+ if (game_status == GAME_MODE_SETUP)
+ RedrawSetupScreenAfterFullscreenToggle();
+
+ SetWindowTitle();
+ }
+ }
+#if defined(PLATFORM_ANDROID)
+ else
+ {
+ int new_display_width = event->data1;
+ int new_display_height = event->data2;
+
+ // if fullscreen display size has changed, device has been rotated
+ if (new_display_width != video.display_width ||
+ new_display_height != video.display_height)
+ {
+ int nr = GRID_ACTIVE_NR(); // previous screen orientation
+
+ video.display_width = new_display_width;
+ video.display_height = new_display_height;
+
+ SDLSetScreenProperties();
+
+ // check if screen orientation has changed (should always be true here)
+ if (nr != GRID_ACTIVE_NR())
+ {
+ int x, y;
+
+ if (game_status == GAME_MODE_SETUP)
+ RedrawSetupScreenAfterScreenRotation(nr);
+
+ nr = GRID_ACTIVE_NR();
+
+ overlay.grid_xsize = setup.touch.grid_xsize[nr];
+ overlay.grid_ysize = setup.touch.grid_ysize[nr];
+
+ for (x = 0; x < MAX_GRID_XSIZE; x++)
+ for (y = 0; y < MAX_GRID_YSIZE; y++)
+ overlay.grid_button[x][y] = setup.touch.grid_button[nr][x][y];
+ }
+ }
+ }
+#endif
+ }
+}
+
+#define NUM_TOUCH_FINGERS 3
+
+static struct
+{
+ boolean touched;
+ SDL_FingerID finger_id;
+ int counter;
+ Key key;
+} touch_info[NUM_TOUCH_FINGERS];
+
+static void HandleFingerEvent_VirtualButtons(FingerEvent *event)
+{
+#if 1
+ int x = event->x * overlay.grid_xsize;
+ int y = event->y * overlay.grid_ysize;
+ int grid_button = overlay.grid_button[x][y];
+ int grid_button_action = GET_ACTION_FROM_GRID_BUTTON(grid_button);
+ Key key = (grid_button == CHAR_GRID_BUTTON_LEFT ? setup.input[0].key.left :
+ grid_button == CHAR_GRID_BUTTON_RIGHT ? setup.input[0].key.right :
+ grid_button == CHAR_GRID_BUTTON_UP ? setup.input[0].key.up :
+ grid_button == CHAR_GRID_BUTTON_DOWN ? setup.input[0].key.down :
+ grid_button == CHAR_GRID_BUTTON_SNAP ? setup.input[0].key.snap :
+ grid_button == CHAR_GRID_BUTTON_DROP ? setup.input[0].key.drop :
+ KSYM_UNDEFINED);
+#else
+ float ypos = 1.0 - 1.0 / 3.0 * video.display_width / video.display_height;
+ float event_x = (event->x);
+ float event_y = (event->y - ypos) / (1 - ypos);
+ Key key = (event_x > 0 && event_x < 1.0 / 6.0 &&
+ event_y > 2.0 / 3.0 && event_y < 1 ?
+ setup.input[0].key.snap :
+ event_x > 1.0 / 6.0 && event_x < 1.0 / 3.0 &&
+ event_y > 2.0 / 3.0 && event_y < 1 ?
+ setup.input[0].key.drop :
+ event_x > 7.0 / 9.0 && event_x < 8.0 / 9.0 &&
+ event_y > 0 && event_y < 1.0 / 3.0 ?
+ setup.input[0].key.up :
+ event_x > 6.0 / 9.0 && event_x < 7.0 / 9.0 &&
+ event_y > 1.0 / 3.0 && event_y < 2.0 / 3.0 ?
+ setup.input[0].key.left :
+ event_x > 8.0 / 9.0 && event_x < 1 &&
+ event_y > 1.0 / 3.0 && event_y < 2.0 / 3.0 ?
+ setup.input[0].key.right :
+ event_x > 7.0 / 9.0 && event_x < 8.0 / 9.0 &&
+ event_y > 2.0 / 3.0 && event_y < 1 ?
