// (c) 1995-2014 by Artsoft Entertainment
// Holger Schemel
// info@artsoft.org
-// http://www.artsoft.org/
+// https://www.artsoft.org/
// ----------------------------------------------------------------------------
// events.c
// ============================================================================
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;
-/* 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') */
+static boolean stop_processing_events = FALSE;
+static boolean is_global_anim_event = FALSE;
-/* event filter addition for SDL2: as SDL2 does not have a function to enable
- or disable keyboard auto-repeat, filter repeated keyboard events instead */
+
+// forward declarations for internal use
+static void ClearTouchInfo(void);
+static void HandleNoEvent(void);
+static void HandleEventActions(void);
+
+
+void SetPlayfieldMouseCursorEnabled(boolean enabled)
+{
+ special_cursor_enabled = enabled;
+}
+
+// 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')
+
+// event filter addition for SDL2: as SDL2 does not have a function to enable
+// or disable keyboard auto-repeat, filter repeated keyboard events instead
static int FilterEvents(const Event *event)
{
MotionEvent *motion;
-#if defined(TARGET_SDL2)
- /* skip repeated key press events if keyboard auto-repeat is disabled */
+ // skip repeated key press events if keyboard auto-repeat is disabled
if (event->type == EVENT_KEYPRESS &&
event->key.repeat &&
!keyrepeat_status)
return 0;
-#endif
if (event->type == EVENT_BUTTONPRESS ||
event->type == EVENT_BUTTONRELEASE)
((MotionEvent *)event)->y -= video.screen_yoffset;
}
- /* non-motion events are directly passed to event handler functions */
+ if (event->type == EVENT_BUTTONPRESS ||
+ event->type == EVENT_BUTTONRELEASE ||
+ event->type == EVENT_MOTIONNOTIFY)
+ {
+ // do not reset mouse cursor before all pending events have been processed
+ if (gfx.cursor_mode == cursor_mode_last &&
+ ((game_status == GAME_MODE_TITLE &&
+ gfx.cursor_mode == CURSOR_NONE) ||
+ (game_status == GAME_MODE_PLAYING &&
+ gfx.cursor_mode == CURSOR_PLAYFIELD)))
+ {
+ SetMouseCursor(CURSOR_DEFAULT);
+
+ ResetDelayCounter(&special_cursor_delay);
+
+ cursor_mode_last = CURSOR_DEFAULT;
+ }
+ }
+
+ // non-motion events are directly passed to event handler functions
if (event->type != EVENT_MOTIONNOTIFY)
return 1;
cursor_inside_playfield = (motion->x >= SX && motion->x < SX + SXSIZE &&
motion->y >= SY && motion->y < SY + SYSIZE);
- /* do no reset mouse cursor before all pending events have been processed */
- if (gfx.cursor_mode == cursor_mode_last &&
- ((game_status == GAME_MODE_TITLE &&
- gfx.cursor_mode == CURSOR_NONE) ||
- (game_status == GAME_MODE_PLAYING &&
- gfx.cursor_mode == CURSOR_PLAYFIELD)))
- {
- SetMouseCursor(CURSOR_DEFAULT);
-
- DelayReached(&special_cursor_delay, 0);
+ // set correct mouse x/y position (for pointer class global animations)
+ // (this is required in rare cases where the mouse x/y position calculated
+ // from raw values (to apply logical screen size scaling corrections) does
+ // not match the final mouse event x/y position -- this may happen because
+ // the SDL renderer's viewport position is internally represented as float,
+ // but only accessible as integer, which may lead to rounding errors)
+ gfx.mouse_x = motion->x;
+ gfx.mouse_y = motion->y;
- cursor_mode_last = CURSOR_DEFAULT;
- }
-
- /* skip mouse motion events without pressed button outside level editor */
+ // skip mouse motion events without pressed button outside level editor
if (button_status == MB_RELEASED &&
game_status != GAME_MODE_EDITOR && game_status != GAME_MODE_PLAYING)
return 0;
return 1;
}
-/* to prevent delay problems, skip mouse motion events if the very next
- event is also a mouse motion event (and therefore effectively only
- handling the last of a row of mouse motion events in the event queue) */
+// to prevent delay problems, skip mouse motion events if the very next
+// event is also a mouse motion event (and therefore effectively only
+// handling the last of a row of mouse motion events in the event queue)
static boolean SkipPressedMouseMotionEvent(const Event *event)
{
- /* nothing to do if the current event is not a mouse motion event */
+ // nothing to do if the current event is not a mouse motion event
if (event->type != EVENT_MOTIONNOTIFY)
return FALSE;
- /* only skip motion events with pressed button outside the game */
+ // only skip motion events with pressed button outside the game
if (button_status == MB_RELEASED || game_status == GAME_MODE_PLAYING)
return FALSE;
PeekEvent(&next_event);
- /* if next event is also a mouse motion event, skip the current one */
+ // if next event is also a mouse motion event, skip the current one
if (next_event.type == EVENT_MOTIONNOTIFY)
return TRUE;
}
return FALSE;
}
+static boolean WaitValidEvent(Event *event)
+{
+ WaitEvent(event);
+
+ if (!FilterEvents(event))
+ return FALSE;
+
+ if (SkipPressedMouseMotionEvent(event))
+ return FALSE;
+
+ return TRUE;
+}
+
/* this is especially needed for event modifications for the Android target:
if mouse coordinates should be modified in the event filter function,
using a properly installed SDL event filter does not work, because in
boolean NextValidEvent(Event *event)
{
while (PendingEvent())
- {
- boolean handle_this_event = FALSE;
-
- NextEvent(event);
-
- if (FilterEvents(event))
- handle_this_event = TRUE;
-
- if (SkipPressedMouseMotionEvent(event))
- handle_this_event = FALSE;
-
- if (handle_this_event)
+ if (WaitValidEvent(event))
return TRUE;
- }
return FALSE;
}
-void HandleEvents()
+void StopProcessingEvents(void)
+{
+ stop_processing_events = TRUE;
+}
+
+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);
+ stop_processing_events = FALSE;
+
while (NextValidEvent(&event))
{
+ int game_status_last = game_status;
+
switch (event.type)
{
case EVENT_BUTTONPRESS:
HandleMotionEvent((MotionEvent *) &event);
break;
-#if defined(TARGET_SDL2)
case EVENT_WHEELMOTION:
HandleWheelEvent((WheelEvent *) &event);
break;
case SDL_APP_DIDENTERFOREGROUND:
HandlePauseResumeEvent((PauseResumeEvent *) &event);
break;
-#endif
case EVENT_KEYPRESS:
case EVENT_KEYRELEASE:
HandleKeyEvent((KeyEvent *) &event);
break;
+ case EVENT_USER:
+ HandleUserEvent((UserEvent *) &event);
+ break;
+
default:
HandleOtherEvents(&event);
break;
}
+ // always handle events within delay period if game status has changed
+ if (game_status != game_status_last)
+ 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
+ if (stop_processing_events)
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;
-
-#if defined(TARGET_SDL)
-#if defined(TARGET_SDL2)
case SDL_CONTROLLERBUTTONDOWN:
case SDL_CONTROLLERBUTTONUP:
+ // for any game controller button event, disable overlay buttons
+ SetOverlayEnabled(FALSE);
+
HandleSpecialGameControllerButtons(event);
- /* FALL THROUGH */
+
+ // FALL THROUGH
case SDL_CONTROLLERDEVICEADDED:
case SDL_CONTROLLERDEVICEREMOVED:
case SDL_CONTROLLERAXISMOTION:
-#endif
case SDL_JOYAXISMOTION:
case SDL_JOYBUTTONDOWN:
case SDL_JOYBUTTONUP:
HandleJoystickEvent(event);
break;
- case SDL_SYSWMEVENT:
- HandleWindowManagerEvent(event);
+ case SDL_DROPBEGIN:
+ case SDL_DROPCOMPLETE:
+ case SDL_DROPFILE:
+ case SDL_DROPTEXT:
+ HandleDropEvent(event);
+ break;
+
+ case EVENT_QUIT:
+ CloseAllAndExit(0);
break;
-#endif
default:
break;
}
}
-void HandleMouseCursor()
+static void HandleMouseCursor(void)
{
if (game_status == GAME_MODE_TITLE)
{
- /* when showing title screens, hide mouse pointer (if not moved) */
+ // 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);
}
else if (game_status == GAME_MODE_PLAYING && (!tape.pausing ||
tape.single_step))
{
- /* when playing, display a special mouse pointer inside the playfield */
+ // when playing, display a special mouse pointer inside the playfield
+
+ // display normal pointer if mouse pressed
