-/***********************************************************
-* Rocks'n'Diamonds -- McDuffin Strikes Back! *
-*----------------------------------------------------------*
-* (c) 1995-2006 Artsoft Entertainment *
-* Holger Schemel *
-* Detmolder Strasse 189 *
-* 33604 Bielefeld *
-* Germany *
-* e-mail: info@artsoft.org *
-*----------------------------------------------------------*
-* events.c *
-***********************************************************/
+// ============================================================================
+// Rocks'n'Diamonds - McDuffin Strikes Back!
+// ----------------------------------------------------------------------------
+// (c) 1995-2014 by Artsoft Entertainment
+// Holger Schemel
+// info@artsoft.org
+// http://www.artsoft.org/
+// ----------------------------------------------------------------------------
+// events.c
+// ============================================================================
#include "libgame/libgame.h"
#include "editor.h"
#include "files.h"
#include "tape.h"
+#include "anim.h"
#include "network.h"
#define DEBUG_EVENTS 0
+#define DEBUG_EVENTS_BUTTON (DEBUG_EVENTS * 0)
+#define DEBUG_EVENTS_MOTION (DEBUG_EVENTS * 0)
+#define DEBUG_EVENTS_WHEEL (DEBUG_EVENTS * 1)
+#define DEBUG_EVENTS_WINDOW (DEBUG_EVENTS * 0)
+#define DEBUG_EVENTS_FINGER (DEBUG_EVENTS * 0)
+#define DEBUG_EVENTS_TEXT (DEBUG_EVENTS * 1)
+#define DEBUG_EVENTS_KEY (DEBUG_EVENTS * 1)
-static boolean cursor_inside_playfield = FALSE;
-static boolean playfield_cursor_set = FALSE;
-static unsigned int playfield_cursor_delay = 0;
+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;
/* event filter especially needed for SDL event filtering due to
delay problems with lots of mouse motion events when mouse button
/* 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 FilterEventsExt(const Event *event)
+static int FilterEvents(const Event *event)
{
MotionEvent *motion;
return 0;
#endif
+ if (event->type == EVENT_BUTTONPRESS ||
+ event->type == EVENT_BUTTONRELEASE)
+ {
+ ((ButtonEvent *)event)->x -= video.screen_xoffset;
+ ((ButtonEvent *)event)->y -= video.screen_yoffset;
+ }
+ else if (event->type == EVENT_MOTIONNOTIFY)
+ {
+ ((MotionEvent *)event)->x -= video.screen_xoffset;
+ ((MotionEvent *)event)->y -= video.screen_yoffset;
+ }
+
/* 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);
- if (game_status == GAME_MODE_PLAYING && playfield_cursor_set)
+ /* 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);
- playfield_cursor_set = FALSE;
- DelayReached(&playfield_cursor_delay, 0);
+
+ DelayReached(&special_cursor_delay, 0);
+
+ cursor_mode_last = CURSOR_DEFAULT;
}
/* skip mouse motion events without pressed button outside level editor */
return 1;
}
-#if defined(TARGET_SDL2)
-int FilterEvents(void *userdata, Event *event)
-{
- return FilterEventsExt(event);
-}
-#else
-int FilterEvents(const Event *event)
-{
- return FilterEventsExt(event);
-}
-#endif
-
/* 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) */
-boolean SkipPressedMouseMotionEvent(const Event *event)
+static boolean SkipPressedMouseMotionEvent(const Event *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 level editor */
- if (button_status == MB_RELEASED ||
- game_status == GAME_MODE_EDITOR || game_status == GAME_MODE_PLAYING)
+ /* only skip motion events with pressed button outside the game */
+ if (button_status == MB_RELEASED || game_status == GAME_MODE_PLAYING)
return FALSE;
if (PendingEvent())
return FALSE;
}
-/* this is only really needed for non-SDL targets to filter unwanted events;
- when using SDL with properly installed event filter, this function can be
- replaced with a simple "NextEvent()" call, but it doesn't hurt either */
-
-static boolean NextValidEvent(Event *event)
+static boolean WaitValidEvent(Event *event)
{
- while (PendingEvent())
- {
- boolean handle_this_event = FALSE;
+ WaitEvent(event);
- NextEvent(event);
+ if (!FilterEvents(event))
+ return FALSE;
- if (FilterEventsExt(event))
- handle_this_event = TRUE;
+ if (SkipPressedMouseMotionEvent(event))
+ return FALSE;
+
+ return TRUE;
+}
- if (SkipPressedMouseMotionEvent(event))
- handle_this_event = FALSE;
+/* 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
+ the event filter, mouse coordinates in the event structure are still
+ physical pixel positions, not logical (scaled) screen positions, so this
+ has to be handled at a later stage in the event processing functions
+ (when device pixel positions are already converted to screen positions) */
- if (handle_this_event)
+boolean NextValidEvent(Event *event)
+{
+ while (PendingEvent())