+ setup.input[0].key.down :
+ KSYM_UNDEFINED);
+#endif
+ int key_status = (event->type == EVENT_FINGERRELEASE ? KEY_RELEASED :
+ KEY_PRESSED);
+ char *key_status_name = (key_status == KEY_RELEASED ? "KEY_RELEASED" :
+ "KEY_PRESSED");
+ int i;
+
+ // for any touch input event, enable overlay buttons (if activated)
+ SetOverlayEnabled(TRUE);
+
+ Error(ERR_DEBUG, "::: key '%s' was '%s' [fingerId: %lld]",
+ getKeyNameFromKey(key), key_status_name, event->fingerId);
+
+ if (key_status == KEY_PRESSED)
+ overlay.grid_button_action |= grid_button_action;
+ else
+ overlay.grid_button_action &= ~grid_button_action;
+
+ // check if we already know this touch event's finger id
+ for (i = 0; i < NUM_TOUCH_FINGERS; i++)
+ {
+ if (touch_info[i].touched &&
+ touch_info[i].finger_id == event->fingerId)
+ {
+ // Error(ERR_DEBUG, "MARK 1: %d", i);
+
+ 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;
+
+ // Error(ERR_DEBUG, "MARK 2: %d", i);
+ }
+
+ if (!touch_info[i].touched)
+ {
+ // Error(ERR_DEBUG, "MARK 3: %d", i);
+
+ break;
+ }
+ }
+
+ if (i >= NUM_TOUCH_FINGERS)
+ {
+ // all slots allocated -- use oldest slot
+ i = oldest_pos;
+
+ // Error(ERR_DEBUG, "MARK 4: %d", i);
+ }
+ }
+ else
+ {
+ // release of previously unknown key (should not happen)
+
+ if (key != KSYM_UNDEFINED)
+ {
+ HandleKey(key, KEY_RELEASED);
+
+ Error(ERR_DEBUG, "=> key == '%s', key_status == '%s' [slot %d] [1]",
+ getKeyNameFromKey(key), "KEY_RELEASED", i);
+ }
+ }
+ }
+
+ 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);
+
+ Error(ERR_DEBUG, "=> key == '%s', key_status == '%s' [slot %d] [2]",
+ getKeyNameFromKey(touch_info[i].key), "KEY_RELEASED", i);
+ }
+
+ if (key != KSYM_UNDEFINED)
+ {
+ HandleKey(key, KEY_PRESSED);
+
+ Error(ERR_DEBUG, "=> key == '%s', key_status == '%s' [slot %d] [3]",
+ getKeyNameFromKey(key), "KEY_PRESSED", i);
+ }
+ }
+
+ touch_info[i].touched = TRUE;
+ 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);
+
+ Error(ERR_DEBUG, "=> key == '%s', key_status == '%s' [slot %d] [4]",
+ getKeyNameFromKey(touch_info[i].key), "KEY_RELEASED", i);
+ }
+
+ touch_info[i].touched = FALSE;
+ touch_info[i].finger_id = 0;
+ touch_info[i].counter = 0;
+ touch_info[i].key = 0;
+ }
+ }
+}
+
+static void HandleFingerEvent_WipeGestures(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 = setup.touch.move_distance;
+ int drop_trigger_distance_percent = setup.touch.drop_distance;
+ 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 (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 = -1;
+
+ 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 = -1;
+
+ 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 < move_trigger_distance / 2 ||
+ distance_x < distance_y)
+ new_motion_key_x = KSYM_UNDEFINED;
+
+ if (distance_y < move_trigger_distance / 2 ||
+ distance_y < distance_x)
+ new_motion_key_y = KSYM_UNDEFINED;
+
+ if (distance_x > move_trigger_distance ||
+ distance_y > move_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 < drop_trigger_distance / 2 &&
+ distance_y > drop_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 ----------");
+ }
+ }
+ }
+}
+
+void HandleFingerEvent(FingerEvent *event)
+{
+#if DEBUG_EVENTS_FINGER
+ 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
+
+ if (game_status != GAME_MODE_PLAYING)
+ return;
+
+ if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ {
+ if (strEqual(setup.touch.control_type, TOUCH_CONTROL_OFF))
+ local_player->mouse_action.button_hint =
+ (event->type == EVENT_FINGERRELEASE ? MB_NOT_PRESSED :
+ event->x < 0.5 ? MB_LEFTBUTTON :
+ event->x > 0.5 ? MB_RIGHTBUTTON :
+ MB_NOT_PRESSED);
+
+ return;
+ }
+
+ if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
+ HandleFingerEvent_VirtualButtons(event);