+ if (button_status != MB_RELEASED)
+ ResetDelayCounter(&special_cursor_delay);
if (gfx.cursor_mode != CURSOR_PLAYFIELD &&
cursor_inside_playfield &&
- DelayReached(&special_cursor_delay, special_cursor_delay_value))
+ special_cursor_enabled &&
+ DelayReached(&special_cursor_delay))
{
SetMouseCursor(CURSOR_PLAYFIELD);
}
SetMouseCursor(CURSOR_DEFAULT);
}
- /* this is set after all pending events have been processed */
+ // this is set after all pending events have been processed
cursor_mode_last = gfx.cursor_mode;
}
if (PendingEvent())
HandleEvents();
else
- HandleMouseCursor();
+ HandleNoEvent();
- /* also execute after pending events have been processed before */
- HandleNoEvent();
+ // execute event related actions after pending events have been processed
+ HandleEventActions();
- /* don't use all CPU time when idle; the main loop while playing
- has its own synchronization and is CPU friendly, too */
+ // 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();
- /* always copy backbuffer to visible screen for every video frame */
+ // always copy backbuffer to visible screen for every video frame
BackToFront();
- /* reset video frame delay to default (may change again while playing) */
+ // reset video frame delay to default (may change again while playing)
SetVideoFrameDelay(MenuFrameDelay);
if (game_status == GAME_MODE_QUIT)
}
}
-void ClearEventQueue()
+void ClearAutoRepeatKeyEvents(void)
{
while (PendingEvent())
{
- Event event;
+ Event next_event;
+
+ PeekEvent(&next_event);
+
+ // if event is repeated key press event, remove it from event queue
+ if (next_event.type == EVENT_KEYPRESS &&
+ next_event.key.repeat)
+ WaitEvent(&next_event);
+ else
+ break;
+ }
+}
- NextEvent(&event);
+void ClearEventQueue(void)
+{
+ Event event;
+ while (NextValidEvent(&event))
+ {
switch (event.type)
{
case EVENT_BUTTONRELEASE:
button_status = MB_RELEASED;
break;
+ case EVENT_FINGERRELEASE:
case EVENT_KEYRELEASE:
ClearPlayerAction();
break;
-#if defined(TARGET_SDL2)
case SDL_CONTROLLERBUTTONUP:
HandleJoystickEvent(&event);
ClearPlayerAction();
break;
-#endif
default:
HandleOtherEvents(&event);
}
}
-void ClearPlayerAction()
+static void ClearPlayerMouseAction(void)
+{
+ local_player->mouse_action.lx = 0;
+ local_player->mouse_action.ly = 0;
+ local_player->mouse_action.button = 0;
+}
+
+void ClearPlayerAction(void)
{
int i;
- /* simulate key release events for still pressed keys */
+ // 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;
+ stored_player[i].snap_action = 0;
+ }
- KeyboardAutoRepeatOn();
+ // simulate finger release events for still pressed virtual buttons
+ overlay.grid_button_action = JOY_NO_ACTION;
- while (window_unmapped)
- {
- Event event;
-
- NextEvent(&event);
+ ClearTouchInfo();
+ ClearJoystickState();
+ ClearPlayerMouseAction();
+}
- switch (event.type)
- {
- case EVENT_BUTTONRELEASE:
- button_status = MB_RELEASED;
- break;
+static void SetPlayerMouseAction(int mx, int my, int button)
+{
+ int lx = getLevelFromScreenX(mx);
+ int ly = getLevelFromScreenY(my);
+ int new_button = (!local_player->mouse_action.button && button);
- case EVENT_KEYRELEASE:
- key_joystick_mapping = 0;
- break;
+ if (local_player->mouse_action.button_hint)
+ button = local_player->mouse_action.button_hint;
-#if defined(TARGET_SDL2)
- case SDL_CONTROLLERBUTTONUP:
- HandleJoystickEvent(&event);
- key_joystick_mapping = 0;
- break;
-#endif
+ ClearPlayerMouseAction();
- case EVENT_MAPNOTIFY:
- window_unmapped = FALSE;
- break;
+ if (!IN_GFX_FIELD_PLAY(mx, my) || !IN_LEV_FIELD(lx, ly))
+ return;
- 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;
+ local_player->mouse_action.lx = lx;
+ local_player->mouse_action.ly = ly;
+ local_player->mouse_action.button = button;
- default:
- HandleOtherEvents(&event);
- break;
- }
+ if (tape.recording && tape.pausing && tape.use_mouse_actions)
+ {
+ // un-pause a paused game only if mouse button was newly pressed down
+ if (new_button)
+ TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
}
- if (game_status == GAME_MODE_PLAYING)
- KeyboardAutoRepeatOffUnlessAutoplay();
+ SetTileCursorXY(lx, ly);
}
-void HandleExposeEvent(ExposeEvent *event)
+static Key GetKeyFromGridButton(int grid_button)
{
+ return (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);
}
+#if defined(PLATFORM_ANDROID)
+static boolean CheckVirtualButtonPressed(int mx, int my, int button)
+{
+ float touch_x = (float)(mx + video.screen_xoffset) / video.screen_width;
+ float touch_y = (float)(my + video.screen_yoffset) / video.screen_height;
+ int x = touch_x * overlay.grid_xsize;
+ int y = touch_y * overlay.grid_ysize;
+ int grid_button = overlay.grid_button[x][y];
+ Key key = GetKeyFromGridButton(grid_button);
+ int key_status = (button == MB_RELEASED ? KEY_RELEASED : KEY_PRESSED);
+
+ return (key_status == KEY_PRESSED && key != KSYM_UNDEFINED);
+}
+#endif
+
void HandleButtonEvent(ButtonEvent *event)
{
#if DEBUG_EVENTS_BUTTON
- Error(ERR_DEBUG, "BUTTON EVENT: button %d %s, x/y %d/%d\n",
+ Debug("event:button", "button %d %s, x/y %d/%d\n",
event->button,
event->type == EVENT_BUTTONPRESS ? "pressed" : "released",
event->x, event->y);
#endif
+ // for any mouse button event, disable playfield tile cursor
+ SetTileCursorEnabled(FALSE);
+
+ // for any mouse button event, disable playfield mouse cursor
+ if (cursor_inside_playfield)
+ SetPlayfieldMouseCursorEnabled(FALSE);
+
#if defined(HAS_SCREEN_KEYBOARD)
if (video.shifted_up)
event->y += video.shifted_up_pos;
motion_status = TRUE;
#if DEBUG_EVENTS_MOTION
- Error(ERR_DEBUG, "MOTION EVENT: button %d moved, x/y %d/%d\n",
+ Debug("event:motion", "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 HandleWheelEvent(WheelEvent *event)
{
int button_nr;
#if DEBUG_EVENTS_WHEEL
#if 1
- Error(ERR_DEBUG, "WHEEL EVENT: mouse == %d, x/y == %d/%d\n",
+ Debug("event:wheel", "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",
+ Debug("event:wheel", "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"));
event->y < 0 ? MB_WHEEL_DOWN :
event->y > 0 ? MB_WHEEL_UP : 0);
-#if defined(PLATFORM_WIN32) || defined(PLATFORM_MACOSX)
+#if defined(PLATFORM_WINDOWS) || defined(PLATFORM_MAC)
// accelerated mouse wheel available on Mac and Windows
wheel_steps = (event->x ? ABS(event->x) : ABS(event->y));
#else
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)");
- Error(ERR_DEBUG, "WINDOW EVENT: '%s', %ld, %ld",
+ Debug("event:window", "name: '%s', data1: %ld, data2: %ld",
event_name, event->data1, event->data2);
#endif
if (game_status == GAME_MODE_SETUP)
RedrawSetupScreenAfterFullscreenToggle();
+ UpdateMousePosition();
+
SetWindowTitle();
}
}
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();
+ SetGadgetsPosition_OverlayTouchButtons();
+
+ // check if screen orientation has changed (should always be true here)
+ if (nr != GRID_ACTIVE_NR())
+ {
+ if (game_status == GAME_MODE_SETUP)
+ RedrawSetupScreenAfterScreenRotation(nr);
+
+ SetOverlayGridSizeAndButtons();
+ }
}
}
#endif
SDL_FingerID finger_id;
int counter;
Key key;
+ byte action;
} touch_info[NUM_TOUCH_FINGERS];
-void HandleFingerEvent(FingerEvent *event)
+static void SetTouchInfo(int pos, SDL_FingerID finger_id, int counter,
+ Key key, byte action)
{
- 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;
+ touch_info[pos].touched = (action != JOY_NO_ACTION);
+ touch_info[pos].finger_id = finger_id;
+ touch_info[pos].counter = counter;
+ touch_info[pos].key = key;
+ touch_info[pos].action = action;
+}
-#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
+static void ClearTouchInfo(void)
+{
+ int i;
- if (game_status != GAME_MODE_PLAYING)
- return;
+ for (i = 0; i < NUM_TOUCH_FINGERS; i++)
+ SetTouchInfo(i, 0, 0, 0, JOY_NO_ACTION);
+}
- if (strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER))
- return;
+static void HandleFingerEvent_VirtualButtons(FingerEvent *event)
+{