+ if (WaitValidEvent(event))
return TRUE;
- }
return FALSE;
}
-void EventLoop(void)
+void HandleEvents()
{
- while (1)
+ Event event;
+ unsigned int event_frame_delay = 0;
+ unsigned int event_frame_delay_value = GAME_FRAME_DELAY;
+
+ ResetDelayCounter(&event_frame_delay);
+
+ while (NextValidEvent(&event))
{
- if (PendingEvent()) /* got event */
+ switch (event.type)
{
- Event event;
+ case EVENT_BUTTONPRESS:
+ case EVENT_BUTTONRELEASE:
+ HandleButtonEvent((ButtonEvent *) &event);
+ break;
- while (NextValidEvent(&event))
- {
- switch (event.type)
- {
- case EVENT_BUTTONPRESS:
- case EVENT_BUTTONRELEASE:
- HandleButtonEvent((ButtonEvent *) &event);
- break;
-
- case EVENT_MOTIONNOTIFY:
- HandleMotionEvent((MotionEvent *) &event);
- break;
+ case EVENT_MOTIONNOTIFY:
+ HandleMotionEvent((MotionEvent *) &event);
+ break;
#if defined(TARGET_SDL2)
- case SDL_WINDOWEVENT:
- HandleWindowEvent((WindowEvent *) &event);
- break;
-
- case EVENT_FINGERPRESS:
- case EVENT_FINGERRELEASE:
- case EVENT_FINGERMOTION:
- HandleFingerEvent((FingerEvent *) &event);
- break;
-
- case EVENT_TEXTINPUT:
- HandleTextEvent((TextEvent *) &event);
- break;
-
- case SDL_APP_WILLENTERBACKGROUND:
- case SDL_APP_DIDENTERBACKGROUND:
- case SDL_APP_WILLENTERFOREGROUND:
- case SDL_APP_DIDENTERFOREGROUND:
- HandlePauseResumeEvent((PauseResumeEvent *) &event);
- break;
-#endif
+ case EVENT_WHEELMOTION:
+ HandleWheelEvent((WheelEvent *) &event);
+ break;
- case EVENT_KEYPRESS:
- case EVENT_KEYRELEASE:
- HandleKeyEvent((KeyEvent *) &event);
- break;
+ case SDL_WINDOWEVENT:
+ HandleWindowEvent((WindowEvent *) &event);
+ break;
- default:
- HandleOtherEvents(&event);
- break;
- }
- }
- }
- else
- {
- /* when playing, display a special mouse pointer inside the playfield */
- if (game_status == GAME_MODE_PLAYING && !tape.pausing)
- {
- if (!playfield_cursor_set && cursor_inside_playfield &&
- DelayReached(&playfield_cursor_delay, 1000))
- {
- SetMouseCursor(CURSOR_PLAYFIELD);
- playfield_cursor_set = TRUE;
- }
- }
- else if (playfield_cursor_set)
- {
- SetMouseCursor(CURSOR_DEFAULT);
- playfield_cursor_set = FALSE;
- }
+ case EVENT_FINGERPRESS:
+ case EVENT_FINGERRELEASE:
+ case EVENT_FINGERMOTION:
+ HandleFingerEvent((FingerEvent *) &event);
+ break;
-#if 0
- HandleNoEvent();
-#endif
- }
+ case EVENT_TEXTINPUT:
+ HandleTextEvent((TextEvent *) &event);
+ break;
-#if 1
- HandleNoEvent();
+ case SDL_APP_WILLENTERBACKGROUND:
+ case SDL_APP_DIDENTERBACKGROUND:
+ case SDL_APP_WILLENTERFOREGROUND:
+ case SDL_APP_DIDENTERFOREGROUND:
+ HandlePauseResumeEvent((PauseResumeEvent *) &event);
+ break;
#endif
- /* don't use all CPU time when idle; the main loop while playing
- has its own synchronization and is CPU friendly, too */
+ case EVENT_KEYPRESS:
+ case EVENT_KEYRELEASE:
+ HandleKeyEvent((KeyEvent *) &event);
+ break;
- if (game_status == GAME_MODE_PLAYING)
- {
- HandleGameActions();
- }
- else
- {
- SyncDisplay();
- if (!PendingEvent()) /* delay only if no pending events */
- Delay(10);
+ default:
+ HandleOtherEvents(&event);
+ break;
}
- /* refresh window contents from drawing buffer, if needed */
- BackToFront();
-
- if (game_status == GAME_MODE_QUIT)
- return;
+ // do not handle events for longer than standard frame delay period
+ if (DelayReached(&event_frame_delay, event_frame_delay_value))
+ break;
}
}
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 */
+ case SDL_CONTROLLERDEVICEADDED:
+ case SDL_CONTROLLERDEVICEREMOVED:
+ case SDL_CONTROLLERAXISMOTION:
+#endif
case SDL_JOYAXISMOTION:
case SDL_JOYBUTTONDOWN:
case SDL_JOYBUTTONUP:
}
}
-void ClearEventQueue()
+void HandleMouseCursor()
{
- while (PendingEvent())
+ if (game_status == GAME_MODE_TITLE)
{
- Event event;
+ /* when showing title screens, hide mouse pointer (if not moved) */
+
+ if (gfx.cursor_mode != CURSOR_NONE &&
+ DelayReached(&special_cursor_delay, special_cursor_delay_value))
+ {
+ 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 */
+
+ if (gfx.cursor_mode != CURSOR_PLAYFIELD &&
+ cursor_inside_playfield &&
+ DelayReached(&special_cursor_delay, special_cursor_delay_value))
+ {
+ if (level.game_engine_type != GAME_ENGINE_TYPE_MM)
+ SetMouseCursor(CURSOR_PLAYFIELD);
+ }
+ }
+ else if (gfx.cursor_mode != CURSOR_DEFAULT)
+ {
+ SetMouseCursor(CURSOR_DEFAULT);
+ }
- NextEvent(&event);
+ /* this is set after all pending events have been processed */
+ cursor_mode_last = gfx.cursor_mode;
+}
+
+void EventLoop(void)
+{
+ while (1)
+ {
+ if (PendingEvent())
+ HandleEvents();
+ else
+ HandleMouseCursor();
+ /* also execute after pending events have been processed before */
+ HandleNoEvent();
+
