/* 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;
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;
}
-/* 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 */
+/* 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) */
boolean NextValidEvent(Event *event)
{
NextEvent(event);
- if (FilterEventsExt(event))
+ if (FilterEvents(event))
handle_this_event = TRUE;
if (SkipPressedMouseMotionEvent(event))
SDLRedrawWindow();
#endif
- if (event->event == SDL_WINDOWEVENT_RESIZED && !video.fullscreen_enabled)
+ if (event->event == SDL_WINDOWEVENT_RESIZED)
{
- 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);
+ 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)
+ {
+ int new_xpercent = 100.0 * new_window_width / video.screen_width + .5;
+ int new_ypercent = 100.0 * new_window_height / video.screen_height + .5;
+
+ // (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);
+
+ 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 (game_status == GAME_MODE_SETUP)
+ RedrawSetupScreenAfterFullscreenToggle();
- video.window_width = new_window_width;
- video.window_height = new_window_height;
+ SetWindowTitle();
+ }
+ }
+#if defined(PLATFORM_ANDROID)
+ else
+ {
+ int new_display_width = event->data1;
+ int new_display_height = event->data2;
- if (game_status == GAME_MODE_SETUP)
- RedrawSetupScreenAfterFullscreenToggle();
+ // 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;
- SetWindowTitle();
+ SDLSetScreenProperties();
+ }
}
+#endif
}
}
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;
{
int key_status = (event->type == EVENT_FINGERRELEASE ? KEY_RELEASED :
KEY_PRESSED);
- 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);
+
char *key_status_name = (key_status == KEY_RELEASED ? "KEY_RELEASED" :
"KEY_PRESSED");
int i;
}
#endif
+ if (HandleGlobalAnimClicks(mx, my, button))
+ {
+ /* do not handle this button event anymore */
+ mx = my = -32; /* force mouse event to be outside screen tiles */
+ }
+
if (button_hold && game_status == GAME_MODE_PLAYING && tape.pausing)
return;
HandleSetupScreen(mx, my, 0, 0, button);
break;
+#if defined(TARGET_SDL2)
case GAME_MODE_PLAYING:
HandleFollowFinger(mx, my, button);
+#endif
#ifdef DEBUG
if (button == MB_PRESSED && !motion_status && IN_GFX_FIELD_PLAY(mx, my) &&
(mod_key_pressed == setup.debug.frame_delay_use_mod_key))
{
GameFrameDelay = (GameFrameDelay != setup.debug.frame_delay[i] ?
- setup.debug.frame_delay[i] : GAME_FRAME_DELAY);
+ setup.debug.frame_delay[i] : setup.game_frame_delay);
if (!setup.debug.frame_delay_game_only)
MenuFrameDelay = GameFrameDelay;
return;
}
+ 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))
{
HandleLevelEditorIdle();
break;
+#if defined(TARGET_SDL2)
case GAME_MODE_PLAYING:
HandleFollowFinger(-1, -1, -1);
break;
+#endif
default:
break;
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: