static unsigned int special_cursor_delay = 0;
static unsigned int special_cursor_delay_value = 1000;
-static boolean virtual_button_pressed = FALSE;
+static boolean stop_processing_events = FALSE;
// forward declarations for internal use
static void HandleEventActions(void);
+// 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')
{
((MotionEvent *)event)->x -= video.screen_xoffset;
((MotionEvent *)event)->y -= video.screen_yoffset;
-
- gfx.mouse_x = ((MotionEvent *)event)->x;
- gfx.mouse_y = ((MotionEvent *)event)->y;
}
// non-motion events are directly passed to event handler functions
cursor_inside_playfield = (motion->x >= SX && motion->x < SX + SXSIZE &&
motion->y >= SY && motion->y < SY + SYSIZE);
+ // 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;
+
// do no reset mouse cursor before all pending events have been processed
if (gfx.cursor_mode == cursor_mode_last &&
((game_status == GAME_MODE_TITLE &&
return FALSE;
}
+void StopProcessingEvents(void)
+{
+ stop_processing_events = TRUE;
+}
+
static void HandleEvents(void)
{
Event event;
ResetDelayCounter(&event_frame_delay);
+ stop_processing_events = FALSE;
+
while (NextValidEvent(&event))
{
switch (event.type)
// do not handle events for longer than standard frame delay period
if (DelayReached(&event_frame_delay, event_frame_delay_value))
break;
+
+ // do not handle any further events if triggered by a special flag
+ if (stop_processing_events)
+ break;
}
}
SetTileCursorXY(lx, ly);
}
+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
if (game_status == GAME_MODE_SETUP)
RedrawSetupScreenAfterFullscreenToggle();
+ UpdateMousePosition();
+
SetWindowTitle();
}
}
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())
static void HandleFingerEvent_VirtualButtons(FingerEvent *event)
{
-#if 1
int x = event->x * overlay.grid_xsize;
int y = event->y * overlay.grid_ysize;
int grid_button = overlay.grid_button[x][y];
int grid_button_action = GET_ACTION_FROM_GRID_BUTTON(grid_button);
- Key key = (grid_button == CHAR_GRID_BUTTON_LEFT ? setup.input[0].key.left :
- grid_button == CHAR_GRID_BUTTON_RIGHT ? setup.input[0].key.right :
- grid_button == CHAR_GRID_BUTTON_UP ? setup.input[0].key.up :
- grid_button == CHAR_GRID_BUTTON_DOWN ? setup.input[0].key.down :
- grid_button == CHAR_GRID_BUTTON_SNAP ? setup.input[0].key.snap :
- grid_button == CHAR_GRID_BUTTON_DROP ? setup.input[0].key.drop :
- KSYM_UNDEFINED);
-#else
- float ypos = 1.0 - 1.0 / 3.0 * video.display_width / video.display_height;
- float event_x = (event->x);
- float event_y = (event->y - ypos) / (1 - ypos);
- Key key = (event_x > 0 && event_x < 1.0 / 6.0 &&
- event_y > 2.0 / 3.0 && event_y < 1 ?
- setup.input[0].key.snap :
- event_x > 1.0 / 6.0 && event_x < 1.0 / 3.0 &&
- event_y > 2.0 / 3.0 && event_y < 1 ?
- setup.input[0].key.drop :
- event_x > 7.0 / 9.0 && event_x < 8.0 / 9.0 &&
- event_y > 0 && event_y < 1.0 / 3.0 ?
- setup.input[0].key.up :
- event_x > 6.0 / 9.0 && event_x < 7.0 / 9.0 &&
- event_y > 1.0 / 3.0 && event_y < 2.0 / 3.0 ?
- setup.input[0].key.left :
- event_x > 8.0 / 9.0 && event_x < 1 &&
- event_y > 1.0 / 3.0 && event_y < 2.0 / 3.0 ?
- setup.input[0].key.right :
- event_x > 7.0 / 9.0 && event_x < 8.0 / 9.0 &&
- event_y > 2.0 / 3.0 && event_y < 1 ?
- setup.input[0].key.down :
- KSYM_UNDEFINED);
-#endif
+ 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;
- virtual_button_pressed = (key_status == KEY_PRESSED && key != KSYM_UNDEFINED);
-
// for any touch input event, enable overlay buttons (if activated)
SetOverlayEnabled(TRUE);
{
// 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
level.game_engine_type == GAME_ENGINE_TYPE_MM ||
strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER) ||
(strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS) &&
- !virtual_button_pressed));
+ !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 (HandleGlobalAnimClicks(mx, my, button, FALSE))
{
CopyClipboardToBrush();
}
+ else if (letter == 'z') // undo or redo last operation
+ {
+ if (GetKeyModState() & KMOD_Shift)
+ RedoLevelEditorOperation();
+ else
+ UndoLevelEditorOperation();
+ }
}
}
if (game_status == GAME_MODE_SETUP)
RedrawSetupScreenAfterFullscreenToggle();
+ UpdateMousePosition();
+
// set flag to ignore repeated "key pressed" events
ignore_repeated_key = TRUE;
if (game_status == GAME_MODE_SETUP)
RedrawSetupScreenAfterFullscreenToggle();
+ UpdateMousePosition();
+
return;
}