+#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_WINDOW
+ 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 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();
+#endif
+
+ if (event->event == SDL_WINDOWEVENT_RESIZED && !video.fullscreen_enabled)
+ {
+ 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);
+
+ // (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;
+
+ if (game_status == GAME_MODE_SETUP)
+ RedrawSetupScreenAfterFullscreenToggle();
+
+ SetWindowTitle();
+ }
+ }
+}
+
+#define NUM_TOUCH_FINGERS 3
+
+static struct
+{
+ boolean touched;
+ 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 = -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 DEBUG_EVENTS_FINGER