+ 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 = GetKeyFromGridButton(grid_button);
+ 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;
- if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
+ // for any touch input event, enable overlay buttons (if activated)
+ SetOverlayEnabled(TRUE);
+
+ Debug("event:finger", "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++)
{
- int key_status = (event->type == EVENT_FINGERRELEASE ? KEY_RELEASED :
- KEY_PRESSED);
- float ypos = 1.0 - 1.0 / 3.0 * video.display_width / video.display_height;
-
- 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);
-
- char *key_status_name = (key_status == KEY_RELEASED ? "KEY_RELEASED" :
- "KEY_PRESSED");
- int i;
-
- Error(ERR_DEBUG, "::: key '%s' was '%s' [fingerId: %lld]",
- getKeyNameFromKey(key), key_status_name, event->fingerId);
-
- // 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)
{
- if (touch_info[i].touched &&
- touch_info[i].finger_id == event->fingerId)
- {
- // Error(ERR_DEBUG, "MARK 1: %d", i);
+ // Debug("event:finger", "MARK 1: %d", i);
- break;
- }
+ break;
}
+ }
- if (i >= NUM_TOUCH_FINGERS)
+ if (i >= NUM_TOUCH_FINGERS)
+ {
+ if (key_status == KEY_PRESSED)
{
- if (key_status == KEY_PRESSED)
- {
- int oldest_pos = 0, oldest_counter = touch_info[0].counter;
+ 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++)
+ // unknown finger id -- get new, empty slot, if available
+ for (i = 0; i < NUM_TOUCH_FINGERS; i++)
+ {
+ if (touch_info[i].counter < oldest_counter)
{
- 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);
+ oldest_pos = i;
+ oldest_counter = touch_info[i].counter;
- break;
- }
+ // Debug("event:finger", "MARK 2: %d", i);
}
- if (i >= NUM_TOUCH_FINGERS)
+ if (!touch_info[i].touched)
{
- // all slots allocated -- use oldest slot
- i = oldest_pos;
+ // Debug("event:finger", "MARK 3: %d", i);
- // Error(ERR_DEBUG, "MARK 4: %d", i);
+ break;
}
}
- else
- {
- // release of previously unknown key (should not happen)
- if (key != KSYM_UNDEFINED)
- {
- HandleKey(key, KEY_RELEASED);
+ if (i >= NUM_TOUCH_FINGERS)
+ {
+ // all slots allocated -- use oldest slot
+ i = oldest_pos;
- Error(ERR_DEBUG, "=> key == '%s', key_status == '%s' [slot %d] [1]",
- getKeyNameFromKey(key), "KEY_RELEASED", i);
- }
+ // Debug("event:finger", "MARK 4: %d", i);
}
}
-
- if (i < NUM_TOUCH_FINGERS)
+ else
{
- 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);
+ // release of previously unknown key (should not happen)
- 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);
- }
- }
+ if (key != KSYM_UNDEFINED)
+ {
+ HandleKey(key, KEY_RELEASED);
- touch_info[i].touched = TRUE;
- touch_info[i].finger_id = event->fingerId;
- touch_info[i].counter = Counter();
- touch_info[i].key = key;
+ Debug("event:finger", "key == '%s', key_status == '%s' [slot %d] [1]",
+ getKeyNameFromKey(key), "KEY_RELEASED", i);
}
- else
+ }
+ }
+
+ 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] [4]",
+ // undraw previous grid button when moving finger away
+ overlay.grid_button_action &= ~touch_info[i].action;
+
+ Debug("event:finger", "key == '%s', key_status == '%s' [slot %d] [2]",
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;
+ if (key != KSYM_UNDEFINED)
+ {
+ HandleKey(key, KEY_PRESSED);
+
+ Debug("event:finger", "key == '%s', key_status == '%s' [slot %d] [3]",
+ getKeyNameFromKey(key), "KEY_PRESSED", i);
+ }
}
+
+ SetTouchInfo(i, event->fingerId, Counter(), key, grid_button_action);
}
+ else
+ {
+ if (touch_info[i].key != KSYM_UNDEFINED)
+ {
+ HandleKey(touch_info[i].key, KEY_RELEASED);
- return;
+ Debug("event:finger", "key == '%s', key_status == '%s' [slot %d] [4]",
+ getKeyNameFromKey(touch_info[i].key), "KEY_RELEASED", i);
+ }
+
+ SetTouchInfo(i, 0, 0, 0, JOY_NO_ACTION);
+ }
}
+}
- // use touch direction control
+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)
{
motion_key_x = KSYM_UNDEFINED;
motion_key_y = KSYM_UNDEFINED;
- Error(ERR_DEBUG, "---------- MOVE STARTED (WAIT) ----------");
+ Debug("event:finger", "---------- MOVE STARTED (WAIT) ----------");
}
else
{
HandleKey(button_key, KEY_PRESSED);
- Error(ERR_DEBUG, "---------- SNAP STARTED ----------");
+ Debug("event:finger", "---------- SNAP STARTED ----------");
}
}
else if (event->type == EVENT_FINGERRELEASE)
motion_key_x = KSYM_UNDEFINED;
motion_key_y = KSYM_UNDEFINED;
- Error(ERR_DEBUG, "---------- MOVE STOPPED ----------");
+ Debug("event:finger", "---------- MOVE STOPPED ----------");
}
else if (event->fingerId == button_id)
{
button_key = KSYM_UNDEFINED;
- Error(ERR_DEBUG, "---------- SNAP STOPPED ----------");
+ Debug("event:finger", "---------- SNAP STOPPED ----------");
}
}
else if (event->type == EVENT_FINGERMOTION)
motion_key_x = new_motion_key_x;
motion_key_y = new_motion_key_y;
- Error(ERR_DEBUG, "---------- MOVE STARTED (MOVE) ----------");
+ Debug("event:finger", "---------- MOVE STARTED (MOVE) ----------");
}
}
else if (event->fingerId == button_id)
HandleKey(button_key, KEY_PRESSED);
- Error(ERR_DEBUG, "---------- DROP STARTED ----------");
+ Debug("event:finger", "---------- DROP STARTED ----------");
}
}
}
}
-static void HandleFollowFinger(int mx, int my, int button)
+void HandleFingerEvent(FingerEvent *event)
+{
+#if DEBUG_EVENTS_FINGER
+ Debug("event:finger", "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
+
+ runtime.uses_touch_device = TRUE;
+
+ 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);
+}
+
+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();
+
+ Debug("event:finger", "---------- 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);
+
+ Debug("event:finger", "---------- 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;
+
+ Debug("event:finger", "---------- TOUCH ACTION: ROTATING ----------");
+ }
+ else
+ {
+ // finger stays at or returned to (horizontal) starting position
+
+ SetPlayerMouseAction(old_mx, old_my, MB_RELEASED);
+
+ Debug("event:finger", "---------- 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();
+
+ Debug("event:finger", "---------- 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);
+
+ Debug("event:finger", "---------- 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;
+
+ Debug("event:finger", "---------- TOUCH ACTION: ROTATING ----------");
+ }
+ else
+ {
+ // finger stays at or returned to starting position
+
+ SetPlayerMouseAction(old_mx, old_my, MB_RELEASED);
+
+ Debug("event:finger", "---------- 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 (!strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER))
- return;
-
if (button == MB_PRESSED && IN_GFX_FIELD_PLAY(mx, my))
{
- touch_info[0].touched = TRUE;
- touch_info[0].key = 0;
+ touched = TRUE;
old_mx = mx;
old_my = my;
motion_key_x = KSYM_UNDEFINED;
motion_key_y = KSYM_UNDEFINED;
- Error(ERR_DEBUG, "---------- TOUCH ACTION STARTED ----------");
+ Debug("event:finger", "---------- TOUCH ACTION STARTED ----------");
}
}
- else if (button == MB_RELEASED && touch_info[0].touched)
+ else if (button == MB_RELEASED && touched)
{
- touch_info[0].touched = FALSE;
- touch_info[0].key = 0;
+ touched = FALSE;
old_mx = 0;
old_my = 0;
{
if (player_is_dropping)
{
- Error(ERR_DEBUG, "---------- DROP STOPPED ----------");
+ Debug("event:finger", "---------- DROP STOPPED ----------");
HandleKey(setup.input[0].key.drop, KEY_RELEASED);
}
else
{
- Error(ERR_DEBUG, "---------- SNAP STOPPED ----------");
+ Debug("event:finger", "---------- 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 ----------");
+ Debug("event:finger", "---------- TOUCH ACTION STOPPED ----------");
}
- if (touch_info[0].touched)
+ if (touched)
{
int src_x = local_player->jx;
int src_y = local_player->jy;
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;
+ game_em.ply[0]->last_move_dir = last_move_dir;
else
local_player->last_move_dir = last_move_dir;
if (player_is_dropping)
{
- Error(ERR_DEBUG, "---------- DROP STARTED ----------");
