-/***********************************************************
-* 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 long playfield_cursor_delay = 0;
+static int cursor_mode_last = CURSOR_DEFAULT;
+static unsigned int special_cursor_delay = 0;
+static unsigned int special_cursor_delay_value = 1000;
+
+
+// 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
-int FilterMouseMotionEvents(const Event *event)
+static int FilterEvents(const Event *event)
{
MotionEvent *motion;
- /* non-motion events are directly passed to event handler functions */
+ // skip repeated key press events if keyboard auto-repeat is disabled
+ if (event->type == EVENT_KEYPRESS &&
+ event->key.repeat &&
+ !keyrepeat_status)
+ return 0;
+
+ 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 */
+ // 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;
- else
- return 1;
+
+ 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)
-boolean SkipPressedMouseMotionEvent(const Event *event)
+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 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())
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;
}
-/* 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 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
+ 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)
+{
+ while (PendingEvent())
+ if (WaitValidEvent(event))
+ return TRUE;
+
+ return FALSE;
+}
+
+static void HandleEvents(void)
+{
+ Event event;
+ unsigned int event_frame_delay = 0;
+ unsigned int event_frame_delay_value = GAME_FRAME_DELAY;
+
+ ResetDelayCounter(&event_frame_delay);
+
+ 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_WHEELMOTION:
+ HandleWheelEvent((WheelEvent *) &event);
+ break;
+
+ 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;
+
+ case EVENT_KEYPRESS:
+ case EVENT_KEYRELEASE:
+ HandleKeyEvent((KeyEvent *) &event);
+ break;
+
+ default:
+ HandleOtherEvents(&event);
+ break;
+ }
+
+ // do not handle events for longer than standard frame delay period
+ if (DelayReached(&event_frame_delay, event_frame_delay_value))
+ break;
+ }
+}
+
+void HandleOtherEvents(Event *event)
+{
+ 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;
+
+ 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:
+ case SDL_JOYAXISMOTION:
+ case SDL_JOYBUTTONDOWN:
+ case SDL_JOYBUTTONUP:
+ HandleJoystickEvent(event);
+ break;
+
+ case SDL_SYSWMEVENT:
+ HandleWindowManagerEvent(event);
+ break;
+
+ default:
+ break;
+ }
+}
+
+static void HandleMouseCursor(void)
+{
+ if (game_status == GAME_MODE_TITLE)
+ {
+ // 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 ||
+ tile_cursor.enabled)
+ SetMouseCursor(CURSOR_PLAYFIELD);
+ }
+ }
+ else if (gfx.cursor_mode != CURSOR_DEFAULT)
+ {
+ SetMouseCursor(CURSOR_DEFAULT);
+ }
+
+ // 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
+ 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
+
+ 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 ClearAutoRepeatKeyEvents(void)
+{
+ while (PendingEvent())
+ {
+ 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;
+ }
+}
+
+void ClearEventQueue(void)
+{
+ Event event;
+
+ while (NextValidEvent(&event))
+ {
+ switch (event.type)
+ {
+ case EVENT_BUTTONRELEASE:
+ button_status = MB_RELEASED;
+ break;
+
+ case EVENT_KEYRELEASE:
+ ClearPlayerAction();
+ break;
+
+ case SDL_CONTROLLERBUTTONUP:
+ HandleJoystickEvent(&event);
+ ClearPlayerAction();
+ break;
+
+ default:
+ HandleOtherEvents(&event);
+ break;
+ }
+ }
+}
+
+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
+ key_joystick_mapping = 0;
+ for (i = 0; i < MAX_PLAYERS; i++)
+ stored_player[i].action = 0;
+
+ ClearJoystickState();
+ ClearPlayerMouseAction();
+}
+
+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);
+
+ if (local_player->mouse_action.button_hint)
+ button = local_player->mouse_action.button_hint;
+
+ 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)
+ {
+ // un-pause a paused game only if mouse button was newly pressed down
+ if (new_button)
+ TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+ }
+
+ SetTileCursorXY(lx, ly);
+}
+
+void SleepWhileUnmapped(void)
+{
+ boolean window_unmapped = TRUE;
+
+ KeyboardAutoRepeatOn();
+
+ while (window_unmapped)
+ {
+ Event event;
+
+ if (!WaitValidEvent(&event))
+ continue;
+
+ switch (event.type)
+ {
+ case EVENT_BUTTONRELEASE:
+ button_status = MB_RELEASED;
+ break;
+
+ case EVENT_KEYRELEASE:
+ key_joystick_mapping = 0;
+ break;
+
+ case SDL_CONTROLLERBUTTONUP:
+ HandleJoystickEvent(&event);
+ key_joystick_mapping = 0;
+ break;
+
+ 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.
