static unsigned int special_cursor_delay = 0;
static unsigned int special_cursor_delay_value = 1000;
+static boolean virtual_button_pressed = FALSE;
+
// forward declarations for internal use
static void HandleNoEvent(void);
static void HandleEventActions(void);
-/* 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 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 */
+// 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
if (event->type == EVENT_KEYPRESS &&
event->key.repeat &&
!keyrepeat_status)
return 0;
-#endif
if (event->type == EVENT_BUTTONPRESS ||
event->type == EVENT_BUTTONRELEASE)
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)
{
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:
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. */
+ // 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;
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
case SDL_CONTROLLERDEVICEADDED:
case SDL_CONTROLLERDEVICEREMOVED:
case SDL_CONTROLLERAXISMOTION:
-#endif
case SDL_JOYAXISMOTION:
case SDL_JOYBUTTONDOWN:
case SDL_JOYBUTTONUP:
case SDL_SYSWMEVENT:
HandleWindowManagerEvent(event);
break;
-#endif
default:
break;
// 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();
void ClearAutoRepeatKeyEvents(void)
{
-#if defined(TARGET_SDL2)
while (PendingEvent())
{
Event next_event;
else
break;
}
-#endif
}
void ClearEventQueue(void)
ClearPlayerAction();
break;
-#if defined(TARGET_SDL2)
case SDL_CONTROLLERBUTTONUP:
HandleJoystickEvent(&event);
ClearPlayerAction();
break;
-#endif
default:
HandleOtherEvents(&event);
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;
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.
- */
+ // this is only to surely prevent the 'should not happen' case
+ // of recursively looping between 'SleepWhileUnmapped()' and
+ // 'HandleOtherEvents()' which usually calls this funtion.
break;
default:
HandleButton(event->x, event->y, button_status, button_status);
}
-#if defined(TARGET_SDL2)
-
void HandleWheelEvent(WheelEvent *event)
{
int button_nr;
"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);
HandleFingerEvent_WipeGestures(event);
}
-#endif
-
static void HandleButtonOrFinger_WipeGestures_MM(int mx, int my, int button)
{
static int old_mx = 0, old_my = 0;
}
}
-#if defined(TARGET_SDL2)
-
static boolean checkTextInputKeyModState(void)
{
// when playing, only handle raw key events and ignore text input
}
}
-#endif
-
void HandleKeyEvent(KeyEvent *event)
{
int key_status = (event->type == EVENT_KEYPRESS ? KEY_PRESSED : KEY_RELEASED);
// 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
{
- // for any key event other than "back" button, disable overlay buttons
+ // for any other "real" key event, disable virtual buttons
SetOverlayEnabled(FALSE);
}
#endif
HandleKeyModState(keymod, key_status);
-#if defined(TARGET_SDL2)
// only handle raw key input without text modifier keys pressed
if (!checkTextInputKeyModState())
HandleKey(key, key_status);
-#else
- HandleKey(key, key_status);
-#endif
}
void HandleFocusEvent(FocusChangeEvent *event)
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.
- */
+ processing the 'FocusIn' event. */
if (game_status == GAME_MODE_PLAYING)
{
void HandleWindowManagerEvent(Event *event)
{
-#if defined(TARGET_SDL)
SDLHandleWindowManagerEvent(event);
-#endif
}
void HandleButton(int mx, int my, int button, int button_nr)
#if defined(PLATFORM_ANDROID)
// when playing, only handle gadgets when using "follow finger" controls
// or when using touch controls in combination with the MM game engine
+ // or when using gadgets that do not overlap with virtual buttons
handle_gadgets =
(game_status != GAME_MODE_PLAYING ||
level.game_engine_type == GAME_ENGINE_TYPE_MM ||
- strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER));
+ strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER) ||
+ (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS) &&
+ !virtual_button_pressed));
#endif
if (HandleGlobalAnimClicks(mx, my, button))
{
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();
+ }
+ }
}
// special key shortcuts for all game modes
}
}
-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_Valid) != KMOD_None);
else
Error(ERR_DEBUG, "frame delay == 0 ms (maximum speed)");
- break;
+ return TRUE;
}
}
}
Error(ERR_DEBUG, "debug mode %s",
(options.debug ? "enabled" : "disabled"));
+
+ return TRUE;
}
else if (key == KSYM_v)
{
Error(ERR_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)
+ 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;
else if (key == KSYM_Select)
key = KSYM_Return;
-#endif
HandleSpecialGameControllerKeys(key, key_status);
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();
HandleKeysSpecial(key);
if (HandleGadgetsKeyInput(key))
- {
- if (key != KSYM_Escape) // always allow ESC key to be handled
- key = KSYM_UNDEFINED;
- }
+ return; // do not handle already processed keys again
switch (game_status)
{
return;
}
}
-
- HandleKeysDebug(key);
}
void HandleNoEvent(void)
newbutton = ((joy & JOY_BUTTON) != 0);
#endif
- if (newbutton && AllPlayersGone)
+ if (newbutton && game.all_players_gone)
{
GameEnd();
void HandleSpecialGameControllerButtons(Event *event)
{
-#if defined(TARGET_SDL2)
int key_status;
Key key;
}
HandleKey(key, key_status);
-#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;
HandleJoystickEvent(&event);
}
#endif
-#endif
}
boolean DoKeysymAction(int keysym)