+ Debug("event:finger", "---------- DROP STARTED ----------");
HandleKey(setup.input[0].key.drop, KEY_PRESSED);
}
else
{
- Error(ERR_DEBUG, "---------- SNAP STARTED ----------");
+ Debug("event:finger", "---------- SNAP STARTED ----------");
HandleKey(setup.input[0].key.snap, KEY_PRESSED);
}
if (player_is_dropping &&
player_drop_count == getPlayerInventorySize(0))
{
- Error(ERR_DEBUG, "---------- DROP -> SNAP ----------");
+ Debug("event:finger", "---------- DROP -> SNAP ----------");
HandleKey(setup.input[0].key.drop, KEY_RELEASED);
HandleKey(setup.input[0].key.snap, KEY_PRESSED);
if (new_motion_key_x != motion_key_x)
{
- Error(ERR_DEBUG, "---------- %s %s ----------",
+ Debug("event:finger", "---------- %s %s ----------",
started_on_player && !player_is_dropping ? "SNAPPING" : "MOVING",
dx < 0 ? "LEFT" : dx > 0 ? "RIGHT" : "PAUSED");
if (new_motion_key_y != motion_key_y)
{
- Error(ERR_DEBUG, "---------- %s %s ----------",
+ Debug("event:finger", "---------- %s %s ----------",
started_on_player && !player_is_dropping ? "SNAPPING" : "MOVING",
dy < 0 ? "UP" : dy > 0 ? "DOWN" : "PAUSED");
}
}
-static boolean checkTextInputKeyModState()
+static void HandleButtonOrFinger(int mx, int my, int button)
+{
+ boolean valid_mouse_event = (mx != -1 && my != -1 && button != -1);
+
+ 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);
+ else if (game.use_mouse_actions && valid_mouse_event)
+ SetPlayerMouseAction(mx, my, button);
+ }
+}
+
+static boolean checkTextInputKey(Key key)
{
// 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);
+ // if Shift or right Alt key is pressed, handle key as text input
+ if ((GetKeyModState() & KMOD_TextInput) != KMOD_None)
+ return TRUE;
+
+ // ignore raw keys as text input when not in text input mode
+ if (KSYM_RAW(key) && !textinput_status)
+ return FALSE;
+
+ // else handle all printable keys as text input
+ return KSYM_PRINTABLE(key);
}
void HandleTextEvent(TextEvent *event)
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]",
+ Debug("event:text", "text == '%s' [%d byte(s), '%c'/%d], resulting key == %d (%s) [%04x]",
text,
strlen(text),
text[0], (int)(text[0]),
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);
+ if (checkTextInputKey(key))
+ {
+ // process printable keys (with uppercase etc.) in text input mode
+ HandleKey(key, KEY_PRESSED);
+ HandleKey(key, KEY_RELEASED);
+ }
}
void HandlePauseResumeEvent(PauseResumeEvent *event)
}
}
-#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);
+ Key key = GetEventKey(event);
#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)",
+ 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,
- keymod,
GetKeyModState(),
key,
getKeyNameFromKey(key));
#endif
#if defined(PLATFORM_ANDROID)
- // always map the "back" button to the "escape" key on Android devices
if (key == KSYM_Back)
+ {
+ // always map the "back" button to the "escape" key on Android devices
key = KSYM_Escape;
+ }
+ else if (key == KSYM_Menu)
+ {
+ // the "menu" button can be used to toggle displaying virtual buttons
+ if (key_status == KEY_PRESSED)
+ SetOverlayEnabled(!GetOverlayEnabled());
+ }
+ else if (!textinput_status)
+ {
+ // for any other "real" key event, disable virtual buttons
+ SetOverlayEnabled(FALSE);
+
+ // for any other "real" key event, disable overlay touch buttons
+ runtime.uses_touch_device = FALSE;
+ }
#endif
- HandleKeyModState(keymod, key_status);
+ HandleKeyModState(key, key_status);
-#if defined(TARGET_SDL2)
- // only handle raw key input without text modifier keys pressed
- if (!checkTextInputKeyModState())
+ // process all keys if not in text input mode or if non-printable keys
+ if (!checkTextInputKey(key))
HandleKey(key, key_status);
-#else
- HandleKey(key, key_status);
-#endif
}
-void HandleFocusEvent(FocusChangeEvent *event)
+static int HandleDropFileEvent(char *filename)
+{
+ Debug("event:dropfile", "filename == '%s'", filename);
+
+ // check and extract dropped zip files into correct user data directory
+ if (!strSuffixLower(filename, ".zip"))
+ {
+ Warn("file '%s' not supported", filename);
+
+ return TREE_TYPE_UNDEFINED;
+ }
+
+ TreeInfo *tree_node = NULL;
+ int tree_type = GetZipFileTreeType(filename);
+ char *directory = TREE_USERDIR(tree_type);
+
+ if (directory == NULL)
+ {
+ Warn("zip file '%s' has invalid content!", filename);
+
+ return TREE_TYPE_UNDEFINED;
+ }
+
+ if (tree_type == TREE_TYPE_LEVEL_DIR &&
+ game_status == GAME_MODE_LEVELS &&
+ leveldir_current->node_parent != NULL)
+ {
+ // extract new level set next to currently selected level set
+ tree_node = leveldir_current;
+
+ // get parent directory of currently selected level set directory
+ directory = getLevelDirFromTreeInfo(leveldir_current->node_parent);
+
+ // use private level directory instead of top-level package level directory
+ if (strPrefix(directory, options.level_directory) &&
+ strEqual(leveldir_current->node_parent->fullpath, "."))
+ directory = getUserLevelDir(NULL);
+ }
+
+ // extract level or artwork set from zip file to target directory
+ char *top_dir = ExtractZipFileIntoDirectory(filename, directory, tree_type);
+
+ if (top_dir == NULL)
+ {
+ // error message already issued by "ExtractZipFileIntoDirectory()"
+
+ return TREE_TYPE_UNDEFINED;
+ }
+
+ // add extracted level or artwork set to tree info structure
+ AddTreeSetToTreeInfo(tree_node, directory, top_dir, tree_type);
+
+ // force restart after adding level collection
+ if (getTreeInfoFromIdentifier(TREE_FIRST_NODE(tree_type), top_dir) == NULL)
+ {
+ Request("Program must be restarted after adding a new level collection!",
+ REQ_CONFIRM);
+
+ CloseAllAndExit(0);
+ }
+
+ // update menu screen (and possibly change current level set)
+ DrawScreenAfterAddingSet(top_dir, tree_type);
+
+ return tree_type;
+}
+
+static void HandleDropTextEvent(char *text)
+{
+ Debug("event:droptext", "text == '%s'", text);
+}
+
+static void HandleDropCompleteEvent(int num_level_sets_succeeded,
+ int num_artwork_sets_succeeded,
+ int num_files_failed)
{
- 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.
- */
+ // only show request dialog if no other request dialog already active
+ if (game.request_active)
+ return;
+
+ // this case can happen with drag-and-drop with older SDL versions
+ if (num_level_sets_succeeded == 0 &&
+ num_artwork_sets_succeeded == 0 &&
+ num_files_failed == 0)
+ return;
+
+ char message[100];
+
+ if (num_level_sets_succeeded > 0 || num_artwork_sets_succeeded > 0)
+ {
+ char message_part1[50];
+
+ sprintf(message_part1, "New %s set%s added",
+ (num_artwork_sets_succeeded == 0 ? "level" :
+ num_level_sets_succeeded == 0 ? "artwork" : "level and artwork"),
+ (num_level_sets_succeeded +
+ num_artwork_sets_succeeded > 1 ? "s" : ""));
+
+ if (num_files_failed > 0)
+ sprintf(message, "%s, but %d dropped file%s failed!",
+ message_part1, num_files_failed, num_files_failed > 1 ? "s" : "");
+ else
+ sprintf(message, "%s!", message_part1);
+ }
+ else if (num_files_failed > 0)
+ {
+ sprintf(message, "Failed to process dropped file%s!",
+ num_files_failed > 1 ? "s" : "");
+ }
+
+ Request(message, REQ_CONFIRM);
+}
+
+void HandleDropEvent(Event *event)
+{
+ static boolean confirm_on_drop_complete = FALSE;
+ static int num_level_sets_succeeded = 0;
+ static int num_artwork_sets_succeeded = 0;
+ static int num_files_failed = 0;
+
+ switch (event->type)
+ {
+ case SDL_DROPBEGIN:
+ {
+ confirm_on_drop_complete = TRUE;
+ num_level_sets_succeeded = 0;
+ num_artwork_sets_succeeded = 0;
+ num_files_failed = 0;
+
+ break;
+ }
+
+ case SDL_DROPFILE:
+ {
+ int tree_type = HandleDropFileEvent(event->drop.file);
+
+ if (tree_type == TREE_TYPE_LEVEL_DIR)
+ num_level_sets_succeeded++;
+ else if (tree_type == TREE_TYPE_GRAPHICS_DIR ||
+ tree_type == TREE_TYPE_SOUNDS_DIR ||
+ tree_type == TREE_TYPE_MUSIC_DIR)
+ num_artwork_sets_succeeded++;
+ else
+ num_files_failed++;
+
+ // SDL_DROPBEGIN / SDL_DROPCOMPLETE did not exist in older SDL versions