+ break;
+
+ default:
+ HandleOtherEvents(&event);
+ break;
+ }
+ }
+
+ if (game_status == GAME_MODE_PLAYING)
+ KeyboardAutoRepeatOffUnlessAutoplay();
+}
+
+void HandleExposeEvent(ExposeEvent *event)
+{
+}
+
+void HandleButtonEvent(ButtonEvent *event)
+{
+#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
+
+ // for any mouse button event, disable playfield tile cursor
+ SetTileCursorEnabled(FALSE);
+
+#if defined(HAS_SCREEN_KEYBOARD)
+ if (video.shifted_up)
+ event->y += video.shifted_up_pos;
+#endif
+
+ motion_status = FALSE;
+
+ if (event->type == EVENT_BUTTONPRESS)
+ button_status = event->button;
+ else
+ button_status = MB_RELEASED;
+
+ HandleButton(event->x, event->y, button_status, event->button);
+}
+
+void HandleMotionEvent(MotionEvent *event)
+{
+ if (button_status == MB_RELEASED && game_status != GAME_MODE_EDITOR)
+ return;
+
+ motion_status = TRUE;
+
+#if DEBUG_EVENTS_MOTION
+ Error(ERR_DEBUG, "MOTION EVENT: button %d moved, x/y %d/%d\n",
+ button_status, event->x, event->y);
+#endif
+
+ HandleButton(event->x, event->y, button_status, button_status);
+}
+
+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_WINDOW
+ int subtype = event->event;
+
+ char *event_name =
+ (subtype == SDL_WINDOWEVENT_SHOWN ? "SDL_WINDOWEVENT_SHOWN" :
+ subtype == SDL_WINDOWEVENT_HIDDEN ? "SDL_WINDOWEVENT_HIDDEN" :
+ subtype == SDL_WINDOWEVENT_EXPOSED ? "SDL_WINDOWEVENT_EXPOSED" :
+ subtype == SDL_WINDOWEVENT_MOVED ? "SDL_WINDOWEVENT_MOVED" :
+ subtype == SDL_WINDOWEVENT_SIZE_CHANGED ? "SDL_WINDOWEVENT_SIZE_CHANGED" :
+ subtype == SDL_WINDOWEVENT_RESIZED ? "SDL_WINDOWEVENT_RESIZED" :
+ subtype == SDL_WINDOWEVENT_MINIMIZED ? "SDL_WINDOWEVENT_MINIMIZED" :
+ subtype == SDL_WINDOWEVENT_MAXIMIZED ? "SDL_WINDOWEVENT_MAXIMIZED" :
+ subtype == SDL_WINDOWEVENT_RESTORED ? "SDL_WINDOWEVENT_RESTORED" :
+ subtype == SDL_WINDOWEVENT_ENTER ? "SDL_WINDOWEVENT_ENTER" :
+ subtype == SDL_WINDOWEVENT_LEAVE ? "SDL_WINDOWEVENT_LEAVE" :
+ 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" :
+ "(UNKNOWN)");
+
+ Error(ERR_DEBUG, "WINDOW EVENT: '%s', %ld, %ld",
+ 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();
+#endif
+
+ if (event->event == SDL_WINDOWEVENT_RESIZED)
+ {
+ if (!video.fullscreen_enabled)
+ {
+ 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;
+
+ if (game_status == GAME_MODE_SETUP)
+ RedrawSetupScreenAfterFullscreenToggle();
+
+ SetWindowTitle();
+ }
+ }
+#if defined(PLATFORM_ANDROID)
+ else
+ {
+ int new_display_width = event->data1;
+ int new_display_height = event->data2;
+
+ // if fullscreen display size has changed, device has been rotated
+ 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();
+
+ // check if screen orientation has changed (should always be true here)
+ if (nr != GRID_ACTIVE_NR())
+ {
+ int x, y;
+
+ if (game_status == GAME_MODE_SETUP)
+ RedrawSetupScreenAfterScreenRotation(nr);
+
+ nr = GRID_ACTIVE_NR();
+
+ overlay.grid_xsize = setup.touch.grid_xsize[nr];
+ overlay.grid_ysize = setup.touch.grid_ysize[nr];
+
+ for (x = 0; x < MAX_GRID_XSIZE; x++)
+ for (y = 0; y < MAX_GRID_YSIZE; y++)
+ overlay.grid_button[x][y] = setup.touch.grid_button[nr][x][y];
+ }
+ }
+ }
+#endif
+ }
+}
+
+#define NUM_TOUCH_FINGERS 3
+
+static struct
+{
+ boolean touched;
+ SDL_FingerID finger_id;
+ int counter;
+ Key key;
+} touch_info[NUM_TOUCH_FINGERS];
+
+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
+ 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;
+
+ // 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 (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++)
+ {
+ if (touch_info[i].touched &&
+ touch_info[i].finger_id == event->fingerId)
+ {
+ // Error(ERR_DEBUG, "MARK 1: %d", i);
+
+ break;
+ }
+ }
+
+ if (i >= NUM_TOUCH_FINGERS)
+ {
+ if (key_status == KEY_PRESSED)
+ {
+ 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++)
+ {
+ 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);
+
+ break;
+ }
+ }
+
+ if (i >= NUM_TOUCH_FINGERS)
+ {
+ // all slots allocated -- use oldest slot
+ i = oldest_pos;
+
+ // Error(ERR_DEBUG, "MARK 4: %d", i);
+ }
+ }
+ else
+ {
