+{
+ char *text = event->text;
+ Key key = getKeyFromKeyName(text);
+
+#if DEBUG_EVENTS
+ Error(ERR_DEBUG, "TEXT EVENT: text == '%s' [%d byte(s), '%c'/%d], resulting key == %d (%s) [%04x]",
+ text,
+ strlen(text),
+ text[0], (int)(text[0]),
+ key,
+ getKeyNameFromKey(key),
+ GetKeyModState());
+#endif
+
+ // if (game_status != GAME_MODE_PLAYING && GetKeyModState() != KMOD_None)
+ /*
+ if (game_status != GAME_MODE_PLAYING &&
+ (GetKeyModState() & KMOD_TextInput) != KMOD_None)
+ */
+ if (checkTextInputKeyModState())
+ {
+ HandleKey(key, KEY_PRESSED);
+ HandleKey(key, KEY_RELEASED);
+ }
+}
+#endif
+
+void HandleKeyEvent(KeyEvent *event)
+{
+ int key_status = (event->type == EVENT_KEYPRESS ? KEY_PRESSED : KEY_RELEASED);
+ boolean with_modifiers = (game_status == GAME_MODE_PLAYING ? FALSE : TRUE);
+ Key key = GetEventKey(event, with_modifiers);
+ Key keymod = (with_modifiers ? GetEventKey(event, FALSE) : key);
+
+#if DEBUG_EVENTS
+ 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,
+ event->keysym.sym,
+ keymod,
+ GetKeyModState(),
+ key,
+ 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)
+ key = KSYM_Escape;
+#endif
+
+ 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)
+ */
+ if (!checkTextInputKeyModState())
+ HandleKey(key, key_status);
+#else
+ HandleKey(key, key_status);
+#endif
+}
+
+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);
+}
+
+void HandleWindowManagerEvent(Event *event)
+{
+#if defined(TARGET_SDL)
+ SDLHandleWindowManagerEvent(event);
+#endif
+}
+
+void HandleButton(int mx, int my, int button, int button_nr)
+{
+ static int old_mx = 0, old_my = 0;
+
+ if (button < 0)
+ {
+ mx = old_mx;
+ my = old_my;
+ button = -button;
+ }
+ else
+ {
+ old_mx = mx;
+ old_my = my;
+ }
+
+ if (HandleGadgets(mx, my, button))
+ {
+ /* do not handle this button event anymore */
+ mx = my = -32; /* force mouse event to be outside screen tiles */
+ }
+
+ /* 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:
+ HandleTitleScreen(mx, my, 0, 0, button);
+ break;
+
+ case GAME_MODE_MAIN:
+ HandleMainMenu(mx, my, 0, 0, button);
+ break;
+
+ case GAME_MODE_PSEUDO_TYPENAME:
+ HandleTypeName(0, KSYM_Return);
+ break;
+
+ case GAME_MODE_LEVELS:
+ HandleChooseLevelSet(mx, my, 0, 0, button);
+ break;
+
+ case GAME_MODE_LEVELNR:
+ HandleChooseLevelNr(mx, my, 0, 0, button);
+ break;
+
+ case GAME_MODE_SCORES:
+ HandleHallOfFame(0, 0, 0, 0, button);
+ break;
+
+ case GAME_MODE_EDITOR:
+ HandleLevelEditorIdle();
+ break;
+
+ case GAME_MODE_INFO:
+ HandleInfoScreen(mx, my, 0, 0, button);
+ break;
+
+ case GAME_MODE_SETUP:
+ HandleSetupScreen(mx, my, 0, 0, button);
+ break;
+
+ case GAME_MODE_PLAYING:
+#ifdef DEBUG
+ if (button == MB_PRESSED && !motion_status && IN_GFX_SCREEN(mx, my))
+ DumpTile(LEVELX((mx - SX) / TILEX), LEVELY((my - SY) / TILEY));
+#endif
+ break;
+
+ default:
+ break;
+ }
+}
+
+static boolean is_string_suffix(char *string, char *suffix)
+{
+ int string_len = strlen(string);
+ int suffix_len = strlen(suffix);
+
+ if (suffix_len > string_len)
+ return FALSE;
+
+ return (strEqual(&string[string_len - suffix_len], suffix));
+}
+
+#define MAX_CHEAT_INPUT_LEN 32
+
+static void HandleKeysSpecial(Key key)
+{
+ static char cheat_input[2 * MAX_CHEAT_INPUT_LEN + 1] = "";
+ char letter = getCharFromKey(key);
+ int cheat_input_len = strlen(cheat_input);
+ int i;
+
+ if (letter == 0)
+ return;
+
+ if (cheat_input_len >= 2 * MAX_CHEAT_INPUT_LEN)
+ {
+ for (i = 0; i < MAX_CHEAT_INPUT_LEN + 1; i++)
+ cheat_input[i] = cheat_input[MAX_CHEAT_INPUT_LEN + i];
+
+ cheat_input_len = MAX_CHEAT_INPUT_LEN;
+ }
+
+ cheat_input[cheat_input_len++] = letter;
+ cheat_input[cheat_input_len] = '\0';
+
+#if DEBUG_EVENTS
+ Error(ERR_DEBUG, "SPECIAL KEY '%s' [%d]\n", cheat_input, cheat_input_len);
+#endif
+
+ if (game_status == GAME_MODE_MAIN)
+ {
+ if (is_string_suffix(cheat_input, ":insert-solution-tape") ||
+ is_string_suffix(cheat_input, ":ist"))
+ {
+ InsertSolutionTape();
+ }
+ else if (is_string_suffix(cheat_input, ":reload-graphics") ||
+ is_string_suffix(cheat_input, ":rg"))
+ {
+ ReloadCustomArtwork(1 << ARTWORK_TYPE_GRAPHICS);
+ DrawMainMenu();
+ }
+ else if (is_string_suffix(cheat_input, ":reload-sounds") ||
+ is_string_suffix(cheat_input, ":rs"))
+ {
+ ReloadCustomArtwork(1 << ARTWORK_TYPE_SOUNDS);
+ DrawMainMenu();
+ }
+ else if (is_string_suffix(cheat_input, ":reload-music") ||
+ is_string_suffix(cheat_input, ":rm"))
+ {
+ ReloadCustomArtwork(1 << ARTWORK_TYPE_MUSIC);
+ DrawMainMenu();
+ }
+ else if (is_string_suffix(cheat_input, ":reload-artwork") ||
+ is_string_suffix(cheat_input, ":ra"))
+ {
+ ReloadCustomArtwork(1 << ARTWORK_TYPE_GRAPHICS |
+ 1 << ARTWORK_TYPE_SOUNDS |
+ 1 << ARTWORK_TYPE_MUSIC);
+ DrawMainMenu();
+ }
+ else if (is_string_suffix(cheat_input, ":dump-level") ||
+ is_string_suffix(cheat_input, ":dl"))
+ {
+ DumpLevel(&level);
+ }
+ else if (is_string_suffix(cheat_input, ":dump-tape") ||
+ is_string_suffix(cheat_input, ":dt"))
+ {
+ DumpTape(&tape);
+ }
+ else if (is_string_suffix(cheat_input, ":save-native-level") ||
+ is_string_suffix(cheat_input, ":snl"))
+ {
+ SaveNativeLevel(&level);
+ }
+ }
+ else if (game_status == GAME_MODE_PLAYING)
+ {
+#ifdef DEBUG
+ if (is_string_suffix(cheat_input, ".q"))
+ DEBUG_SetMaximumDynamite();
+#endif
+ }
+ else if (game_status == GAME_MODE_EDITOR)