+ /* 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 */
+ BackToFront();
+
+ /* reset video frame delay to default (may change again while playing) */
+ SetVideoFrameDelay(MenuFrameDelay);
+
+ if (game_status == GAME_MODE_QUIT)
+ return;
+ }
+}
+
+void ClearEventQueue()
+{
+ Event event;
+
+ while (NextValidEvent(&event))
+ {
switch (event.type)
{
case EVENT_BUTTONRELEASE:
break;
case EVENT_KEYRELEASE:
-#if 1
ClearPlayerAction();
-#else
- key_joystick_mapping = 0;
-#endif
break;
+#if defined(TARGET_SDL2)
+ case SDL_CONTROLLERBUTTONUP:
+ HandleJoystickEvent(&event);
+ ClearPlayerAction();
+ break;
+#endif
+
default:
HandleOtherEvents(&event);
break;
}
}
+void ClearPlayerMouseAction()
+{
+ local_player->mouse_action.lx = 0;
+ local_player->mouse_action.ly = 0;
+ local_player->mouse_action.button = 0;
+}
+
void ClearPlayerAction()
{
int i;
key_joystick_mapping = 0;
for (i = 0; i < MAX_PLAYERS; i++)
stored_player[i].action = 0;
+
+ ClearJoystickState();
+ ClearPlayerMouseAction();
+}
+
+void SetPlayerMouseAction(int mx, int my, int button)
+{
+ int lx = getLevelFromScreenX(mx);
+ int ly = getLevelFromScreenY(my);
+
+ ClearPlayerMouseAction();
+
+ if (!IN_GFX_FIELD_PLAY(mx, my) || !IN_LEV_FIELD(lx, ly))
+ return;
+
+ local_player->mouse_action.lx = lx;
+ local_player->mouse_action.ly = ly;
+ local_player->mouse_action.button = button;
+
+ if (tape.recording && tape.pausing && tape.use_mouse)
+ {
+ /* prevent button release or motion events from un-pausing a paused game */
+ if (button && !motion_status)
+ TapeTogglePause(TAPE_TOGGLE_MANUAL);
+ }
}
void SleepWhileUnmapped()
{
Event event;
- NextEvent(&event);
+ if (!WaitValidEvent(&event))
+ continue;
switch (event.type)
{
key_joystick_mapping = 0;
break;
+#if defined(TARGET_SDL2)
+ case SDL_CONTROLLERBUTTONUP:
+ HandleJoystickEvent(&event);
+ key_joystick_mapping = 0;
+ break;
+#endif
+
case EVENT_MAPNOTIFY:
window_unmapped = FALSE;
break;
void HandleButtonEvent(ButtonEvent *event)
{
-#if DEBUG_EVENTS
+#if DEBUG_EVENTS_BUTTON
Error(ERR_DEBUG, "BUTTON EVENT: button %d %s, x/y %d/%d\n",
event->button,
event->type == EVENT_BUTTONPRESS ? "pressed" : "released",
event->x, event->y);
#endif
+#if defined(HAS_SCREEN_KEYBOARD)
+ if (video.shifted_up)
+ event->y += video.shifted_up_pos;
+#endif
+
motion_status = FALSE;
if (event->type == EVENT_BUTTONPRESS)
void HandleMotionEvent(MotionEvent *event)
{
- if (!PointerInWindow(window))
- return; /* window and pointer are on different screens */
-
if (button_status == MB_RELEASED && game_status != GAME_MODE_EDITOR)
return;
motion_status = TRUE;
-#if DEBUG_EVENTS
+#if DEBUG_EVENTS_MOTION
Error(ERR_DEBUG, "MOTION EVENT: button %d moved, x/y %d/%d\n",
button_status, event->x, event->y);
#endif
}
#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",
+ event->which, event->x, event->y);
+#else
+ // (SDL_MOUSEWHEEL_NORMAL/SDL_MOUSEWHEEL_FLIPPED needs SDL 2.0.4 or newer)
+ Error(ERR_DEBUG, "WHEEL EVENT: mouse == %d, x/y == %d/%d, direction == %s\n",
+ event->which, event->x, event->y,
+ (event->direction == SDL_MOUSEWHEEL_NORMAL ? "SDL_MOUSEWHEEL_NORMAL" :
+ "SDL_MOUSEWHEEL_FLIPPED"));
+#endif
+#endif
+
+ button_nr = (event->x < 0 ? MB_WHEEL_LEFT :
+ event->x > 0 ? MB_WHEEL_RIGHT :
+ event->y < 0 ? MB_WHEEL_DOWN :
+ event->y > 0 ? MB_WHEEL_UP : 0);
+
+#if defined(PLATFORM_WIN32) || defined(PLATFORM_MACOSX)
+ // accelerated mouse wheel available on Mac and Windows
+ wheel_steps = (event->x ? ABS(event->x) : ABS(event->y));
+#else
+ // no accelerated mouse wheel available on Unix/Linux
+ wheel_steps = DEFAULT_WHEEL_STEPS;
+#endif
+
+ motion_status = FALSE;
+
+ button_status = button_nr;
+ HandleButton(0, 0, button_status, -button_nr);
+
+ button_status = MB_RELEASED;
+ HandleButton(0, 0, button_status, -button_nr);
+}
+
void HandleWindowEvent(WindowEvent *event)
{
-#if DEBUG_EVENTS
+#if DEBUG_EVENTS_WINDOW
int subtype = event->event;
char *event_name =
event_name, event->data1, event->data2);
#endif
+#if 0
+ // (not needed, as the screen gets redrawn every 20 ms anyway)
if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED ||
event->event == SDL_WINDOWEVENT_RESIZED ||
event->event == SDL_WINDOWEVENT_EXPOSED)
SDLRedrawWindow();
-
-#if 0
- if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED)
- {
- // if game started in fullscreen mode, window will also get fullscreen size
- if (!video.fullscreen_enabled && video.fullscreen_initial)
- {
- SDLSetWindowScaling(setup.window_scaling_percent);
-
- // only do this correction once
- video.fullscreen_initial = FALSE;
- }
- }
#endif
- if (event->event == SDL_WINDOWEVENT_RESIZED && !video.fullscreen_enabled)
+ if (event->event == SDL_WINDOWEVENT_RESIZED)
{
-#if 1
- int new_window_width = event->data1;
- int new_window_height = event->data2;
-
- // if window size has changed after resizing, calculate new scaling factor
- if (new_window_width != video.window_width ||
- new_window_height != video.window_height)
+ if (!video.fullscreen_enabled)
{
- int new_xpercent = (100 * new_window_width / video.width);
- int new_ypercent = (100 * new_window_height / video.height);
-
-#if 0
- printf("::: RESIZED from %d, %d to %d, %d\n",
- video.window_width, video.window_height,
- new_window_width, new_window_height);
-#endif
+ int new_window_width = event->data1;
+ int new_window_height = event->data2;
- setup.window_scaling_percent = video.window_scaling_percent =
- MIN(MAX(MIN_WINDOW_SCALING_PERCENT, MIN(new_xpercent, new_ypercent)),
- MAX_WINDOW_SCALING_PERCENT);
+ // if window size has changed after resizing, calculate new scaling factor
+ if (new_window_width != video.window_width ||
+ new_window_height != video.window_height)
+ {
+ int new_xpercent = 100.0 * new_window_width / video.screen_width + .5;
+ int new_ypercent = 100.0 * new_window_height / video.screen_height + .5;
- video.window_width = new_window_width;
- video.window_height = new_window_height;
+ // (extreme window scaling allowed, but cannot be saved permanently)
+ video.window_scaling_percent = MIN(new_xpercent, new_ypercent);
+ setup.window_scaling_percent =
+ MIN(MAX(MIN_WINDOW_SCALING_PERCENT, video.window_scaling_percent),
+ MAX_WINDOW_SCALING_PERCENT);
-#if 0
- printf("::: setup.window_scaling_percent set to %d\n",
- setup.window_scaling_percent);
-#endif
+ video.window_width = new_window_width;
+ video.window_height = new_window_height;
- if (game_status == GAME_MODE_SETUP)
- RedrawSetupScreenAfterFullscreenToggle();
+ if (game_status == GAME_MODE_SETUP)
+ RedrawSetupScreenAfterFullscreenToggle();
- SetWindowTitle();
+ SetWindowTitle();
+ }
}
-#else
- // prevent slightly wrong scaling factor due to rounding differences
- float scaling_factor = (float)setup.window_scaling_percent / 100;
- int old_xsize = (int)(scaling_factor * video.width);
- int old_ysize = (int)(scaling_factor * video.height);
- int new_xsize = event->data1;
- int new_ysize = event->data2;
-
- // window size is unchanged when going from fullscreen to window mode,
- // but reverse calculation of scaling factor might result in a scaling
- // factor that is slightly different due to rounding differences;
- // therefore compare old/new window size and not old/new scaling factor
- if (old_xsize != new_xsize ||
- old_ysize != new_ysize)
+#if defined(PLATFORM_ANDROID)
+ else
{
- int new_xpercent = (100 * new_xsize / video.width);
- int new_ypercent = (100 * new_ysize / video.height);
+ int new_display_width = event->data1;
+ int new_display_height = event->data2;
- setup.window_scaling_percent = MIN(new_xpercent, new_ypercent);
-
- if (setup.window_scaling_percent < MIN_WINDOW_SCALING_PERCENT)
- setup.window_scaling_percent = MIN_WINDOW_SCALING_PERCENT;
- else if (setup.window_scaling_percent > MAX_WINDOW_SCALING_PERCENT)
- setup.window_scaling_percent = MAX_WINDOW_SCALING_PERCENT;
+ // if fullscreen display size has changed, device has been rotated
+ if (new_display_width != video.display_width ||
+ new_display_height != video.display_height)
+ {
+ video.display_width = new_display_width;
+ video.display_height = new_display_height;
- printf("::: setup.window_scaling_percent set to %d\n",
- setup.window_scaling_percent);
+ SDLSetScreenProperties();
+ }
}
#endif
}
}
-#if 1
-
#define NUM_TOUCH_FINGERS 3
static struct
static float button_x1, button_y1;
static SDL_FingerID motion_id = -1;
static SDL_FingerID button_id = -1;
- int move_trigger_distance_percent = 2; // percent of touchpad width/height
- int drop_trigger_distance_percent = 5; // percent of touchpad width/height
+ 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 1
-#if DEBUG_EVENTS
+#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->x, event->y,
event->dx, event->dy,
event->pressure);
-#endif
#endif
if (game_status != GAME_MODE_PLAYING)
return;
-#if 1
- if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
-#else
- boolean use_virtual_button_control = FALSE;
+ if (strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER))
+ return;
- if (use_virtual_button_control)
-#endif
+ if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
{
int key_status = (event->type == EVENT_FINGERRELEASE ? KEY_RELEASED :
KEY_PRESSED);
-#if 1
- Key key = (event->x < 1.0 / 3.0 ?
- (event->y < 1.0 / 2.0 ? setup.input[0].key.snap :
- setup.input[0].key.drop) :
- event->x > 2.0 / 3.0 ?
