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improved handling of opening gray ball when turning laser away
[rocksndiamonds.git]
/
src
/
events.c
diff --git
a/src/events.c
b/src/events.c
index 9b4d733cec07eef20603a36c6cf5d4c089b80d6b..985dc2a2e2e84f775fbbf2e2e3a650a6c179fa6d 100644
(file)
--- a/
src/events.c
+++ b/
src/events.c
@@
-36,8
+36,7
@@
static boolean cursor_inside_playfield = FALSE;
static int cursor_mode_last = CURSOR_DEFAULT;
static boolean cursor_inside_playfield = FALSE;
static int cursor_mode_last = CURSOR_DEFAULT;
-static unsigned int special_cursor_delay = 0;
-static unsigned int special_cursor_delay_value = 1000;
+static DelayCounter special_cursor_delay = { 1000 };
static boolean special_cursor_enabled = FALSE;
static boolean stop_processing_events = FALSE;
static boolean special_cursor_enabled = FALSE;
static boolean stop_processing_events = FALSE;
@@
-211,8
+210,7
@@
void StopProcessingEvents(void)
static void HandleEvents(void)
{
Event event;
static void HandleEvents(void)
{
Event event;
- unsigned int event_frame_delay = 0;
- unsigned int event_frame_delay_value = GAME_FRAME_DELAY;
+ DelayCounter event_frame_delay = { GAME_FRAME_DELAY };
ResetDelayCounter(&event_frame_delay);
ResetDelayCounter(&event_frame_delay);
@@
-277,7
+275,7
@@
static void HandleEvents(void)
ResetDelayCounter(&event_frame_delay);
// do not handle events for longer than standard frame delay period
ResetDelayCounter(&event_frame_delay);
// do not handle events for longer than standard frame delay period
- if (DelayReached(&event_frame_delay
, event_frame_delay_value
))
+ if (DelayReached(&event_frame_delay))
break;
// do not handle any further events if triggered by a special flag
break;
// do not handle any further events if triggered by a special flag
@@
-330,7
+328,7
@@
static void HandleMouseCursor(void)
// when showing title screens, hide mouse pointer (if not moved)
if (gfx.cursor_mode != CURSOR_NONE &&
// when showing title screens, hide mouse pointer (if not moved)
if (gfx.cursor_mode != CURSOR_NONE &&
- DelayReached(&special_cursor_delay
, special_cursor_delay_value
))
+ DelayReached(&special_cursor_delay))
{
SetMouseCursor(CURSOR_NONE);
}
{
SetMouseCursor(CURSOR_NONE);
}
@@
-347,7
+345,7
@@
static void HandleMouseCursor(void)
if (gfx.cursor_mode != CURSOR_PLAYFIELD &&
cursor_inside_playfield &&
special_cursor_enabled &&
if (gfx.cursor_mode != CURSOR_PLAYFIELD &&
cursor_inside_playfield &&
special_cursor_enabled &&
- DelayReached(&special_cursor_delay
, special_cursor_delay_value
))
+ DelayReached(&special_cursor_delay))
{
SetMouseCursor(CURSOR_PLAYFIELD);
}
{
SetMouseCursor(CURSOR_PLAYFIELD);
}
@@
-585,7
+583,7
@@
void HandleWheelEvent(WheelEvent *event)
event->y < 0 ? MB_WHEEL_DOWN :
event->y > 0 ? MB_WHEEL_UP : 0);
event->y < 0 ? MB_WHEEL_DOWN :
event->y > 0 ? MB_WHEEL_UP : 0);
-#if defined(PLATFORM_WIN
32) || defined(PLATFORM_MACOSX
)
+#if defined(PLATFORM_WIN
DOWS) || defined(PLATFORM_MAC
)
// accelerated mouse wheel available on Mac and Windows
wheel_steps = (event->x ? ABS(event->x) : ABS(event->y));
#else
// accelerated mouse wheel available on Mac and Windows
wheel_steps = (event->x ? ABS(event->x) : ABS(event->y));
#else
@@
-622,6
+620,8
@@
void HandleWindowEvent(WindowEvent *event)
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" :
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" :