+ else if (strEqual(setup.touch.control_type, TOUCH_CONTROL_WIPE_GESTURES))
+ HandleFingerEvent_WipeGestures(event);
+}
+
+#endif
+
+static void HandleButtonOrFinger_WipeGestures_MM(int mx, int my, int button)
+{
+ static int old_mx = 0, old_my = 0;
+ static int last_button = MB_LEFTBUTTON;
+ static boolean touched = FALSE;
+ static boolean tapped = FALSE;
+
+ // screen tile was tapped (but finger not touching the screen anymore)
+ // (this point will also be reached without receiving a touch event)
+ if (tapped && !touched)
+ {
+ SetPlayerMouseAction(old_mx, old_my, MB_RELEASED);
+
+ tapped = FALSE;
+ }
+
+ // stop here if this function was not triggered by a touch event
+ if (button == -1)
+ return;
+
+ if (button == MB_PRESSED && IN_GFX_FIELD_PLAY(mx, my))
+ {
+ // finger started touching the screen
+
+ touched = TRUE;
+ tapped = TRUE;
+
+ if (!motion_status)
+ {
+ old_mx = mx;
+ old_my = my;
+
+ ClearPlayerMouseAction();
+
+ Error(ERR_DEBUG, "---------- TOUCH ACTION STARTED ----------");
+ }
+ }
+ else if (button == MB_RELEASED && touched)
+ {
+ // finger stopped touching the screen
+
+ touched = FALSE;
+
+ if (tapped)
+ SetPlayerMouseAction(old_mx, old_my, last_button);
+ else
+ SetPlayerMouseAction(old_mx, old_my, MB_RELEASED);
+
+ Error(ERR_DEBUG, "---------- TOUCH ACTION STOPPED ----------");
+ }
+
+ if (touched)
+ {
+ // finger moved while touching the screen
+
+ int old_x = getLevelFromScreenX(old_mx);
+ int old_y = getLevelFromScreenY(old_my);
+ int new_x = getLevelFromScreenX(mx);
+ int new_y = getLevelFromScreenY(my);
+
+ if (new_x != old_x || new_y != old_y)
+ tapped = FALSE;
+
+ if (new_x != old_x)
+ {
+ // finger moved left or right from (horizontal) starting position
+
+ int button_nr = (new_x < old_x ? MB_LEFTBUTTON : MB_RIGHTBUTTON);
+
+ SetPlayerMouseAction(old_mx, old_my, button_nr);
+
+ last_button = button_nr;
+
+ Error(ERR_DEBUG, "---------- TOUCH ACTION: ROTATING ----------");
+ }
+ else
+ {
+ // finger stays at or returned to (horizontal) starting position
+
+ SetPlayerMouseAction(old_mx, old_my, MB_RELEASED);
+
+ Error(ERR_DEBUG, "---------- TOUCH ACTION PAUSED ----------");
+ }
+ }
+}
+
+static void HandleButtonOrFinger_FollowFinger_MM(int mx, int my, int button)
+{
+ static int old_mx = 0, old_my = 0;
+ static int last_button = MB_LEFTBUTTON;
+ static boolean touched = FALSE;
+ static boolean tapped = FALSE;
+
+ // screen tile was tapped (but finger not touching the screen anymore)
+ // (this point will also be reached without receiving a touch event)
+ if (tapped && !touched)
+ {
+ SetPlayerMouseAction(old_mx, old_my, MB_RELEASED);
+
+ tapped = FALSE;
+ }
+
+ // stop here if this function was not triggered by a touch event
+ if (button == -1)
+ return;
+
+ if (button == MB_PRESSED && IN_GFX_FIELD_PLAY(mx, my))
+ {
+ // finger started touching the screen
+
+ touched = TRUE;
+ tapped = TRUE;
+
+ if (!motion_status)
+ {
+ old_mx = mx;
+ old_my = my;
+
+ ClearPlayerMouseAction();
+
+ Error(ERR_DEBUG, "---------- TOUCH ACTION STARTED ----------");
+ }
+ }
+ else if (button == MB_RELEASED && touched)
+ {
+ // finger stopped touching the screen
+
+ touched = FALSE;
+
+ if (tapped)
+ SetPlayerMouseAction(old_mx, old_my, last_button);
+ else
+ SetPlayerMouseAction(old_mx, old_my, MB_RELEASED);
+
+ Error(ERR_DEBUG, "---------- TOUCH ACTION STOPPED ----------");
+ }
+
+ if (touched)
+ {
+ // finger moved while touching the screen
+
+ int old_x = getLevelFromScreenX(old_mx);
+ int old_y = getLevelFromScreenY(old_my);
+ int new_x = getLevelFromScreenX(mx);
+ int new_y = getLevelFromScreenY(my);
+
+ if (new_x != old_x || new_y != old_y)
+ {
+ // finger moved away from starting position
+
+ int button_nr = getButtonFromTouchPosition(old_x, old_y, mx, my);
+