+ // release of previously unknown key (should not happen)
+
+ if (key != KSYM_UNDEFINED)
+ {
+ HandleKey(key, KEY_RELEASED);
+
+ Error(ERR_DEBUG, "=> key == '%s', key_status == '%s' [slot %d] [1]",
+ getKeyNameFromKey(key), "KEY_RELEASED", i);
+ }
+ }
+ }
+
+ 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] [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);
+ }
+ }
+
+ touch_info[i].touched = TRUE;
+ touch_info[i].finger_id = event->fingerId;
+ touch_info[i].counter = Counter();
+ touch_info[i].key = key;
+ }
+ else
+ {
+ 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]",
+ 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;
+ }
+ }
+}
+
+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)
+ {
+ if (event_x > 1.0 / 3.0)
+ {
+ // motion area
+
+ motion_id = event->fingerId;
+
+ motion_x1 = event_x;
+ motion_y1 = event_y;
+
+ motion_key_x = KSYM_UNDEFINED;
+ motion_key_y = KSYM_UNDEFINED;
+
+ Error(ERR_DEBUG, "---------- MOVE STARTED (WAIT) ----------");
+ }
+ else
+ {
+ // button area
+
+ button_id = event->fingerId;
+
+ button_x1 = event_x;
+ button_y1 = event_y;
+
+ button_key = setup.input[0].key.snap;
+
+ HandleKey(button_key, KEY_PRESSED);
+
+ Error(ERR_DEBUG, "---------- SNAP STARTED ----------");
+ }
+ }
+ else if (event->type == EVENT_FINGERRELEASE)
+ {
+ if (event->fingerId == motion_id)
+ {
+ motion_id = -1;
+
+ if (motion_key_x != KSYM_UNDEFINED)
+ HandleKey(motion_key_x, KEY_RELEASED);
+ if (motion_key_y != KSYM_UNDEFINED)
+ HandleKey(motion_key_y, KEY_RELEASED);
+
+ motion_key_x = KSYM_UNDEFINED;
+ motion_key_y = KSYM_UNDEFINED;
+
+ Error(ERR_DEBUG, "---------- MOVE STOPPED ----------");
+ }
+ else if (event->fingerId == button_id)
+ {
+ button_id = -1;
+
+ if (button_key != KSYM_UNDEFINED)
+ HandleKey(button_key, KEY_RELEASED);
+
+ button_key = KSYM_UNDEFINED;
+
+ Error(ERR_DEBUG, "---------- SNAP STOPPED ----------");
+ }
+ }
+ else if (event->type == EVENT_FINGERMOTION)
+ {
+ if (event->fingerId == motion_id)
+ {
+ float distance_x = ABS(event_x - motion_x1);
+ float distance_y = ABS(event_y - motion_y1);
+ Key new_motion_key_x = (event_x < motion_x1 ? setup.input[0].key.left :
+ event_x > motion_x1 ? setup.input[0].key.right :
+ KSYM_UNDEFINED);
+ Key new_motion_key_y = (event_y < motion_y1 ? setup.input[0].key.up :
+ event_y > motion_y1 ? setup.input[0].key.down :
+ KSYM_UNDEFINED);
+
+ if (distance_x < move_trigger_distance / 2 ||
+ distance_x < distance_y)
+ new_motion_key_x = KSYM_UNDEFINED;
+
+ if (distance_y < move_trigger_distance / 2 ||
+ distance_y < distance_x)
+ new_motion_key_y = KSYM_UNDEFINED;
+
+ if (distance_x > move_trigger_distance ||
+ distance_y > move_trigger_distance)
+ {
+ if (new_motion_key_x != motion_key_x)
+ {
+ 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);
+ }
+
+ if (new_motion_key_y != motion_key_y)
+ {
+ 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);
+ }
+
+ motion_x1 = event_x;
+ motion_y1 = event_y;
+
+ motion_key_x = new_motion_key_x;
+ motion_key_y = new_motion_key_y;
+
+ Error(ERR_DEBUG, "---------- MOVE STARTED (MOVE) ----------");
+ }
+ }
+ else if (event->fingerId == button_id)
+ {
+ float distance_x = ABS(event_x - button_x1);
+ float distance_y = ABS(event_y - button_y1);
+
+ if (distance_x < drop_trigger_distance / 2 &&
+ distance_y > drop_trigger_distance)
+ {
+ if (button_key == setup.input[0].key.snap)
+ HandleKey(button_key, KEY_RELEASED);
+
+ button_x1 = event_x;
+ button_y1 = event_y;
+
+ button_key = setup.input[0].key.drop;
+
+ HandleKey(button_key, KEY_PRESSED);
+
+ Error(ERR_DEBUG, "---------- DROP STARTED ----------");
+ }
+ }
+ }
+}
+
+void HandleFingerEvent(FingerEvent *event)
+{
+#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
+
+ 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();
+
+ Error(ERR_DEBUG, "---------- 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);
+
+ Error(ERR_DEBUG, "---------- 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;
+
+ Error(ERR_DEBUG, "---------- TOUCH ACTION: ROTATING ----------");
+ }
+ else
+ {
+ // finger stays at or returned to (horizontal) starting position