+ if (!confirm_on_drop_complete)
+ {
+ // process all remaining events, including further SDL_DROPFILE events
+ ClearEventQueue();
+
+ HandleDropCompleteEvent(num_level_sets_succeeded,
+ num_artwork_sets_succeeded,
+ num_files_failed);
+
+ num_level_sets_succeeded = 0;
+ num_artwork_sets_succeeded = 0;
+ num_files_failed = 0;
+ }
+
+ break;
+ }
- if (game_status == GAME_MODE_PLAYING)
+ case SDL_DROPTEXT:
{
- Delay(100);
- KeyboardAutoRepeatOffUnlessAutoplay();
+ HandleDropTextEvent(event->drop.file);
+
+ break;
}
- if (old_joystick_status != -1)
- joystick.status = old_joystick_status;
+ case SDL_DROPCOMPLETE:
+ {
+ HandleDropCompleteEvent(num_level_sets_succeeded,
+ num_artwork_sets_succeeded,
+ num_files_failed);
+
+ break;
+ }
}
-}
-void HandleClientMessageEvent(ClientMessageEvent *event)
-{
- if (CheckCloseWindowEvent(event))
- CloseAllAndExit(0);
+ if (event->drop.file != NULL)
+ SDL_free(event->drop.file);
}
-void HandleWindowManagerEvent(Event *event)
+void HandleUserEvent(UserEvent *event)
{
-#if defined(TARGET_SDL)
- SDLHandleWindowManagerEvent(event);
-#endif
+ 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;
boolean button_hold = FALSE;
+ boolean handle_gadgets = TRUE;
+ int game_status_last = game_status;
if (button_nr < 0)
{
#if defined(PLATFORM_ANDROID)
// when playing, only handle gadgets when using "follow finger" controls
- boolean handle_gadgets =
+ // 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 ||
- strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER));
+ 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)));
+
+ // always recognize potentially releasing already pressed gadgets
+ if (button == MB_RELEASED)
+ handle_gadgets = TRUE;
+
+ // always recognize pressing or releasing overlay touch buttons
+ if (CheckPosition_OverlayTouchButtons(mx, my, button) && !motion_status)
+ handle_gadgets = TRUE;
+#endif
- if (handle_gadgets &&
- HandleGadgets(mx, my, button))
+ if (HandleGlobalAnimClicks(mx, my, button, FALSE))
{
- /* do not handle this button event anymore */
- mx = my = -32; /* force mouse event to be outside screen tiles */
+ // do not handle this button event anymore
+ return; // force mouse event not to be handled at all
}
-#else
- if (HandleGadgets(mx, my, button))
- {
- /* do not handle this button event anymore */
- mx = my = -32; /* force mouse event to be outside screen tiles */
- }
-#endif
- if (HandleGlobalAnimClicks(mx, my, button))
+ 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 */
+ // do not handle this button event anymore with position on screen
+ 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)
return;
- /* do not use scroll wheel button events for anything other than gadgets */
+ // do not use scroll wheel button events for anything other than gadgets
if (IS_WHEEL_BUTTON(button_nr))
return;
break;
case GAME_MODE_PSEUDO_TYPENAME:
- HandleTypeName(0, KSYM_Return);
+ case GAME_MODE_PSEUDO_TYPENAMES:
+ HandleTypeName(KSYM_Return);
+ break;
+
+ case GAME_MODE_NAMES:
+ HandleChoosePlayerName(mx, my, 0, 0, button);
break;
case GAME_MODE_LEVELS:
break;
case GAME_MODE_SCORES:
- HandleHallOfFame(0, 0, 0, 0, button);
+ HandleHallOfFame(mx, my, 0, 0, button);
+ break;
+
+ case GAME_MODE_SCOREINFO:
+ HandleScoreInfo(mx, my, 0, 0, button);
break;
case GAME_MODE_EDITOR:
HandleSetupScreen(mx, my, 0, 0, button);
break;
-#if defined(TARGET_SDL2)
case GAME_MODE_PLAYING:
- HandleFollowFinger(mx, my, button);
-#endif
+ if (!strEqual(setup.touch.control_type, TOUCH_CONTROL_OFF))
+ HandleButtonOrFinger(mx, my, button);
+ else
+ SetPlayerMouseAction(mx, my, button);
#ifdef DEBUG
- if (button == MB_PRESSED && !motion_status && IN_GFX_FIELD_PLAY(mx, my) &&
- GetKeyModState() & KMOD_Control)
+ if (button == MB_PRESSED && !motion_status && !button_hold &&
+ IN_GFX_FIELD_PLAY(mx, my) && GetKeyModState() & KMOD_Control)
DumpTileFromScreen(mx, my);
#endif
}
}
-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)
cheat_input[cheat_input_len] = '\0';
#if DEBUG_EVENTS_KEY
- Error(ERR_DEBUG, "SPECIAL KEY '%s' [%d]\n", cheat_input, cheat_input_len);
+ Debug("event:key:special", "'%s' [%d]", 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"))
+ if (strSuffix(cheat_input, ":insert-solution-tape") ||
+ strSuffix(cheat_input, ":ist"))
{
InsertSolutionTape();
}
- else if (is_string_suffix(cheat_input, ":reload-graphics") ||
- is_string_suffix(cheat_input, ":rg"))
+ else if (strSuffix(cheat_input, ":play-solution-tape") ||
+ strSuffix(cheat_input, ":pst"))
+ {
+ PlaySolutionTape();
+ }
+ else if (strSuffix(cheat_input, ":reload-graphics") ||
+ strSuffix(cheat_input, ":rg"))
{
ReloadCustomArtwork(1 << ARTWORK_TYPE_GRAPHICS);
DrawMainMenu();
}
- else if (is_string_suffix(cheat_input, ":reload-sounds") ||
- is_string_suffix(cheat_input, ":rs"))
+ else if (strSuffix(cheat_input, ":reload-sounds") ||
+ strSuffix(cheat_input, ":rs"))
{
ReloadCustomArtwork(1 << ARTWORK_TYPE_SOUNDS);
DrawMainMenu();
}
- else if (is_string_suffix(cheat_input, ":reload-music") ||
- is_string_suffix(cheat_input, ":rm"))
+ else if (strSuffix(cheat_input, ":reload-music") ||
+ strSuffix(cheat_input, ":rm"))
{
ReloadCustomArtwork(1 << ARTWORK_TYPE_MUSIC);
DrawMainMenu();
}
- else if (is_string_suffix(cheat_input, ":reload-artwork") ||
- is_string_suffix(cheat_input, ":ra"))
+ else if (strSuffix(cheat_input, ":reload-artwork") ||
+ strSuffix(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"))
+ else if (strSuffix(cheat_input, ":dump-level") ||
+ strSuffix(cheat_input, ":dl"))
{
DumpLevel(&level);
}
- else if (is_string_suffix(cheat_input, ":dump-tape") ||
- is_string_suffix(cheat_input, ":dt"))
+ else if (strSuffix(cheat_input, ":dump-tape") ||
+ strSuffix(cheat_input, ":dt"))
{
DumpTape(&tape);
}
- else if (is_string_suffix(cheat_input, ":fix-tape") ||
- is_string_suffix(cheat_input, ":ft"))
+ else if (strSuffix(cheat_input, ":undo-tape") ||
+ strSuffix(cheat_input, ":ut"))
{
- /* fix single-player tapes that contain player input for more than one
- player (due to a bug in 3.3.1.2 and earlier versions), which results
- in playing levels with more than one player in multi-player mode,
- even though the tape was originally recorded in single-player mode */
-
- /* remove player input actions for all players but the first one */
- for (i = 1; i < MAX_PLAYERS; i++)
- tape.player_participates[i] = FALSE;
-
- tape.changed = TRUE;
+ UndoTape();
+ }
+ else if (strSuffix(cheat_input, ":fix-tape") ||
+ strSuffix(cheat_input, ":ft"))
+ {
+ FixTape_ForceSinglePlayer();
}
- else if (is_string_suffix(cheat_input, ":save-native-level") ||
- is_string_suffix(cheat_input, ":snl"))
+ else if (strSuffix(cheat_input, ":save-native-level") ||
+ strSuffix(cheat_input, ":snl"))
{
SaveNativeLevel(&level);
}
+ else if (strSuffix(cheat_input, ":frames-per-second") ||
+ strSuffix(cheat_input, ":fps"))
+ {
+ global.show_frames_per_second = !global.show_frames_per_second;
+ }
+ else if (strSuffix(cheat_input, ":xsn"))
+ {
+ tile_cursor.xsn_debug = TRUE;
+ }
}
else if (game_status == GAME_MODE_PLAYING)
{
#ifdef DEBUG
- if (is_string_suffix(cheat_input, ".q"))
+ if (strSuffix(cheat_input, ".q"))
DEBUG_SetMaximumDynamite();
#endif
}
else if (game_status == GAME_MODE_EDITOR)
{
- if (is_string_suffix(cheat_input, ":dump-brush") ||
- is_string_suffix(cheat_input, ":DB"))
+ if (strSuffix(cheat_input, ":dump-brush") ||
+ strSuffix(cheat_input, ":DB"))
{
DumpBrush();
}
- else if (is_string_suffix(cheat_input, ":DDB"))
+ else if (strSuffix(cheat_input, ":DDB"))
{
DumpBrush_Small();
}
+
+ if (GetKeyModState() & (KMOD_Control | KMOD_Meta))
+ {
+ if (letter == 'x') // copy brush to clipboard (small size)
+ {
+ CopyBrushToClipboard_Small();
+ }
+ else if (letter == 'c') // copy brush to clipboard (normal size)
+ {
+ CopyBrushToClipboard();
+ }
+ else if (letter == 'v') // paste brush from Clipboard
+ {