+ subtype == SDL_WINDOWEVENT_TAKE_FOCUS ? "SDL_WINDOWEVENT_TAKE_FOCUS" :
+ subtype == SDL_WINDOWEVENT_HIT_TEST ? "SDL_WINDOWEVENT_HIT_TEST" :
"(UNKNOWN)");
Debug("event:window", "name: '%s', data1: %ld, data2: %ld",
"(UNKNOWN)");
Debug("event:window", "name: '%s', data1: %ld, data2: %ld",
@@
-1458,16
+1458,13
@@
void HandlePauseResumeEvent(PauseResumeEvent *event)
void HandleKeyEvent(KeyEvent *event)
{
int key_status = (event->type == EVENT_KEYPRESS ? KEY_PRESSED : KEY_RELEASED);
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);
+ Key key = GetEventKey(event);
#if DEBUG_EVENTS_KEY
#if DEBUG_EVENTS_KEY
- Debug("event:key", "key was %s, keysym.scancode == %d, keysym.sym == %d,
keymod = %d,
GetKeyModState() = 0x%04x, resulting key == %d (%s)",
+ Debug("event:key", "key was %s, keysym.scancode == %d, keysym.sym == %d, GetKeyModState() = 0x%04x, resulting key == %d (%s)",
event->type == EVENT_KEYPRESS ? "pressed" : "released",
event->keysym.scancode,
event->keysym.sym,
event->type == EVENT_KEYPRESS ? "pressed" : "released",
event->keysym.scancode,
event->keysym.sym,
- keymod,
GetKeyModState(),
key,
getKeyNameFromKey(key));
GetKeyModState(),
key,
getKeyNameFromKey(key));
@@
-1495,7
+1492,7
@@
void HandleKeyEvent(KeyEvent *event)
}
#endif
}
#endif
- HandleKeyModState(key
mod
, key_status);
+ HandleKeyModState(key, key_status);
// process all keys if not in text input mode or if non-printable keys
if (!checkTextInputKey(key))
// process all keys if not in text input mode or if non-printable keys
if (!checkTextInputKey(key))
@@
-1700,6
+1697,7
@@
void HandleButton(int mx, int my, int button, int button_nr)
static int old_mx = 0, old_my = 0;
boolean button_hold = FALSE;
boolean handle_gadgets = TRUE;
static int old_mx = 0, old_my = 0;
boolean button_hold = FALSE;
boolean handle_gadgets = TRUE;
+ int game_status_last = game_status;
if (button_nr < 0)
{
if (button_nr < 0)
{
@@
-1718,9
+1716,11
@@
void HandleButton(int mx, int my, int button, int button_nr)
// when playing, only handle gadgets when using "follow finger" controls
// or when using touch controls in combination with the MM game engine
// or when using gadgets that do not overlap with virtual buttons
// when playing, only handle gadgets when using "follow finger" controls
// or when using touch controls in combination with the MM game engine
// or when using gadgets that do not overlap with virtual buttons
+ // or when touch controls are disabled (e.g., with mouse-only levels)
handle_gadgets =
(game_status != GAME_MODE_PLAYING ||
level.game_engine_type == GAME_ENGINE_TYPE_MM ||
handle_gadgets =
(game_status != GAME_MODE_PLAYING ||
level.game_engine_type == GAME_ENGINE_TYPE_MM ||
+ strEqual(setup.touch.control_type, TOUCH_CONTROL_OFF) ||
strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER) ||
(strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS) &&
!CheckVirtualButtonPressed(mx, my, button)));
strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER) ||
(strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS) &&
!CheckVirtualButtonPressed(mx, my, button)));
@@
-1742,8
+1742,12
@@
void HandleButton(int mx, int my, int button, int button_nr)
if (handle_gadgets && HandleGadgets(mx, my, button))
{
if (handle_gadgets && HandleGadgets(mx, my, button))
{
- // do not handle this button event anymore