+
+ SetPlayerMouseAction(old_mx, old_my, MB_RELEASED);
+
+ Error(ERR_DEBUG, "---------- 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;
-static boolean NextValidEvent(Event *event)
-{
- while (PendingEvent())
+ if (button == MB_PRESSED && IN_GFX_FIELD_PLAY(mx, my))
{
- boolean handle_this_event = FALSE;
+ // finger started touching the screen
- NextEvent(event);
+ touched = TRUE;
+ tapped = TRUE;
- if (FilterMouseMotionEvents(event))
- handle_this_event = TRUE;
+ if (!motion_status)
+ {
+ old_mx = mx;
+ old_my = my;
- if (SkipPressedMouseMotionEvent(event))
- handle_this_event = FALSE;
+ ClearPlayerMouseAction();
- if (handle_this_event)
- return TRUE;
+ Error(ERR_DEBUG, "---------- TOUCH ACTION STARTED ----------");
+ }
}
+ else if (button == MB_RELEASED && touched)
+ {
+ // finger stopped touching the screen
- return FALSE;
-}
+ touched = FALSE;
-void EventLoop(void)
-{
- while (1)
+ if (tapped)
+ SetPlayerMouseAction(old_mx, old_my, last_button);
+ else
+ SetPlayerMouseAction(old_mx, old_my, MB_RELEASED);
+
+ Error(ERR_DEBUG, "---------- TOUCH ACTION STOPPED ----------");
+ }
+
+ if (touched)
{
- if (PendingEvent()) /* got event */
- {
- Event event;
+ // finger moved while touching the screen
- 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_KEYPRESS:
- case EVENT_KEYRELEASE:
- HandleKeyEvent((KeyEvent *) &event);
- break;
-
- default:
- HandleOtherEvents(&event);
- break;
- }
- }
- }
- else
+ 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)
{
- /* 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;
- }
+ // finger moved away from starting position
- HandleNoEvent();
- }
+ int button_nr = getButtonFromTouchPosition(old_x, old_y, mx, my);
- /* don't use all CPU time when idle; the main loop while playing
- has its own synchronization and is CPU friendly, too */
+ // quickly alternate between clicking and releasing for maximum speed
+ if (FrameCounter % 2 == 0)
+ button_nr = MB_RELEASED;
- if (game_status == GAME_MODE_PLAYING)
- {
- HandleGameActions();
+ SetPlayerMouseAction(old_mx, old_my, button_nr);
+
+ if (button_nr)
+ last_button = button_nr;
+
+ tapped = FALSE;
+
+ Error(ERR_DEBUG, "---------- TOUCH ACTION: ROTATING ----------");
}
else
{
- SyncDisplay();
- if (!PendingEvent()) /* delay only if no pending events */
- Delay(10);
- }
+ // finger stays at or returned to starting position
- /* refresh window contents from drawing buffer, if needed */
- BackToFront();
+ SetPlayerMouseAction(old_mx, old_my, MB_RELEASED);
- if (game_status == GAME_MODE_QUIT)
- return;
+ Error(ERR_DEBUG, "---------- TOUCH ACTION PAUSED ----------");
+ }
}
}
-void HandleOtherEvents(Event *event)
+static void HandleButtonOrFinger_FollowFinger(int mx, int my, int button)
{
- switch (event->type)
+ 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 (button == MB_PRESSED && IN_GFX_FIELD_PLAY(mx, my))
{
- 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;
+ touched = TRUE;
- case EVENT_CLIENTMESSAGE:
- HandleClientMessageEvent((ClientMessageEvent *) event);
- break;
+ old_mx = mx;
+ old_my = my;
-#if defined(TARGET_SDL)
- case SDL_JOYAXISMOTION:
- case SDL_JOYBUTTONDOWN:
- case SDL_JOYBUTTONUP:
- HandleJoystickEvent(event);
- break;
+ if (!motion_status)
+ {
+ started_on_player = FALSE;
+ player_is_dropping = FALSE;
+ player_drop_count = 0;
+ last_player_x = -1;
+ last_player_y = -1;
- case SDL_SYSWMEVENT:
- HandleWindowManagerEvent(event);
- break;
-#endif
+ motion_key_x = KSYM_UNDEFINED;
+ motion_key_y = KSYM_UNDEFINED;
- default:
- break;
+ Error(ERR_DEBUG, "---------- TOUCH ACTION STARTED ----------");
+ }
}
-}
-
-void ClearEventQueue()
-{
- while (PendingEvent())
+ else if (button == MB_RELEASED && touched)
{
- Event event;
+ touched = FALSE;
- NextEvent(&event);
+ old_mx = 0;
+ old_my = 0;
- switch (event.type)
+ 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)
{
- case EVENT_BUTTONRELEASE:
- button_status = MB_RELEASED;
- break;
+ if (player_is_dropping)
+ {
+ Error(ERR_DEBUG, "---------- DROP STOPPED ----------");
- case EVENT_KEYRELEASE:
-#if 1
- ClearPlayerAction();
-#else