+ CopyClipboardToBrush();
+ }
+ else if (letter == 'z') // undo or redo last operation
+ {
+ if (GetKeyModState() & KMOD_Shift)
+ RedoLevelEditorOperation();
+ else
+ UndoLevelEditorOperation();
+ }
+ }
+ }
+
+ // special key shortcuts for all game modes
+ if (strSuffix(cheat_input, ":dump-event-actions") ||
+ strSuffix(cheat_input, ":dea") ||
+ strSuffix(cheat_input, ":DEA"))
+ {
+ DumpGadgetIdentifiers();
+ DumpScreenIdentifiers();
+ }
+}
+
+static boolean HandleKeysSpeed(Key key, int key_status)
+{
+ if (game_status == GAME_MODE_PLAYING)
+ {
+ if (key == setup.shortcut.speed_fast ||
+ key == setup.shortcut.speed_slow)
+ {
+ int speed_factor = 4;
+
+ GameFrameDelay = (key_status != KEY_PRESSED ? setup.game_frame_delay :
+ key == setup.shortcut.speed_fast ? setup.game_frame_delay / speed_factor :
+ key == setup.shortcut.speed_slow ? setup.game_frame_delay * speed_factor :
+ setup.game_frame_delay);
+
+ GameFrameDelay = MIN(MAX(1, GameFrameDelay), 1000);
+
+ SetVideoFrameDelay(GameFrameDelay);
+
+ return TRUE;
+ }
}
+
+ return FALSE;
}
-void HandleKeysDebug(Key key)
+boolean HandleKeysDebug(Key key, int key_status)
{
#ifdef DEBUG
int i;
+ if (key_status != KEY_PRESSED)
+ return FALSE;
+
if (game_status == GAME_MODE_PLAYING || !setup.debug.frame_delay_game_only)
{
- boolean mod_key_pressed = (GetKeyModState() != KMOD_None);
+ boolean mod_key_pressed = ((GetKeyModState() & KMOD_Valid) != KMOD_None);
for (i = 0; i < NUM_DEBUG_FRAME_DELAY_KEYS; i++)
{
SetVideoFrameDelay(GameFrameDelay);
if (GameFrameDelay > ONE_SECOND_DELAY)
- Error(ERR_DEBUG, "frame delay == %d ms", GameFrameDelay);
+ Debug("event:key:debug", "frame delay == %d ms", GameFrameDelay);
else if (GameFrameDelay != 0)
- Error(ERR_DEBUG, "frame delay == %d ms (max. %d fps / %d %%)",
+ Debug("event:key:debug", "frame delay == %d ms (max. %d fps / %d %%)",
GameFrameDelay, ONE_SECOND_DELAY / GameFrameDelay,
GAME_FRAME_DELAY * 100 / GameFrameDelay);
else
- Error(ERR_DEBUG, "frame delay == 0 ms (maximum speed)");
+ Debug("event:key:debug", "frame delay == 0 ms (maximum speed)");
- break;
+ return TRUE;
}
}
}
{
options.debug = !options.debug;
- Error(ERR_DEBUG, "debug mode %s",
+ Debug("event:key:debug", "debug mode %s",
(options.debug ? "enabled" : "disabled"));
+
+ return TRUE;
}
else if (key == KSYM_v)
{
- Error(ERR_DEBUG, "currently using game engine version %d",
+ Debug("event:key:debug", "currently using game engine version %d",
game.engine_version);
+
+ return TRUE;
}
}
#endif
+
+ return FALSE;
}
void HandleKey(Key key, int key_status)
int joy = 0;
int i;
-#if defined(TARGET_SDL2)
- /* map special "play/pause" media key to default key for play/pause actions */
+ if (HandleKeysSpeed(key, key_status))
+ return; // do not handle already processed keys again
+
+ if (HandleKeysDebug(key, key_status))
+ return; // do not handle already processed keys again
+
+ // map special keys (media keys / remote control buttons) to default keys
if (key == KSYM_PlayPause)
key = KSYM_space;
-#endif
+ else if (key == KSYM_Select)
+ key = KSYM_Return;
HandleSpecialGameControllerKeys(key, key_status);
if (game_status == GAME_MODE_PLAYING)
{
- /* only needed for single-step tape recording mode */
- static boolean clear_snap_button[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE };
- static boolean clear_drop_button[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE };
- static boolean element_snapped[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE };
- static boolean element_dropped[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE };
+ // only needed for single-step tape recording mode
+ static boolean has_snapped[MAX_PLAYERS] = { FALSE, FALSE, FALSE, FALSE };
int pnr;
for (pnr = 0; pnr < MAX_PLAYERS; pnr++)
{
byte key_action = 0;
+ byte key_snap_action = 0;
if (setup.input[pnr].use_joystick)
continue;
if (key == *key_info[i].key_custom)
key_action |= key_info[i].action;
- /* use combined snap+direction keys for the first player only */
+ // use combined snap+direction keys for the first player only
if (pnr == 0)
{
ssi = setup.shortcut;
- for (i = 0; i < NUM_DIRECTIONS; i++)
- if (key == *key_info[i].key_snap)
- key_action |= key_info[i].action | JOY_BUTTON_SNAP;
- }
+ // also remember normal snap key when handling snap+direction keys
+ key_snap_action |= key_action & JOY_BUTTON_SNAP;
- /* clear delayed snap and drop actions in single step mode (see below) */
- if (tape.single_step)
- {
- if (clear_snap_button[pnr])
+ for (i = 0; i < NUM_DIRECTIONS; i++)
{
- stored_player[pnr].action &= ~KEY_BUTTON_SNAP;
- clear_snap_button[pnr] = FALSE;
- }
+ if (key == *key_info[i].key_snap)
+ {
+ key_action |= key_info[i].action | JOY_BUTTON_SNAP;
+ key_snap_action |= key_info[i].action;
- if (clear_drop_button[pnr])
- {
- stored_player[pnr].action &= ~KEY_BUTTON_DROP;
- clear_drop_button[pnr] = FALSE;
+ tape.property_bits |= TAPE_PROPERTY_TAS_KEYS;
+ }
}
}
if (key_status == KEY_PRESSED)
- stored_player[pnr].action |= key_action;
+ {
+ stored_player[pnr].action |= key_action;
+ stored_player[pnr].snap_action |= key_snap_action;
+ }
else
- stored_player[pnr].action &= ~key_action;
-
- if (tape.single_step && tape.recording && tape.pausing)
{
- if (key_status == KEY_PRESSED && key_action & KEY_MOTION)
- {
- TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+ stored_player[pnr].action &= ~key_action;
+ stored_player[pnr].snap_action &= ~key_snap_action;
+ }
- /* if snap key already pressed, don't snap when releasing (below) */
- if (stored_player[pnr].action & KEY_BUTTON_SNAP)
- element_snapped[pnr] = TRUE;
+ // restore snap action if one of several pressed snap keys was released
+ if (stored_player[pnr].snap_action)
+ stored_player[pnr].action |= JOY_BUTTON_SNAP;
- /* if drop key already pressed, don't drop when releasing (below) */
- if (stored_player[pnr].action & KEY_BUTTON_DROP)
- element_dropped[pnr] = TRUE;
- }
- else if (key_status == KEY_PRESSED && key_action & KEY_BUTTON_DROP)
+ if (tape.recording && tape.pausing && tape.use_key_actions)
+ {
+ if (tape.single_step)
{
- if (level.game_engine_type == GAME_ENGINE_TYPE_EM ||
- level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ if (key_status == KEY_PRESSED && key_action & KEY_MOTION)
{
-
- if (level.game_engine_type == GAME_ENGINE_TYPE_SP &&
- getRedDiskReleaseFlag_SP() == 0)
- stored_player[pnr].action &= ~KEY_BUTTON_DROP;
-
TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+
+ // if snap key already pressed, keep pause mode when releasing
+ if (stored_player[pnr].action & KEY_BUTTON_SNAP)
+ has_snapped[pnr] = TRUE;
}
- }
- else if (key_status == KEY_RELEASED && key_action & KEY_BUTTON)
- {
- if (key_action & KEY_BUTTON_SNAP)
+ else if (key_status == KEY_PRESSED && key_action & KEY_BUTTON_DROP)
{
- /* if snap key was released without moving (see above), snap now */
- if (!element_snapped[pnr])
- {
- TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
-
- stored_player[pnr].action |= KEY_BUTTON_SNAP;
+ TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
- /* clear delayed snap button on next event */
- clear_snap_button[pnr] = TRUE;
+ if (level.game_engine_type == GAME_ENGINE_TYPE_SP &&
+ getRedDiskReleaseFlag_SP() == 0)
+ {
+ // add a single inactive frame before dropping starts
+ stored_player[pnr].action &= ~KEY_BUTTON_DROP;
+ stored_player[pnr].force_dropping = TRUE;
}
-
- element_snapped[pnr] = FALSE;
}
-
- if (key_action & KEY_BUTTON_DROP &&
- level.game_engine_type == GAME_ENGINE_TYPE_RND)
+ else if (key_status == KEY_RELEASED && key_action & KEY_BUTTON_SNAP)
{
- /* if drop key was released without moving (see above), drop now */
- if (!element_dropped[pnr])
- {
+ // if snap key was pressed without direction, leave pause mode
+ if (!has_snapped[pnr])
TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
- if (level.game_engine_type != GAME_ENGINE_TYPE_SP ||
- getRedDiskReleaseFlag_SP() != 0)