+ // do not handle this button event anymore
with position on screen
mx = my = -32; // force mouse event to be outside screen tiles
mx = my = -32; // force mouse event to be outside screen tiles
+
+ // do not handle this button event anymore if game status has changed
+ if (game_status != game_status_last)
+ return;
}
if (button_hold && game_status == GAME_MODE_PLAYING && tape.pausing)
}
if (button_hold && game_status == GAME_MODE_PLAYING && tape.pausing)
@@
-2282,6
+2286,16
@@
void HandleKey(Key key, int key_status)
return;
}
return;
}
+ if (game_status == GAME_MODE_MAIN &&
+ (setup.internal.info_screens_from_main ||
+ leveldir_current->info_screens_from_main) &&
+ (key >= KSYM_KP_1 && key <= KSYM_KP_9))
+ {
+ DrawInfoScreen_FromMainMenu(key - KSYM_KP_1 + 1);
+
+ return;
+ }
+
if (game_status == GAME_MODE_MAIN || game_status == GAME_MODE_PLAYING)
{
if (key == setup.shortcut.save_game)
if (game_status == GAME_MODE_MAIN || game_status == GAME_MODE_PLAYING)
{
if (key == setup.shortcut.save_game)
@@
-2299,6
+2313,11
@@
void HandleKey(Key key, int key_status)
HandleSoundButtonKeys(key);
}
HandleSoundButtonKeys(key);
}
+ if (game_status == GAME_MODE_SCOREINFO)
+ {
+ HandleScreenGadgetKeys(key);
+ }
+
if (game_status == GAME_MODE_PLAYING && !network_playing)
{
int centered_player_nr_next = -999;
if (game_status == GAME_MODE_PLAYING && !network_playing)
{
int centered_player_nr_next = -999;
@@
-2328,6
+2347,14
@@
void HandleKey(Key key, int key_status)
if (HandleGadgetsKeyInput(key))
return; // do not handle already processed keys again
if (HandleGadgetsKeyInput(key))
return; // do not handle already processed keys again
+ // special case: on "space" key, either continue playing or go to main menu
+ if (game_status == GAME_MODE_SCORES && key == KSYM_space)
+ {
+ HandleHallOfFame(0, 0, 0, 0, MB_MENU_CONTINUE);
+
+ return;
+ }
+
switch (game_status)
{
case GAME_MODE_PSEUDO_TYPENAME:
switch (game_status)
{
case GAME_MODE_PSEUDO_TYPENAME:
@@
-2574,8
+2601,7
@@
static int HandleJoystickForAllPlayers(void)
void HandleJoystick(void)
{
void HandleJoystick(void)
{
- static unsigned int joytest_delay = 0;
- static unsigned int joytest_delay_value = GADGET_FRAME_DELAY;
+ static DelayCounter joytest_delay = { GADGET_FRAME_DELAY };
static int joytest_last = 0;
int delay_value_first = GADGET_FRAME_DELAY_FIRST;
int delay_value = GADGET_FRAME_DELAY;
static int joytest_last = 0;
int delay_value_first = GADGET_FRAME_DELAY_FIRST;
int delay_value = GADGET_FRAME_DELAY;
@@
-2633,7
+2659,7
@@
void HandleJoystick(void)
if (dx || dy || button)
SetPlayfieldMouseCursorEnabled(TRUE);
if (dx || dy || button)
SetPlayfieldMouseCursorEnabled(TRUE);
- if (joytest && !button && !DelayReached(&joytest_delay
, joytest_delay_value
))
+ if (joytest && !button && !DelayReached(&joytest_delay))
{
// delay joystick/keyboard actions if axes/keys continually pressed
newbutton = dx = dy = 0;
{
// delay joystick/keyboard actions if axes/keys continually pressed
newbutton = dx = dy = 0;
@@
-2641,7
+2667,7
@@
void HandleJoystick(void)
else
{
// first start with longer delay, then continue with shorter delay
else
{
// first start with longer delay, then continue with shorter delay
- joytest_delay
_
value =
+ joytest_delay
.
value =
(use_delay_value_first ? delay_value_first : delay_value);
}
(use_delay_value_first ? delay_value_first : delay_value);
}