- key_joystick_mapping = 0;
-#endif
- break;
+ HandleKey(setup.input[0].key.drop, KEY_RELEASED);
+ }
+ else
+ {
+ Error(ERR_DEBUG, "---------- SNAP STOPPED ----------");
- default:
- HandleOtherEvents(&event);
- break;
+ HandleKey(setup.input[0].key.snap, KEY_RELEASED);
+ }
}
+
+ motion_key_x = KSYM_UNDEFINED;
+ motion_key_y = KSYM_UNDEFINED;
+
+ Error(ERR_DEBUG, "---------- TOUCH ACTION STOPPED ----------");
}
-}
-void ClearPlayerAction()
-{
- int i;
+ if (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
- /* simulate key release events for still pressed keys */
- key_joystick_mapping = 0;
- for (i = 0; i < MAX_PLAYERS; i++)
- stored_player[i].action = 0;
-}
+ int last_move_dir = (ABS(dx) > ABS(dy) ? MV_VERTICAL : MV_HORIZONTAL);
-void SleepWhileUnmapped()
-{
- boolean window_unmapped = TRUE;
+ 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;
- KeyboardAutoRepeatOn();
+ // (required to prevent accidentally forcing direction for next movement)
+ last_player_x = local_player->jx;
+ last_player_y = local_player->jy;
+ }
- while (window_unmapped)
- {
- Event event;
+ 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);
- NextEvent(&event);
+ if (player_is_dropping)
+ {
+ Error(ERR_DEBUG, "---------- DROP STARTED ----------");
- switch (event.type)
+ 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)
{
- case EVENT_BUTTONRELEASE:
- button_status = MB_RELEASED;
- break;
+ if (player_is_dropping &&
+ player_drop_count == getPlayerInventorySize(0))
+ {
+ Error(ERR_DEBUG, "---------- DROP -> SNAP ----------");
- case EVENT_KEYRELEASE:
- key_joystick_mapping = 0;
- break;
+ HandleKey(setup.input[0].key.drop, KEY_RELEASED);
+ HandleKey(setup.input[0].key.snap, KEY_PRESSED);
- case EVENT_MAPNOTIFY:
- window_unmapped = FALSE;
- break;
+ player_is_dropping = FALSE;
+ }
+ }
- 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;
+ 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 (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);
+ }
- default:
- HandleOtherEvents(&event);
- break;
+ 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");
+
+ 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);
}
- }
- if (game_status == GAME_MODE_PLAYING)
- KeyboardAutoRepeatOffUnlessAutoplay();
+ motion_key_x = new_motion_key_x;
+ motion_key_y = new_motion_key_y;
+ }
}
-void HandleExposeEvent(ExposeEvent *event)
+static void HandleButtonOrFinger(int mx, int my, int button)
{
-#ifndef TARGET_SDL
- RedrawPlayfield(FALSE, event->x, event->y, event->width, event->height);
- FlushDisplay();
-#endif
+ 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);
+ }
}
-void HandleButtonEvent(ButtonEvent *event)
+static boolean checkTextInputKeyModState(void)
{
-#if DEBUG_EVENTS
- printf("::: BUTTON EVENT: button %d %s\n", event->button,
- event->type == EVENT_BUTTONPRESS ? "pressed" : "released");
-#endif
-
- motion_status = FALSE;
-
- if (event->type == EVENT_BUTTONPRESS)
- button_status = event->button;
- else
- button_status = MB_RELEASED;
+ // when playing, only handle raw key events and ignore text input
+ if (game_status == GAME_MODE_PLAYING)
+ return FALSE;
- HandleButton(event->x, event->y, button_status, event->button);
+ return ((GetKeyModState() & KMOD_TextInput) != KMOD_None);
}
-void HandleMotionEvent(MotionEvent *event)
+void HandleTextEvent(TextEvent *event)
{
- if (!PointerInWindow(window))
- return; /* window and pointer are on different screens */
+ char *text = event->text;
+ 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]",
+ text,
+ strlen(text),
+ text[0], (int)(text[0]),
+ key,
+ getKeyNameFromKey(key),
+ GetKeyModState());
+#endif
- if (button_status == MB_RELEASED && game_status != GAME_MODE_EDITOR)
+#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
- motion_status = TRUE;
+ // process text input as "classic" (with uppercase etc.) key input event
+ HandleKey(key, KEY_PRESSED);
+ HandleKey(key, KEY_RELEASED);
+}
- HandleButton(event->x, event->y, button_status, button_status);
+void HandlePauseResumeEvent(PauseResumeEvent *event)
+{
+ if (event->type == SDL_APP_WILLENTERBACKGROUND)
+ {