- stored_player[pnr].action |= KEY_BUTTON_DROP;
-
- /* clear delayed drop button on next event */
- clear_drop_button[pnr] = TRUE;
- }
-
- element_dropped[pnr] = FALSE;
+ has_snapped[pnr] = FALSE;
}
}
+ else
+ {
+ // prevent key release events from un-pausing a paused game
+ if (key_status == KEY_PRESSED && key_action & KEY_ACTION)
+ TapeTogglePause(TAPE_TOGGLE_MANUAL);
+ }
}
- else if (tape.recording && tape.pausing)
- {
- /* prevent key release events from un-pausing a paused game */
- if (key_status == KEY_PRESSED && key_action & KEY_ACTION)
- TapeTogglePause(TAPE_TOGGLE_MANUAL);
- }
+
+ // for MM style levels, handle in-game keyboard input in HandleJoystick()
+ if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ joy |= key_action;
+
+ // for any keyboard event, enable playfield mouse cursor
+ if (key_action && key_status == KEY_PRESSED)
+ SetPlayfieldMouseCursorEnabled(TRUE);
}
}
else
// reset flag to ignore repeated "key pressed" events after key release
ignore_repeated_key = FALSE;
+ // send key release event to global animation event handling
+ if (!is_global_anim_event)
+ HandleGlobalAnimClicks(-1, -1, KEY_RELEASED, FALSE);
+
return;
}
{
setup.fullscreen = !setup.fullscreen;
- ToggleFullscreenOrChangeWindowScalingIfNeeded();
+ ToggleFullscreenIfNeeded();
if (game_status == GAME_MODE_SETUP)
RedrawSetupScreenAfterFullscreenToggle();
+ UpdateMousePosition();
+
// set flag to ignore repeated "key pressed" events
ignore_repeated_key = TRUE;
else if (setup.window_scaling_percent > MAX_WINDOW_SCALING_PERCENT)
setup.window_scaling_percent = MAX_WINDOW_SCALING_PERCENT;
- ToggleFullscreenOrChangeWindowScalingIfNeeded();
+ ChangeWindowScalingIfNeeded();
if (game_status == GAME_MODE_SETUP)
RedrawSetupScreenAfterFullscreenToggle();
+ UpdateMousePosition();
+
return;
}
- if (HandleGlobalAnimClicks(-1, -1, (key == KSYM_space ||
- key == KSYM_Return ||
- key == KSYM_Escape)))
+ // some key events are handled like clicks for global animations
+ boolean click = (!is_global_anim_event && (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 */
+ // do not handle this key event anymore
+ if (key != KSYM_Escape) // always allow ESC key to be handled
return;
}
- if (game_status == GAME_MODE_PLAYING && AllPlayersGone &&
+ if (game_status == GAME_MODE_PLAYING && game.all_players_gone &&
(key == KSYM_Return || key == setup.shortcut.toggle_pause))
{
GameEnd();
if (game_status == GAME_MODE_MAIN &&
(key == setup.shortcut.toggle_pause || key == KSYM_space))
{
- StartGameActions(options.network, setup.autorecord, level.random_seed);
+ StartGameActions(network.enabled, setup.autorecord, level.random_seed);
+
+ 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;
}
TapeQuickSave();
else if (key == setup.shortcut.load_game)
TapeQuickLoad();
+ else if (key == setup.shortcut.restart_game)
+ TapeRestartGame();
+ else if (key == setup.shortcut.pause_before_end)
+ TapeReplayAndPauseBeforeEnd();
else if (key == setup.shortcut.toggle_pause)
TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
HandleSoundButtonKeys(key);
}
+ if (game_status == GAME_MODE_SCOREINFO)
+ {
+ HandleScreenGadgetKeys(key);
+ }
+
if (game_status == GAME_MODE_PLAYING && !network_playing)
{
int centered_player_nr_next = -999;
HandleKeysSpecial(key);
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)
{
- if (key != KSYM_Escape) /* always allow ESC key to be handled */
- key = KSYM_UNDEFINED;
+ HandleHallOfFame(0, 0, 0, 0, MB_MENU_CONTINUE);
+
+ return;
}
switch (game_status)
{
case GAME_MODE_PSEUDO_TYPENAME:
- HandleTypeName(0, key);
+ case GAME_MODE_PSEUDO_TYPENAMES:
+ HandleTypeName(key);
break;
case GAME_MODE_TITLE:
case GAME_MODE_MAIN:
+ case GAME_MODE_NAMES:
case GAME_MODE_LEVELS:
case GAME_MODE_LEVELNR:
case GAME_MODE_SETUP:
case GAME_MODE_INFO:
case GAME_MODE_SCORES:
+ case GAME_MODE_SCOREINFO:
+
+ if (anyTextGadgetActiveOrJustFinished && key != KSYM_Escape)
+ break;
+
switch (key)
{
case KSYM_space:
HandleTitleScreen(0, 0, 0, 0, MB_MENU_CHOICE);
else if (game_status == GAME_MODE_MAIN)
HandleMainMenu(0, 0, 0, 0, MB_MENU_CHOICE);
+ else if (game_status == GAME_MODE_NAMES)
+ HandleChoosePlayerName(0, 0, 0, 0, MB_MENU_CHOICE);
else if (game_status == GAME_MODE_LEVELS)
HandleChooseLevelSet(0, 0, 0, 0, MB_MENU_CHOICE);
else if (game_status == GAME_MODE_LEVELNR)
HandleInfoScreen(0, 0, 0, 0, MB_MENU_CHOICE);
else if (game_status == GAME_MODE_SCORES)
HandleHallOfFame(0, 0, 0, 0, MB_MENU_CHOICE);
+ else if (game_status == GAME_MODE_SCOREINFO)
+ HandleScoreInfo(0, 0, 0, 0, MB_MENU_CHOICE);
break;
case KSYM_Escape:
if (game_status == GAME_MODE_TITLE)
HandleTitleScreen(0, 0, 0, 0, MB_MENU_LEAVE);
+ else if (game_status == GAME_MODE_NAMES)
+ HandleChoosePlayerName(0, 0, 0, 0, MB_MENU_LEAVE);
else if (game_status == GAME_MODE_LEVELS)
HandleChooseLevelSet(0, 0, 0, 0, MB_MENU_LEAVE);
else if (game_status == GAME_MODE_LEVELNR)
HandleInfoScreen(0, 0, 0, 0, MB_MENU_LEAVE);
else if (game_status == GAME_MODE_SCORES)
HandleHallOfFame(0, 0, 0, 0, MB_MENU_LEAVE);
+ else if (game_status == GAME_MODE_SCOREINFO)
+ HandleScoreInfo(0, 0, 0, 0, MB_MENU_LEAVE);
break;
case KSYM_Page_Up:
- if (game_status == GAME_MODE_LEVELS)
+ if (game_status == GAME_MODE_NAMES)
+ HandleChoosePlayerName(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
+ else if (game_status == GAME_MODE_LEVELS)
HandleChooseLevelSet(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
else if (game_status == GAME_MODE_LEVELNR)
HandleChooseLevelNr(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
HandleInfoScreen(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
else if (game_status == GAME_MODE_SCORES)
HandleHallOfFame(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
+ else if (game_status == GAME_MODE_SCOREINFO)
+ HandleScoreInfo(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
break;
case KSYM_Page_Down:
- if (game_status == GAME_MODE_LEVELS)
+ if (game_status == GAME_MODE_NAMES)
+ HandleChoosePlayerName(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
+ else if (game_status == GAME_MODE_LEVELS)
HandleChooseLevelSet(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
else if (game_status == GAME_MODE_LEVELNR)
HandleChooseLevelNr(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
HandleInfoScreen(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
else if (game_status == GAME_MODE_SCORES)
HandleHallOfFame(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
+ else if (game_status == GAME_MODE_SCOREINFO)
+ HandleScoreInfo(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
break;
default:
switch (key)
{
case KSYM_Escape:
- RequestQuitGame(setup.ask_on_escape);
+ RequestQuitGame(TRUE);
break;
default:
return;
}
}
+}
+
+void HandleNoEvent(void)
+{
+ HandleMouseCursor();
- HandleKeysDebug(key);
+ switch (game_status)
+ {
+ case GAME_MODE_PLAYING:
+ HandleButtonOrFinger(-1, -1, -1);
+ break;
+ }
}
-void HandleNoEvent()
+void HandleEventActions(void)
{
// if (button_status && game_status != GAME_MODE_PLAYING)
- if (button_status && (game_status != GAME_MODE_PLAYING || tape.pausing))
+ if (button_status && (game_status != GAME_MODE_PLAYING ||
+ tape.pausing ||
+ level.game_engine_type == GAME_ENGINE_TYPE_MM))
{
HandleButton(0, 0, button_status, -button_status);
}
HandleJoystick();
}
-#if defined(NETWORK_AVALIABLE)
- if (options.network)
+ if (network.enabled)
HandleNetworking();
-#endif
switch (game_status)
{
HandleLevelEditorIdle();
break;
-#if defined(TARGET_SDL2)
- case GAME_MODE_PLAYING:
- HandleFollowFinger(-1, -1, -1);
- break;
-#endif
-
default:
break;
}
}
-static int HandleJoystickForAllPlayers()
+static void HandleTileCursor(int dx, int dy, int button)
+{
+ if (!dx || !button)
+ ClearPlayerMouseAction();
+
+ if (!dx && !dy)
+ return;
+
+ if (button)
+ {
+ SetPlayerMouseAction(tile_cursor.x, tile_cursor.y,
+ (dx < 0 ? MB_LEFTBUTTON :
+ dx > 0 ? MB_RIGHTBUTTON : MB_RELEASED));