- (event->y < 1.0 / 3.0 ? setup.input[0].key.up :
- event->y > 2.0 / 3.0 ? setup.input[0].key.down :
- event->x < 5.0 / 6.0 ? setup.input[0].key.left :
- setup.input[0].key.right) :
+ 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);
-#if 0
- char *key_name = (key == setup.input[0].key.snap ? "SNAP" :
- key == setup.input[0].key.drop ? "DROP" :
- key == setup.input[0].key.up ? "UP" :
- key == setup.input[0].key.down ? "DOWN" :
- key == setup.input[0].key.left ? "LEFT" :
- key == setup.input[0].key.right ? "RIGHT" : "(unknown)");
-#endif
+
char *key_status_name = (key_status == KEY_RELEASED ? "KEY_RELEASED" :
"KEY_PRESSED");
-#else
- Key key = (event->y < 1.0 / 3.0 ? setup.input[0].key.up :
- event->y > 2.0 / 3.0 ? setup.input[0].key.down :
- event->x < 1.0 / 3.0 ? setup.input[0].key.left :
- event->x > 2.0 / 3.0 ? setup.input[0].key.right :
- setup.input[0].key.snap);
-#endif
int i;
+ // 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 0
-#if 1
- Error(ERR_DEBUG, "=> key == '%s', key_status == '%s' [slot %d]",
- key_name, key_status_name, i);
-#else
- Error(ERR_DEBUG, "=> key == %d, key_status == %d [%d]", key, key_status, i);
-#endif
-#endif
-
return;
}
}
}
-#else
-
-void HandleFingerEvent(FingerEvent *event)
+static void HandleFollowFinger(int mx, int my, int button)
{
-#if 0
- static int num_events = 0;
- int max_events = 10;
-#endif
+ static int old_mx = 0, old_my = 0;
+ static Key motion_key_x = KSYM_UNDEFINED;
+ static Key motion_key_y = KSYM_UNDEFINED;
+ 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 0
-#if DEBUG_EVENTS
- Error(ERR_DEBUG, "FINGER EVENT: finger was %s, touch ID %lld, finger ID %lld, x/y %f/%f, dx/dy %f/%f, pressure %f",
- event->type == EVENT_FINGERPRESS ? "pressed" :
- event->type == EVENT_FINGERRELEASE ? "released" : "moved",
- event->touchId,
- event->fingerId,
- event->x, event->y,
- event->dx, event->dy,
- event->pressure);
-#endif
-#endif
+ if (!strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER))
+ return;
-#if 0
- int x = (int)(event->x * video.width);
- int y = (int)(event->y * video.height);
- int button = MB_LEFTBUTTON;
+ if (button == MB_PRESSED && IN_GFX_FIELD_PLAY(mx, my))
+ {
+ touch_info[0].touched = TRUE;
+ touch_info[0].key = 0;
- Error(ERR_DEBUG, "=> screen x/y %d/%d", x, y);
-#endif
+ old_mx = mx;
+ old_my = my;
-#if 0
- if (++num_events >= max_events)
- CloseAllAndExit(0);
-#endif
+ if (!motion_status)
+ {
+ started_on_player = FALSE;
+ player_is_dropping = FALSE;
+ player_drop_count = 0;
+ last_player_x = -1;
+ last_player_y = -1;
-#if 1
-#if 0
- if (event->type == EVENT_FINGERPRESS ||
- event->type == EVENT_FINGERMOTION)
- button_status = button;
- else
- button_status = MB_RELEASED;
+ motion_key_x = KSYM_UNDEFINED;
+ motion_key_y = KSYM_UNDEFINED;
- int max_x = SX + SXSIZE;
- int max_y = SY + SYSIZE;
-#endif
+ Error(ERR_DEBUG, "---------- TOUCH ACTION STARTED ----------");
+ }
+ }
+ else if (button == MB_RELEASED && touch_info[0].touched)
+ {
+ touch_info[0].touched = FALSE;
+ touch_info[0].key = 0;
+
+ 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 (touch_info[0].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 1
- if (game_status == GAME_MODE_PLAYING)
-#else
- if (game_status == GAME_MODE_PLAYING &&
- x < max_x)
-#endif
- {
- int key_status = (event->type == EVENT_FINGERRELEASE ? KEY_RELEASED :
- KEY_PRESSED);
-#if 1
- Key key = (event->y < 1.0 / 3.0 ? setup.input[0].key.up :
- event->y > 2.0 / 3.0 ? setup.input[0].key.down :
- event->x < 1.0 / 3.0 ? setup.input[0].key.left :
- event->x > 2.0 / 3.0 ? setup.input[0].key.right :
- setup.input[0].key.drop);
-#else
- Key key = (y < max_y / 3 ? setup.input[0].key.up :
- y > 2 * max_y / 3 ? setup.input[0].key.down :
- x < max_x / 3 ? setup.input[0].key.left :
- x > 2 * max_x / 3 ? setup.input[0].key.right :
- setup.input[0].key.drop);
-#endif
+ 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);
+ }
- Error(ERR_DEBUG, "=> key == %d, key_status == %d", key, key_status);
+ 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");
- HandleKey(key, key_status);
- }
- else
- {
-#if 0
- Error(ERR_DEBUG, "::: button_status == %d, button == %d\n",
- button_status, button);
+ 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);
+ }
- HandleButton(x, y, button_status, button);
-#endif
+ motion_key_x = new_motion_key_x;
+ motion_key_y = new_motion_key_y;
}
-#endif
}
-#endif
-
static boolean checkTextInputKeyModState()
{
// when playing, only handle raw key events and ignore text input
char *text = event->text;
Key key = getKeyFromKeyName(text);
-#if DEBUG_EVENTS
+#if DEBUG_EVENTS_TEXT
Error(ERR_DEBUG, "TEXT EVENT: text == '%s' [%d byte(s), '%c'/%d], resulting key == %d (%s) [%04x]",
text,
strlen(text),
GetKeyModState());
#endif
- // if (game_status != GAME_MODE_PLAYING && GetKeyModState() != KMOD_None)
- /*
- if (game_status != GAME_MODE_PLAYING &&
- (GetKeyModState() & KMOD_TextInput) != KMOD_None)
- */
- if (checkTextInputKeyModState())
- {
- HandleKey(key, KEY_PRESSED);
- HandleKey(key, KEY_RELEASED);
- }
+#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)
Key key = GetEventKey(event, with_modifiers);