+ Mix_PauseMusic();
+ }
+ else if (event->type == SDL_APP_DIDENTERFOREGROUND)
+ {
+ Mix_ResumeMusic();
+ }
}
void HandleKeyEvent(KeyEvent *event)
{
- int key_status = (event->type==EVENT_KEYPRESS ? KEY_PRESSED : KEY_RELEASED);
+ 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);
-#if DEBUG_EVENTS
- printf("::: KEY EVENT: %d %s\n", GetEventKey(event, TRUE),
- event->type == EVENT_KEYPRESS ? "pressed" : "released");
+#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,
+ event->keysym.sym,
+ keymod,
+ GetKeyModState(),
+ key,
+ getKeyNameFromKey(key));
+#endif
+
+#if defined(PLATFORM_ANDROID)
+ 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);
- HandleKey(key, key_status);
+
+ // only handle raw key input without text modifier keys pressed
+ if (!checkTextInputKeyModState())
+ HandleKey(key, key_status);
}
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)
{
static int old_mx = 0, old_my = 0;
+ boolean button_hold = FALSE;
+ boolean handle_gadgets = TRUE;
- if (button < 0)
+ if (button_nr < 0)
{
mx = old_mx;
my = old_my;
- button = -button;
+ button_nr = -button_nr;
+ button_hold = TRUE;
}
else
{
old_my = my;
}
- if (HandleGadgets(mx, my, button))
+#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
+ handle_gadgets =
+ (game_status != GAME_MODE_PLAYING ||
+ level.game_engine_type == GAME_ENGINE_TYPE_MM ||
+ strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER));
+#endif
+
+ if (HandleGlobalAnimClicks(mx, my, button))
+ {
+ // do not handle this button event anymore
+ return; // force mouse event not to be handled at all
+ }
+
+ 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
+ mx = my = -32; // force mouse event to be outside screen tiles
}
- /* do not use scroll wheel button events for anything other than gadgets */
+ 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;
break;
case GAME_MODE_LEVELS:
- HandleChooseLevel(mx, my, 0, 0, button);
+ HandleChooseLevelSet(mx, my, 0, 0, button);
+ break;
+
+ case GAME_MODE_LEVELNR:
+ HandleChooseLevelNr(mx, my, 0, 0, button);
break;
case GAME_MODE_SCORES:
break;
case GAME_MODE_PLAYING:
+ 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_SCREEN(mx, my))
- 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
- printf("::: '%s' [%d]\n", cheat_input, cheat_input_len);
+#if DEBUG_EVENTS_KEY
+ Error(ERR_DEBUG, "SPECIAL KEY '%s' [%d]\n", cheat_input, cheat_input_len);
#endif
if (game_status == GAME_MODE_MAIN)
{
InsertSolutionTape();
}
+ else if (is_string_suffix(cheat_input, ":play-solution-tape") ||
+ is_string_suffix(cheat_input, ":pst"))
+ {
+ PlaySolutionTape();
+ }
else if (is_string_suffix(cheat_input, ":reload-graphics") ||
is_string_suffix(cheat_input, ":rg"))
{
{
DumpTape(&tape);
}
+ else if (is_string_suffix(cheat_input, ":fix-tape") ||
+ is_string_suffix(cheat_input, ":ft"))
+ {
+ /* 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;
+ }
else if (is_string_suffix(cheat_input, ":save-native-level") ||
is_string_suffix(cheat_input, ":snl"))
{
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)
{
DEBUG_SetMaximumDynamite();
#endif
}
- else if (game_status == GAME_MODE_EDITOR)
+ else if (game_status == GAME_MODE_EDITOR)
+ {
+ if (is_string_suffix(cheat_input, ":dump-brush") ||
+ is_string_suffix(cheat_input, ":DB"))
+ {
+ DumpBrush();
+ }
+ else if (is_string_suffix(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();
+ }
+ }
+ }
+
+ // special key shortcuts for all game modes
+ if (is_string_suffix(cheat_input, ":dump-event-actions") ||
+ is_string_suffix(cheat_input, ":dea") ||
+ is_string_suffix(cheat_input, ":DEA"))
+ {
+ DumpGadgetIdentifiers();
+ DumpScreenIdentifiers();
+ }
+}
+
+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);
+
+ 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)");
+
+ return TRUE;
+ }
+ }
+ }
+
+ if (game_status == GAME_MODE_PLAYING)
{
- if (is_string_suffix(cheat_input, ":dump-brush") ||
- is_string_suffix(cheat_input, ":DB"))
+ if (key == KSYM_d)
{
- DumpBrush();
+ options.debug = !options.debug;
+
+ Error(ERR_DEBUG, "debug mode %s",
+ (options.debug ? "enabled" : "disabled"));
+