+ }
+ else if (!tile_cursor.moving)
+ {
+ int old_xpos = tile_cursor.xpos;
+ int old_ypos = tile_cursor.ypos;
+ int new_xpos = tile_cursor.xpos + dx;
+ int new_ypos = tile_cursor.ypos + dy;
+
+ if (!IN_LEV_FIELD(new_xpos, old_ypos) || !IN_SCR_FIELD(new_xpos, old_ypos))
+ new_xpos = old_xpos;
+
+ if (!IN_LEV_FIELD(old_xpos, new_ypos) || !IN_SCR_FIELD(old_xpos, new_ypos))
+ new_ypos = old_ypos;
+
+ SetTileCursorTargetXY(new_xpos, new_ypos);
+ }
+}
+
+static int HandleJoystickForAllPlayers(void)
{
int i;
int result = 0;
if (setup.input[i].use_joystick)
no_joysticks_configured = FALSE;
- /* if no joysticks configured, map connected joysticks to players */
+ // if no joysticks configured, map connected joysticks to players
if (no_joysticks_configured)
use_as_joystick_nr = TRUE;
return result;
}
-void HandleJoystick()
+void HandleJoystick(void)
{
+ 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;
int joystick = HandleJoystickForAllPlayers();
int keyboard = key_joystick_mapping;
int joy = (joystick | keyboard);
+ int joytest = joystick;
int left = joy & JOY_LEFT;
int right = joy & JOY_RIGHT;
int up = joy & JOY_UP;
int down = joy & JOY_DOWN;
int button = joy & JOY_BUTTON;
- int newbutton = (AnyJoystickButton() == JOY_BUTTON_NEW_PRESSED);
+ int anybutton = AnyJoystickButton();
+ int newbutton = (anybutton == JOY_BUTTON_NEW_PRESSED);
int dx = (left ? -1 : right ? 1 : 0);
int dy = (up ? -1 : down ? 1 : 0);
+ boolean use_delay_value_first = (joytest != joytest_last);
+ boolean new_button_event = (anybutton == JOY_BUTTON_NEW_PRESSED ||
+ anybutton == JOY_BUTTON_NEW_RELEASED);
+
+ if (new_button_event && HandleGlobalAnimClicks(-1, -1, newbutton, FALSE))
+ {
+ // do not handle this button event anymore
+ return;
+ }
- if (HandleGlobalAnimClicks(-1, -1, newbutton))
+ if (newbutton && (game_status == GAME_MODE_PSEUDO_TYPENAME ||
+ game_status == GAME_MODE_PSEUDO_TYPENAMES ||
+ anyTextGadgetActive()))
{
- /* do not handle this button event anymore */
+ // leave name input in main menu or text input gadget
+ HandleKey(KSYM_Escape, KEY_PRESSED);
+ HandleKey(KSYM_Escape, KEY_RELEASED);
+
return;
}
+ if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ {
+ if (game_status == GAME_MODE_PLAYING)
+ {
+ // when playing MM style levels, also use delay for keyboard events
+ joytest |= keyboard;
+
+ // only use first delay value for new events, but not for changed events
+ use_delay_value_first = (!joytest != !joytest_last);
+
+ // only use delay after the initial keyboard event
+ delay_value = 0;
+ }
+
+ // for any joystick or keyboard event, enable playfield tile cursor
+ if (dx || dy || button)
+ SetTileCursorEnabled(TRUE);
+ }
+
+ // for any joystick event, enable playfield mouse cursor
+ if (dx || dy || button)
+ SetPlayfieldMouseCursorEnabled(TRUE);
+
+ if (joytest && !button && !DelayReached(&joytest_delay))
+ {
+ // delay joystick/keyboard actions if axes/keys continually pressed
+ newbutton = dx = dy = 0;
+ }
+ else
+ {
+ // first start with longer delay, then continue with shorter delay
+ joytest_delay.value =
+ (use_delay_value_first ? delay_value_first : delay_value);
+ }
+
+ joytest_last = joytest;
+
switch (game_status)
{
case GAME_MODE_TITLE:
case GAME_MODE_MAIN:
+ case GAME_MODE_NAMES:
case GAME_MODE_LEVELS:
case GAME_MODE_LEVELNR:
case GAME_MODE_SETUP:
case GAME_MODE_INFO:
+ case GAME_MODE_SCORES:
+ case GAME_MODE_SCOREINFO:
{
- static unsigned int joystickmove_delay = 0;
- static unsigned int joystickmove_delay_value = GADGET_FRAME_DELAY;
- static int joystick_last = 0;
-
- if (joystick && !button &&
- !DelayReached(&joystickmove_delay, joystickmove_delay_value))
- {
- /* delay joystick actions if buttons/axes continually pressed */
- newbutton = dx = dy = 0;
- }
- else
- {
- /* start with longer delay, then continue with shorter delay */
- if (joystick != joystick_last)
- joystickmove_delay_value = GADGET_FRAME_DELAY_FIRST;
- else
- joystickmove_delay_value = GADGET_FRAME_DELAY;
- }
+ if (anyTextGadgetActive())
+ break;
if (game_status == GAME_MODE_TITLE)
HandleTitleScreen(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
else if (game_status == GAME_MODE_MAIN)
HandleMainMenu(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
+ else if (game_status == GAME_MODE_NAMES)
+ HandleChoosePlayerName(0,0,dx,dy,newbutton?MB_MENU_CHOICE:MB_MENU_MARK);
else if (game_status == GAME_MODE_LEVELS)
HandleChooseLevelSet(0,0,dx,dy,newbutton?MB_MENU_CHOICE : MB_MENU_MARK);
else if (game_status == GAME_MODE_LEVELNR)
HandleSetupScreen(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
else if (game_status == GAME_MODE_INFO)
HandleInfoScreen(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
-
- joystick_last = joystick;
+ else if (game_status == GAME_MODE_SCORES)
+ HandleHallOfFame(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
+ else if (game_status == GAME_MODE_SCOREINFO)
+ HandleScoreInfo(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
break;
}
- case GAME_MODE_SCORES:
- HandleHallOfFame(0, 0, dx, dy, !newbutton);
- break;
-
case GAME_MODE_PLAYING:
+#if 0
+ // !!! causes immediate GameEnd() when solving MM level with keyboard !!!
if (tape.playing || keyboard)
newbutton = ((joy & JOY_BUTTON) != 0);
+#endif
- if (newbutton && AllPlayersGone)
+ if (newbutton && game.all_players_gone)
{
GameEnd();
return;
}
- if (tape.recording && tape.pausing)
+ if (tape.recording && tape.pausing && tape.use_key_actions)
{
- if (joystick & JOY_ACTION)
- TapeTogglePause(TAPE_TOGGLE_MANUAL);
+ if (tape.single_step)
+ {
+ if (joystick & JOY_ACTION)
+ TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+ }
+ else
+ {
+ if (joystick & JOY_ACTION)
+ TapeTogglePause(TAPE_TOGGLE_MANUAL);
+ }
}
+ if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ HandleTileCursor(dx, dy, button);
+
break;
default:
void HandleSpecialGameControllerButtons(Event *event)
{
-#if defined(TARGET_SDL2)
+ int key_status;
+ Key key;
+
switch (event->type)
{
case SDL_CONTROLLERBUTTONDOWN:
- if (event->cbutton.button == SDL_CONTROLLER_BUTTON_START)
- HandleKey(KSYM_space, KEY_PRESSED);
- else if (event->cbutton.button == SDL_CONTROLLER_BUTTON_BACK)
- HandleKey(KSYM_Escape, KEY_PRESSED);
-
+ key_status = KEY_PRESSED;
break;
case SDL_CONTROLLERBUTTONUP:
- if (event->cbutton.button == SDL_CONTROLLER_BUTTON_START)
- HandleKey(KSYM_space, KEY_RELEASED);
- else if (event->cbutton.button == SDL_CONTROLLER_BUTTON_BACK)
- HandleKey(KSYM_Escape, KEY_RELEASED);
+ key_status = KEY_RELEASED;
+ break;
+
+ default:
+ return;
+ }
+
+ switch (event->cbutton.button)
+ {
+ case SDL_CONTROLLER_BUTTON_START:
+ key = KSYM_space;
+ break;
+ case SDL_CONTROLLER_BUTTON_BACK:
+ key = KSYM_Escape;
break;
+
+ default:
+ return;
}
-#endif
+
+ HandleKey(key, key_status);
}
void HandleSpecialGameControllerKeys(Key key, int key_status)
{
-#if defined(TARGET_SDL2)
#if defined(KSYM_Rewind) && defined(KSYM_FastForward)
int button = SDL_CONTROLLER_BUTTON_INVALID;
- /* map keys to joystick buttons (special hack for Amazon Fire TV remote) */
+ // map keys to joystick buttons (special hack for Amazon Fire TV remote)
if (key == KSYM_Rewind)
button = SDL_CONTROLLER_BUTTON_A;
else if (key == KSYM_FastForward || key == KSYM_Menu)
event.type = (key_status == KEY_PRESSED ? SDL_CONTROLLERBUTTONDOWN :
SDL_CONTROLLERBUTTONUP);
- event.cbutton.which = 0; /* first joystick (Amazon Fire TV remote) */
+ event.cbutton.which = 0; // first joystick (Amazon Fire TV remote)
event.cbutton.button = button;
event.cbutton.state = (key_status == KEY_PRESSED ? SDL_PRESSED :
SDL_RELEASED);
HandleJoystickEvent(&event);
}
#endif
-#endif
+}
+
+boolean DoKeysymAction(int keysym)
+{
+ if (keysym < 0)
+ {
+ Key key = (Key)(-keysym);
+
+ is_global_anim_event = TRUE;
+
+ HandleKey(key, KEY_PRESSED);
+ HandleKey(key, KEY_RELEASED);
+
+ is_global_anim_event = FALSE;
+
+ return TRUE;
+ }
+
+ return FALSE;
}