+ // quickly alternate between clicking and releasing for maximum speed
+ if (FrameCounter % 2 == 0)
+ button_nr = MB_RELEASED;
+
+ SetPlayerMouseAction(old_mx, old_my, button_nr);
+
+ if (button_nr)
+ last_button = button_nr;
+
+ tapped = FALSE;
+
+ Error(ERR_DEBUG, "---------- TOUCH ACTION: ROTATING ----------");
+ }
+ else
+ {
+ // finger stays at or returned to starting position
+
+ SetPlayerMouseAction(old_mx, old_my, MB_RELEASED);
+
+ Error(ERR_DEBUG, "---------- TOUCH ACTION PAUSED ----------");
+ }
+ }
+}
+
+static void HandleButtonOrFinger_FollowFinger(int mx, int my, int button)
+{
+ static int old_mx = 0, old_my = 0;
+ static Key motion_key_x = KSYM_UNDEFINED;
+ static Key motion_key_y = KSYM_UNDEFINED;
+ static boolean touched = FALSE;
+ static boolean started_on_player = FALSE;
+ static boolean player_is_dropping = FALSE;
+ static int player_drop_count = 0;
+ static int last_player_x = -1;
+ static int last_player_y = -1;
+
+ if (button == MB_PRESSED && IN_GFX_FIELD_PLAY(mx, my))
+ {
+ touched = TRUE;
+
+ old_mx = mx;
+ old_my = my;
+
+ if (!motion_status)
+ {
+ started_on_player = FALSE;
+ player_is_dropping = FALSE;
+ player_drop_count = 0;
+ last_player_x = -1;
+ last_player_y = -1;
+
+ motion_key_x = KSYM_UNDEFINED;
+ motion_key_y = KSYM_UNDEFINED;
+
+ Error(ERR_DEBUG, "---------- TOUCH ACTION STARTED ----------");
+ }
+ }
+ else if (button == MB_RELEASED && touched)
+ {
+ touched = FALSE;
+
+ old_mx = 0;
+ old_my = 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);
+
+ if (started_on_player)
+ {
+ if (player_is_dropping)
+ {
+ Error(ERR_DEBUG, "---------- DROP STOPPED ----------");
+
+ HandleKey(setup.input[0].key.drop, KEY_RELEASED);
+ }
+ else
+ {
+ Error(ERR_DEBUG, "---------- SNAP STOPPED ----------");
+
+ HandleKey(setup.input[0].key.snap, KEY_RELEASED);
+ }
+ }
+
+ motion_key_x = KSYM_UNDEFINED;
+ motion_key_y = KSYM_UNDEFINED;
+
+ Error(ERR_DEBUG, "---------- TOUCH ACTION STOPPED ----------");
+ }
+
+ if (touched)
+ {
+ int src_x = local_player->jx;
+ int src_y = local_player->jy;
+ int dst_x = getLevelFromScreenX(old_mx);
+ int dst_y = getLevelFromScreenY(old_my);
+ int dx = dst_x - src_x;
+ int dy = dst_y - src_y;
+ Key new_motion_key_x = (dx < 0 ? setup.input[0].key.left :
+ dx > 0 ? setup.input[0].key.right :
+ KSYM_UNDEFINED);
+ Key new_motion_key_y = (dy < 0 ? setup.input[0].key.up :
+ dy > 0 ? setup.input[0].key.down :
+ KSYM_UNDEFINED);
+
+ if (dx != 0 && dy != 0 && ABS(dx) != ABS(dy) &&
+ (last_player_x != local_player->jx ||
+ last_player_y != local_player->jy))
+ {
+ // in case of asymmetric diagonal movement, use "preferred" direction
+
+ int last_move_dir = (ABS(dx) > ABS(dy) ? MV_VERTICAL : MV_HORIZONTAL);
+
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ level.native_em_level->ply[0]->last_move_dir = last_move_dir;
+ else
+ local_player->last_move_dir = last_move_dir;
+
+ // (required to prevent accidentally forcing direction for next movement)
+ last_player_x = local_player->jx;
+ last_player_y = local_player->jy;
+ }
+
+ if (button == MB_PRESSED && !motion_status && dx == 0 && dy == 0)
+ {
+ started_on_player = TRUE;
+ player_drop_count = getPlayerInventorySize(0);
+ player_is_dropping = (player_drop_count > 0);
+
+ if (player_is_dropping)
+ {
+ Error(ERR_DEBUG, "---------- DROP STARTED ----------");
+
+ HandleKey(setup.input[0].key.drop, KEY_PRESSED);
+ }
+ else
+ {
+ Error(ERR_DEBUG, "---------- SNAP STARTED ----------");
+
+ HandleKey(setup.input[0].key.snap, KEY_PRESSED);
+ }
+ }
+ else if (dx != 0 || dy != 0)
+ {
+ if (player_is_dropping &&
+ player_drop_count == getPlayerInventorySize(0))
+ {
+ Error(ERR_DEBUG, "---------- DROP -> SNAP ----------");
+
+ HandleKey(setup.input[0].key.drop, KEY_RELEASED);