Key keymod = (with_modifiers ? GetEventKey(event, FALSE) : key);
-#if DEBUG_EVENTS
+#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,
getKeyNameFromKey(key));
#endif
-#if 0
- if (key == KSYM_Menu)
- Error(ERR_DEBUG, "menu key pressed");
- else if (key == KSYM_Back)
- Error(ERR_DEBUG, "back key pressed");
-#endif
-
#if defined(PLATFORM_ANDROID)
- // always map the "back" button to the "escape" key on Android devices
if (key == KSYM_Back)
+ {
+ // 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)
-
- // if (game_status == GAME_MODE_PLAYING || GetKeyModState() == KMOD_None)
- /*
- if (game_status == GAME_MODE_PLAYING ||
- (GetKeyModState() & KMOD_TextInput) == KMOD_None)
- */
+ // only handle raw key input without text modifier keys pressed
if (!checkTextInputKeyModState())
HandleKey(key, key_status);
#else
void HandleButton(int mx, int my, int button, int button_nr)
{
static int old_mx = 0, old_my = 0;
+ boolean button_hold = FALSE;
- if (button < 0)
+ if (button_nr < 0)
{
mx = old_mx;
my = old_my;
- button = -button;
+ button_nr = -button_nr;
+ button_hold = TRUE;
}
else
{
}
#if defined(PLATFORM_ANDROID)
- if (game_status != GAME_MODE_PLAYING &&
+ // when playing, only handle gadgets when using "follow finger" controls
+ boolean handle_gadgets =
+ (game_status != GAME_MODE_PLAYING ||
+ strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER));
+
+ if (handle_gadgets &&
HandleGadgets(mx, my, button))
{
/* do not handle this button event anymore */
}
#endif
+ if (HandleGlobalAnimClicks(mx, my, button))
+ {
+ /* do not handle this button event anymore */
+ return; /* force mouse event not to be handled at all */
+ }
+
+ 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;
-#if 0
- Error(ERR_DEBUG, "::: game_status == %d", game_status);
-#endif
-
switch (game_status)
{
case GAME_MODE_TITLE:
break;
case GAME_MODE_PLAYING:
+ SetPlayerMouseAction(mx, my, button);
+
+#if defined(TARGET_SDL2)
+ HandleFollowFinger(mx, my, button);
+#endif
+
#ifdef DEBUG
- if (button == MB_PRESSED && !motion_status && IN_GFX_FIELD_PLAY(mx, my))
- DumpTile(LEVELX((mx - SX) / TILESIZE_VAR),
- LEVELY((my - SY) / TILESIZE_VAR));
- // DumpTile(LEVELX((mx - SX) / TILEX), LEVELY((my - SY) / TILEY));
+ if (button == MB_PRESSED && !motion_status && !button_hold &&
+ IN_GFX_FIELD_PLAY(mx, my) && GetKeyModState() & KMOD_Control)
+ DumpTileFromScreen(mx, my);
#endif
+
break;
default:
cheat_input[cheat_input_len++] = letter;
cheat_input[cheat_input_len] = '\0';
-#if DEBUG_EVENTS
+#if DEBUG_EVENTS_KEY
Error(ERR_DEBUG, "SPECIAL KEY '%s' [%d]\n", cheat_input, cheat_input_len);
#endif
{
SaveNativeLevel(&level);
}
+ else if (is_string_suffix(cheat_input, ":frames-per-second") ||
+ is_string_suffix(cheat_input, ":fps"))
+ {
+ global.show_frames_per_second = !global.show_frames_per_second;
+ }
}
else if (game_status == GAME_MODE_PLAYING)
{
}
}
+void HandleKeysDebug(Key key)
+{
+#ifdef DEBUG
+ int i;
+
+ if (game_status == GAME_MODE_PLAYING || !setup.debug.frame_delay_game_only)
+ {
+ boolean mod_key_pressed = ((GetKeyModState() & KMOD_Valid) != KMOD_None);
+
+ for (i = 0; i < NUM_DEBUG_FRAME_DELAY_KEYS; i++)
+ {
+ if (key == setup.debug.frame_delay_key[i] &&
+ (mod_key_pressed == setup.debug.frame_delay_use_mod_key))
+ {
+ GameFrameDelay = (GameFrameDelay != setup.debug.frame_delay[i] ?
+ setup.debug.frame_delay[i] : setup.game_frame_delay);
+
+ if (!setup.debug.frame_delay_game_only)
+ MenuFrameDelay = GameFrameDelay;
+
+ SetVideoFrameDelay(GameFrameDelay);
+
+ if (GameFrameDelay > ONE_SECOND_DELAY)
+ Error(ERR_DEBUG, "frame delay == %d ms", GameFrameDelay);
+ else if (GameFrameDelay != 0)
+ Error(ERR_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)");
+
+ break;
+ }
+ }
+ }
+
+ if (game_status == GAME_MODE_PLAYING)
+ {
+ if (key == KSYM_d)
+ {
+ options.debug = !options.debug;
+
+ Error(ERR_DEBUG, "debug mode %s",
+ (options.debug ? "enabled" : "disabled"));
+ }
+ else if (key == KSYM_v)
+ {
+ Error(ERR_DEBUG, "currently using game engine version %d",
+ game.engine_version);
+ }
+ }
+#endif
+}
+
void HandleKey(Key key, int key_status)
{
boolean anyTextGadgetActiveOrJustFinished = anyTextGadgetActive();
+ static boolean ignore_repeated_key = FALSE;
static struct SetupKeyboardInfo ski;
static struct SetupShortcutInfo ssi;
static struct
int joy = 0;
int i;
+#if defined(TARGET_SDL2)
+ /* map special keys (media keys / remote control buttons) to default keys */
+ if (key == KSYM_PlayPause)
+ key = KSYM_space;
+ else if (key == KSYM_Select)
+ key = KSYM_Return;
+#endif
+
+ 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 };
+ static boolean has_snapped[MAX_PLAYERS] = { FALSE, FALSE, FALSE, FALSE };
int pnr;
for (pnr = 0; pnr < MAX_PLAYERS; pnr++)
key_action |= key_info[i].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])
- {
- stored_player[pnr].action &= ~KEY_BUTTON_SNAP;
- clear_snap_button[pnr] = FALSE;
- }
-
- if (clear_drop_button[pnr])
- {
- stored_player[pnr].action &= ~KEY_BUTTON_DROP;
- clear_drop_button[pnr] = FALSE;
- }
- }
-
if (key_status == KEY_PRESSED)
stored_player[pnr].action |= key_action;
else
{
TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
- /* if snap key already pressed, don't snap when releasing (below) */
+ /* if snap key already pressed, keep pause mode when releasing */
if (stored_player[pnr].action & KEY_BUTTON_SNAP)
- element_snapped[pnr] = TRUE;
-
- /* if drop key already pressed, don't drop when releasing (below) */
- if (stored_player[pnr].action & KEY_BUTTON_DROP)
- element_dropped[pnr] = TRUE;
+ has_snapped[pnr] = TRUE;
}
-#if 1
else if (key_status == KEY_PRESSED && key_action & KEY_BUTTON_DROP)
{
- if (level.game_engine_type == GAME_ENGINE_TYPE_EM ||
- level.game_engine_type == GAME_ENGINE_TYPE_SP)
- {
-#if 0
- printf("::: drop key pressed\n");
-#endif
-
- if (level.game_engine_type == GAME_ENGINE_TYPE_SP &&
- getRedDiskReleaseFlag_SP() == 0)
- stored_player[pnr].action &= ~KEY_BUTTON_DROP;
+ TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
- TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+ 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;
}
}
-#endif
- else if (key_status == KEY_RELEASED && key_action & KEY_BUTTON)
+ else if (key_status == KEY_RELEASED && key_action & KEY_BUTTON_SNAP)
{
- if (key_action & KEY_BUTTON_SNAP)
- {
- /* 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;
-
- /* clear delayed snap button on next event */
- clear_snap_button[pnr] = TRUE;
- }
-
- element_snapped[pnr] = FALSE;
- }
-
-#if 1
- if (key_action & KEY_BUTTON_DROP &&
- level.game_engine_type == GAME_ENGINE_TYPE_RND)
- {
- /* if drop key was released without moving (see above), drop now */
- if (!element_dropped[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;
- }
+ /* if snap key was pressed without direction, leave pause mode */
+ if (!has_snapped[pnr])
+ TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
- element_dropped[pnr] = FALSE;
- }
-#endif
+ has_snapped[pnr] = FALSE;
}
}
- else if (tape.recording && tape.pausing)
+ else if (tape.recording && tape.pausing && !tape.use_mouse)
{
/* prevent key release events from un-pausing a paused game */
if (key_status == KEY_PRESSED && key_action & KEY_ACTION)
key_joystick_mapping = 0;
if (key_status == KEY_RELEASED)
+ {
+ // reset flag to ignore repeated "key pressed" events after key release
+ ignore_repeated_key = FALSE;
+
return;
+ }
- if ((key == KSYM_Return || key == KSYM_KP_Enter) &&
- (GetKeyModState() & KMOD_Alt) && video.fullscreen_available)
+ if ((key == KSYM_F11 ||
+ ((key == KSYM_Return ||
+ key == KSYM_KP_Enter) && (GetKeyModState() & KMOD_Alt))) &&
+ video.fullscreen_available &&
+ !ignore_repeated_key)
{
setup.fullscreen = !setup.fullscreen;
-#if 0
- printf("::: %d\n", setup.window_scaling_percent);
-#endif
-
ToggleFullscreenOrChangeWindowScalingIfNeeded();
if (game_status == GAME_MODE_SETUP)
RedrawSetupScreenAfterFullscreenToggle();
+ // set flag to ignore repeated "key pressed" events
+ ignore_repeated_key = TRUE;
+
return;
}
- if ((key == KSYM_minus || key == KSYM_plus || key == KSYM_0) &&
- (GetKeyModState() & KMOD_Alt) && video.window_scaling_available &&
+ if ((key == KSYM_0 || key == KSYM_KP_0 ||
+ key == KSYM_minus || key == KSYM_KP_Subtract ||
+ key == KSYM_plus || key == KSYM_KP_Add ||
+ key == KSYM_equal) && // ("Shift-=" is "+" on US keyboards)
+ (GetKeyModState() & (KMOD_Control | KMOD_Meta)) &&
+ video.window_scaling_available &&
!video.fullscreen_enabled)
{
- if (key == KSYM_0)
+ if (key == KSYM_0 || key == KSYM_KP_0)
setup.window_scaling_percent = STD_WINDOW_SCALING_PERCENT;
+ else if (key == KSYM_minus || key == KSYM_KP_Subtract)
+ setup.window_scaling_percent -= STEP_WINDOW_SCALING_PERCENT;
else
- setup.window_scaling_percent +=
- (key == KSYM_minus ? -1 : +1) * STEP_WINDOW_SCALING_PERCENT;
+ setup.window_scaling_percent += STEP_WINDOW_SCALING_PERCENT;
if (setup.window_scaling_percent < MIN_WINDOW_SCALING_PERCENT)
setup.window_scaling_percent = MIN_WINDOW_SCALING_PERCENT;
return;
}
-#if 0
- if (game_status == GAME_MODE_PLAYING && local_player->LevelSolved_GameEnd &&
- (key == KSYM_Return || key == setup.shortcut.toggle_pause))
-#else
+ if (HandleGlobalAnimClicks(-1, -1, (key == KSYM_space ||
+ key == KSYM_Return ||
+ key == KSYM_Escape)))
+ {
+ /* 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 &&
(key == KSYM_Return || key == setup.shortcut.toggle_pause))
-#endif
{
GameEnd();
else if (key == setup.shortcut.load_game)
TapeQuickLoad();
else if (key == setup.shortcut.toggle_pause)
- TapeTogglePause(TAPE_TOGGLE_MANUAL);
+ TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
HandleTapeButtonKeys(key);
HandleSoundButtonKeys(key);
HandleHallOfFame(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
break;
-#ifdef DEBUG
- case KSYM_0:
- GameFrameDelay = (GameFrameDelay == 500 ? GAME_FRAME_DELAY : 500);
- break;
-
- case KSYM_b:
- setup.sp_show_border_elements = !setup.sp_show_border_elements;
- printf("Supaplex border elements %s\n",
- setup.sp_show_border_elements ? "enabled" : "disabled");
- break;
-#endif
-
default:
break;
}
RequestQuitGame(setup.ask_on_escape);
break;
-#ifdef DEBUG
- case KSYM_0:
-#if 0
- case KSYM_1:
- case KSYM_2:
- case KSYM_3:
- case KSYM_4:
- case KSYM_5:
- case KSYM_6:
- case KSYM_7:
- case KSYM_8:
- case KSYM_9:
-#endif
- if (key == KSYM_0)
- {
- if (GameFrameDelay == 500)
- GameFrameDelay = GAME_FRAME_DELAY;
- else
- GameFrameDelay = 500;
- }
- else
- GameFrameDelay = (key - KSYM_0) * 10;
- printf("Game speed == %d%% (%d ms delay between two frames)\n",
- GAME_FRAME_DELAY * 100 / GameFrameDelay, GameFrameDelay);
- break;
-
- case KSYM_d:
- if (options.debug)
- {
- options.debug = FALSE;
- printf("debug mode disabled\n");
- }
- else
- {
- options.debug = TRUE;
- printf("debug mode enabled\n");
- }
- break;
-
-#if 0
- case KSYM_s:
- if (!global.fps_slowdown)
- {
- global.fps_slowdown = TRUE;
- global.fps_slowdown_factor = 2;
- printf("fps slowdown enabled -- display only every 2nd frame\n");
- }
- else if (global.fps_slowdown_factor == 2)
- {
- global.fps_slowdown_factor = 4;
- printf("fps slowdown enabled -- display only every 4th frame\n");
- }
- else
- {
- global.fps_slowdown = FALSE;
- global.fps_slowdown_factor = 1;
- printf("fps slowdown disabled\n");
- }
- break;
-#endif
-
-#if 0
- case KSYM_f:
- ScrollStepSize = TILEX / 8;
- printf("ScrollStepSize == %d (1/8)\n", ScrollStepSize);
- break;
-
- case KSYM_g:
- ScrollStepSize = TILEX / 4;
- printf("ScrollStepSize == %d (1/4)\n", ScrollStepSize);
- break;
-
- case KSYM_h:
- ScrollStepSize = TILEX / 2;
- printf("ScrollStepSize == %d (1/2)\n", ScrollStepSize);
- break;
-
- case KSYM_l:
- ScrollStepSize = TILEX;
- printf("ScrollStepSize == %d (1/1)\n", ScrollStepSize);
- break;
-#endif
-
- case KSYM_v:
- printf("::: currently using game engine version %d\n",
- game.engine_version);
- break;
-#endif
-
default:
break;
}
default:
if (key == KSYM_Escape)
{
- game_status = GAME_MODE_MAIN;
+ SetGameStatus(GAME_MODE_MAIN);
+
DrawMainMenu();
return;
}
}
+
+ HandleKeysDebug(key);
}
void HandleNoEvent()
{
- if (button_status && game_status != GAME_MODE_PLAYING)
+ // if (button_status && game_status != GAME_MODE_PLAYING)
+ 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);
-
-#if 0
- return;
-#endif
+ HandleButton(0, 0, button_status, -button_status);
}
else
{
{
case GAME_MODE_MAIN:
DrawPreviewLevelAnimation();
- DoAnimation();
- break;
-
- case GAME_MODE_LEVELS:
- case GAME_MODE_LEVELNR:
- case GAME_MODE_SETUP:
- case GAME_MODE_INFO:
- case GAME_MODE_SCORES:
- DoAnimation();
break;
case GAME_MODE_EDITOR:
HandleLevelEditorIdle();
break;
+#if defined(TARGET_SDL2)
+ case GAME_MODE_PLAYING:
+ HandleFollowFinger(-1, -1, -1);
+ break;
+#endif
+
default:
break;
}
{
int i;
int result = 0;
+ boolean no_joysticks_configured = TRUE;
+ boolean use_as_joystick_nr = (game_status != GAME_MODE_PLAYING);
+ static byte joy_action_last[MAX_PLAYERS];
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (setup.input[i].use_joystick)
+ no_joysticks_configured = FALSE;
+
+ /* if no joysticks configured, map connected joysticks to players */
+ if (no_joysticks_configured)
+ use_as_joystick_nr = TRUE;
for (i = 0; i < MAX_PLAYERS; i++)
{
byte joy_action = 0;
- /*
- if (!setup.input[i].use_joystick)
- continue;
- */
-
- joy_action = Joystick(i);
+ joy_action = JoystickExt(i, use_as_joystick_nr);
result |= joy_action;
- if (!setup.input[i].use_joystick)
- continue;
+ if ((setup.input[i].use_joystick || no_joysticks_configured) &&
+ joy_action != joy_action_last[i])
+ stored_player[i].action = joy_action;
- stored_player[i].action = joy_action;
+ joy_action_last[i] = joy_action;
}
return result;
int dx = (left ? -1 : right ? 1 : 0);
int dy = (up ? -1 : down ? 1 : 0);
+ if (HandleGlobalAnimClicks(-1, -1, newbutton))
+ {
+ /* do not handle this button event anymore */
+ return;
+ }
+
switch (game_status)
{
case GAME_MODE_TITLE:
case GAME_MODE_INFO:
{
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, GADGET_FRAME_DELAY))
+ !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 (game_status == GAME_MODE_TITLE)
HandleTitleScreen(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
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;
+
break;
}
HandleHallOfFame(0, 0, dx, dy, !newbutton);
break;
-#if 0
- case GAME_MODE_EDITOR:
- HandleLevelEditorIdle();
- break;
-#endif
-
case GAME_MODE_PLAYING:
if (tape.playing || keyboard)
newbutton = ((joy & JOY_BUTTON) != 0);
-#if 0
- if (newbutton && local_player->LevelSolved_GameEnd)
-#else
if (newbutton && AllPlayersGone)
-#endif
{
GameEnd();
return;
}
+ if (tape.recording && tape.pausing)
+ {
+ if (joystick & JOY_ACTION)
+ TapeTogglePause(TAPE_TOGGLE_MANUAL);
+ }
+
break;
default:
break;
}
}
+
+void HandleSpecialGameControllerButtons(Event *event)
+{
+#if defined(TARGET_SDL2)
+ 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);
+
+ 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);
+
+ break;
+ }
+#endif
+}
+
+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) */
+ if (key == KSYM_Rewind)
+ button = SDL_CONTROLLER_BUTTON_A;
+ else if (key == KSYM_FastForward || key == KSYM_Menu)
+ button = SDL_CONTROLLER_BUTTON_B;
+
+ if (button != SDL_CONTROLLER_BUTTON_INVALID)
+ {
+ Event event;
+
+ event.type = (key_status == KEY_PRESSED ? SDL_CONTROLLERBUTTONDOWN :
+ SDL_CONTROLLERBUTTONUP);
+
+ 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
+}