+ return TRUE;
}
- else if (is_string_suffix(cheat_input, ":DDB"))
+ else if (key == KSYM_v)
{
- DumpBrush_Small();
+ Error(ERR_DEBUG, "currently using game engine version %d",
+ game.engine_version);
+
+ return TRUE;
}
}
+
+ return FALSE;
+#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 (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;
+
+ 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++)
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;
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
stored_player[pnr].action &= ~key_action;
- if (tape.single_step && tape.recording && tape.pausing)
+ if (tape.single_step && tape.recording && tape.pausing && !tape.use_mouse)
{
if (key_status == KEY_PRESSED && key_action & KEY_MOTION)
{
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 */
+ // 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;
}
}
else
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;
- ToggleFullscreenIfNeeded();
+ ToggleFullscreenOrChangeWindowScalingIfNeeded();
if (game_status == GAME_MODE_SETUP)
RedrawSetupScreenAfterFullscreenToggle();
+ // set flag to ignore repeated "key pressed" events
+ ignore_repeated_key = TRUE;
+
return;
}
-#if 0
- if (game_status == GAME_MODE_PLAYING && local_player->LevelSolved_GameEnd &&
- (key == KSYM_Return || key == setup.shortcut.toggle_pause))
-#else
- if (game_status == GAME_MODE_PLAYING && AllPlayersGone &&
+ 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 || 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 += STEP_WINDOW_SCALING_PERCENT;
+
+ 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;
+
+ ToggleFullscreenOrChangeWindowScalingIfNeeded();
+
+ if (game_status == GAME_MODE_SETUP)
+ RedrawSetupScreenAfterFullscreenToggle();
+
+ 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 && game.all_players_gone &&
(key == KSYM_Return || key == setup.shortcut.toggle_pause))
-#endif
{
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;
}
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);
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)
{
case GAME_MODE_TITLE:
case GAME_MODE_MAIN:
case GAME_MODE_LEVELS:
+ case GAME_MODE_LEVELNR:
case GAME_MODE_SETUP:
case GAME_MODE_INFO:
case GAME_MODE_SCORES:
+
+ if (anyTextGadgetActiveOrJustFinished && key != KSYM_Escape)
+ break;
+
switch (key)
{
case KSYM_space:
else if (game_status == GAME_MODE_MAIN)
HandleMainMenu(0, 0, 0, 0, MB_MENU_CHOICE);
else if (game_status == GAME_MODE_LEVELS)
- HandleChooseLevel(0, 0, 0, 0, MB_MENU_CHOICE);
+ HandleChooseLevelSet(0, 0, 0, 0, MB_MENU_CHOICE);
+ else if (game_status == GAME_MODE_LEVELNR)
+ HandleChooseLevelNr(0, 0, 0, 0, MB_MENU_CHOICE);
else if (game_status == GAME_MODE_SETUP)
HandleSetupScreen(0, 0, 0, 0, MB_MENU_CHOICE);
else if (game_status == GAME_MODE_INFO)
if (game_status == GAME_MODE_TITLE)
HandleTitleScreen(0, 0, 0, 0, MB_MENU_LEAVE);
else if (game_status == GAME_MODE_LEVELS)
- HandleChooseLevel(0, 0, 0, 0, MB_MENU_LEAVE);
+ HandleChooseLevelSet(0, 0, 0, 0, MB_MENU_LEAVE);
+ else if (game_status == GAME_MODE_LEVELNR)
+ HandleChooseLevelNr(0, 0, 0, 0, MB_MENU_LEAVE);
else if (game_status == GAME_MODE_SETUP)
HandleSetupScreen(0, 0, 0, 0, MB_MENU_LEAVE);
else if (game_status == GAME_MODE_INFO)
case KSYM_Page_Up:
if (game_status == GAME_MODE_LEVELS)
- HandleChooseLevel(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
+ 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);
else if (game_status == GAME_MODE_SETUP)
HandleSetupScreen(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
else if (game_status == GAME_MODE_INFO)
case KSYM_Page_Down:
if (game_status == GAME_MODE_LEVELS)
- HandleChooseLevel(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
+ 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);
else if (game_status == GAME_MODE_SETUP)
HandleSetupScreen(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
else if (game_status == GAME_MODE_INFO)
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;
-
- 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;
-
- 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;