+ HandleKey(setup.input[0].key.snap, KEY_PRESSED);
+
+ player_is_dropping = FALSE;
+ }
+ }
+
+ if (new_motion_key_x != motion_key_x)
+ {
+ Error(ERR_DEBUG, "---------- %s %s ----------",
+ started_on_player && !player_is_dropping ? "SNAPPING" : "MOVING",
+ dx < 0 ? "LEFT" : dx > 0 ? "RIGHT" : "PAUSED");
+
+ 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)
+ {
+ Error(ERR_DEBUG, "---------- %s %s ----------",
+ started_on_player && !player_is_dropping ? "SNAPPING" : "MOVING",
+ dy < 0 ? "UP" : dy > 0 ? "DOWN" : "PAUSED");
+
+ 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_key_x = new_motion_key_x;
+ motion_key_y = new_motion_key_y;
+ }
+}
+
+static void HandleButtonOrFinger(int mx, int my, int button)
+{
+ if (game_status != GAME_MODE_PLAYING)
+ return;
+
+ if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ {
+ if (strEqual(setup.touch.control_type, TOUCH_CONTROL_WIPE_GESTURES))
+ HandleButtonOrFinger_WipeGestures_MM(mx, my, button);
+ else if (strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER))
+ HandleButtonOrFinger_FollowFinger_MM(mx, my, button);
+ else if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
+ SetPlayerMouseAction(mx, my, button); /* special case */
+ }
+ else
+ {
+ if (strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER))
+ HandleButtonOrFinger_FollowFinger(mx, my, button);
+ }
+}
+
+#if defined(TARGET_SDL2)
+
+static boolean checkTextInputKeyModState(void)
+{
+ // 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_TEXT
+ 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 !defined(HAS_SCREEN_KEYBOARD)
+ // non-mobile devices: only handle key input with modifier keys pressed here
+ // (every other key input is handled directly as physical key input event)
+ if (!checkTextInputKeyModState())
+ return;
+#endif
+
+ // process text input as "classic" (with uppercase etc.) key input event
+ HandleKey(key, KEY_PRESSED);
+ 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)
+{
+ 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_KEY
+ 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 defined(PLATFORM_ANDROID)
+ if (key == KSYM_Back)
+ {
+ // always map the "back" button to the "escape" key on Android devices
+ key = KSYM_Escape;
+ }
+ else
+ {
+ // for any key event other than "back" button, disable overlay buttons
+ SetOverlayEnabled(FALSE);
+ }
+#endif
+
+ HandleKeyModState(keymod, key_status);
+
+#if defined(TARGET_SDL2)
+ // only handle raw key input without text modifier keys pressed
+ 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;
+ boolean button_hold = FALSE;
+ boolean handle_gadgets = TRUE;
+
+ if (button_nr < 0)
+ {
+ mx = old_mx;
+ my = old_my;
+ button_nr = -button_nr;
+ button_hold = TRUE;
+ }
+ else
+ {
+ old_mx = mx;
+ old_my = my;
+ }
+
+#if defined(PLATFORM_ANDROID)
+ // when playing, only handle gadgets when using "follow finger" controls
+ // or when using touch controls in combination with the MM game engine
+ handle_gadgets =
+ (game_status != GAME_MODE_PLAYING ||
+ level.game_engine_type == GAME_ENGINE_TYPE_MM ||
+ strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER));
+#endif
+
+ if (HandleGlobalAnimClicks(mx, my, button))
+ {
+ /* do not handle this button event anymore */
+ return; /* force mouse event not to be handled at all */
+ }
+
+ if (handle_gadgets && HandleGadgets(mx, my, button))
+ {
+ /* do not handle this button event anymore */
+ mx = my = -32; /* force mouse event to be outside screen tiles */
+ }
+
+ if (button_hold && game_status == GAME_MODE_PLAYING && tape.pausing)
+ return;
+
+ /* do not use scroll wheel button events for anything other than gadgets */
+ if (IS_WHEEL_BUTTON(button_nr))
+ return;
+
+ 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);