-
- 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;
}
}
-void HandleNoEvent()
+void HandleNoEvent(void)
+{
+ HandleMouseCursor();
+
+ switch (game_status)
+ {
+ case GAME_MODE_PLAYING:
+ HandleButtonOrFinger(-1, -1, -1);
+ break;
+ }
+}
+
+void HandleEventActions(void)
{
- 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);
+ }
+ else
+ {
+ HandleJoystick();
+ }
+
+ if (network.enabled)
+ HandleNetworking();
+
+ switch (game_status)
{
- HandleButton(0, 0, -button_status, button_status);
+ case GAME_MODE_MAIN:
+ DrawPreviewLevelAnimation();
+ break;
+
+ case GAME_MODE_EDITOR:
+ HandleLevelEditorIdle();
+ break;
+
+ default:
+ break;
+ }
+}
+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 = old_xpos;
+ int new_ypos = old_ypos;
-#if defined(NETWORK_AVALIABLE)
- if (options.network)
- HandleNetworking();
-#endif
+ if (IN_LEV_FIELD(old_xpos + dx, old_ypos))
+ new_xpos = old_xpos + dx;
+
+ if (IN_LEV_FIELD(old_xpos, old_ypos + dy))
+ new_ypos = old_ypos + dy;
- HandleJoystick();
+ SetTileCursorTargetXY(new_xpos, new_ypos);
+ }
}
-static int HandleJoystickForAllPlayers()
+static int HandleJoystickForAllPlayers(void)
{
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;
}
-void HandleJoystick()
+void HandleJoystick(void)
{
+ static unsigned int joytest_delay = 0;
+ static unsigned int joytest_delay_value = 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 newbutton = (AnyJoystickButton() == 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);
+
+ if (HandleGlobalAnimClicks(-1, -1, newbutton))
+ {
+ // do not handle this button event anymore
+ 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);
+ }
+
+ if (joytest && !button && !DelayReached(&joytest_delay, joytest_delay_value))
+ {
+ // 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_LEVELS:
+ case GAME_MODE_LEVELNR:
case GAME_MODE_SETUP:
case GAME_MODE_INFO:
+ case GAME_MODE_SCORES:
{
- static unsigned long joystickmove_delay = 0;
-
- if (joystick && !button &&
- !DelayReached(&joystickmove_delay, GADGET_FRAME_DELAY))
- newbutton = dx = dy = 0;
+ 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_LEVELS)
- HandleChooseLevel(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
+ HandleChooseLevelSet(0,0,dx,dy,newbutton?MB_MENU_CHOICE : MB_MENU_MARK);
+ else if (game_status == GAME_MODE_LEVELNR)
+ HandleChooseLevelNr(0,0,dx,dy,newbutton? MB_MENU_CHOICE : MB_MENU_MARK);
else if (game_status == GAME_MODE_SETUP)
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);
- break;
- }
+ else if (game_status == GAME_MODE_SCORES)
+ HandleHallOfFame(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
- case GAME_MODE_SCORES:
- HandleHallOfFame(0, 0, dx, dy, !newbutton);
- break;
-
- case GAME_MODE_EDITOR:
- HandleLevelEditorIdle();
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);
-
-#if 0
- if (local_player->LevelSolved_GameEnd && newbutton)
-#else
- if (AllPlayersGone && newbutton)
#endif
+
+ if (newbutton && game.all_players_gone)
{
GameEnd();
return;
}
+ if (tape.single_step && tape.recording && tape.pausing && !tape.use_mouse)
+ {
+ if (joystick & JOY_ACTION)
+ TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+ }
+ else if (tape.recording && tape.pausing && !tape.use_mouse)
+ {
+ if (joystick & JOY_ACTION)
+ TapeTogglePause(TAPE_TOGGLE_MANUAL);
+ }
+
+ if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ HandleTileCursor(dx, dy, button);
+
+ break;
+
+ default:
+ break;
+ }
+}
+
+void HandleSpecialGameControllerButtons(Event *event)
+{
+ int key_status;
+ Key key;
+
+ switch (event->type)
+ {
+ case SDL_CONTROLLERBUTTONDOWN:
+ key_status = KEY_PRESSED;
+ break;
+
+ case SDL_CONTROLLERBUTTONUP:
+ 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;
+ }
+
+ HandleKey(key, key_status);
+}
+
+void HandleSpecialGameControllerKeys(Key key, int key_status)
+{
+#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
+}
+
+boolean DoKeysymAction(int keysym)
+{
+ if (keysym < 0)
+ {
+ Key key = (Key)(-keysym);
+
+ HandleKey(key, KEY_PRESSED);
+ HandleKey(key, KEY_RELEASED);
+
+ return TRUE;
}
+
+ return FALSE;
}