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 */
+
+// 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 */
+ // 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)
((MotionEvent *)event)->y -= video.screen_yoffset;
}
- /* non-motion events are directly passed to event handler functions */
+ // 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);
- /* do no reset mouse cursor before all pending events have been processed */
+ // 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) ||
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;
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)
{
- /* 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 the game */
+ // only skip motion events with pressed button outside the game
if (button_status == MB_RELEASED || game_status == GAME_MODE_PLAYING)
return FALSE;
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;
}
-void HandleEvents()
+static void HandleEvents(void)
{
Event event;
unsigned int event_frame_delay = 0;
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
HandleSpecialGameControllerButtons(event);
- /* FALL THROUGH */
+ // FALL THROUGH
case SDL_CONTROLLERDEVICEADDED:
case SDL_CONTROLLERDEVICEREMOVED:
case SDL_CONTROLLERAXISMOTION:
-#endif
case SDL_JOYAXISMOTION:
case SDL_JOYBUTTONDOWN:
case SDL_JOYBUTTONUP:
HandleJoystickEvent(event);
break;
- case SDL_SYSWMEVENT:
- HandleWindowManagerEvent(event);
+ case SDL_DROPBEGIN:
+ case SDL_DROPCOMPLETE:
+ case SDL_DROPFILE:
+ case SDL_DROPTEXT:
+ HandleDropEvent(event);
break;
-#endif
default:
break;
}
}
-void HandleMouseCursor()
+static void HandleMouseCursor(void)
{
if (game_status == GAME_MODE_TITLE)
{
- /* when showing title screens, hide mouse pointer (if not moved) */
+ // when showing title screens, hide mouse pointer (if not moved)
if (gfx.cursor_mode != CURSOR_NONE &&
DelayReached(&special_cursor_delay, special_cursor_delay_value))
else if (game_status == GAME_MODE_PLAYING && (!tape.pausing ||
tape.single_step))
{
- /* when playing, display a special mouse pointer inside the playfield */
+ // when playing, display a special mouse pointer inside the playfield
if (gfx.cursor_mode != CURSOR_PLAYFIELD &&
cursor_inside_playfield &&
SetMouseCursor(CURSOR_DEFAULT);
}
- /* this is set after all pending events have been processed */
+ // this is set after all pending events have been processed
cursor_mode_last = gfx.cursor_mode;
}
else
HandleNoEvent();
- /* execute event related actions after pending events have been processed */
+ // 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();
- /* always copy backbuffer to visible screen for every video frame */
+ // always copy backbuffer to visible screen for every video frame
BackToFront();
- /* reset video frame delay to default (may change again while playing) */
+ // reset video frame delay to default (may change again while playing)
SetVideoFrameDelay(MenuFrameDelay);
if (game_status == GAME_MODE_QUIT)
}
}
-void ClearEventQueue()
+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;
ClearPlayerAction();
break;
-#if defined(TARGET_SDL2)
case SDL_CONTROLLERBUTTONUP:
HandleJoystickEvent(&event);
ClearPlayerAction();
break;
-#endif
default:
HandleOtherEvents(&event);
}
}
-void ClearPlayerMouseAction()
+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 ClearPlayerAction(void)
{
int i;
- /* simulate key release events for still pressed keys */
+ // simulate key release events for still pressed keys
key_joystick_mapping = 0;
for (i = 0; i < MAX_PLAYERS; i++)
+ {
stored_player[i].action = 0;
+ stored_player[i].snap_action = 0;
+ }
ClearJoystickState();
ClearPlayerMouseAction();
}
-void SetPlayerMouseAction(int mx, int my, int button)
+static void SetPlayerMouseAction(int mx, int my, int button)
{
int lx = getLevelFromScreenX(mx);
int ly = getLevelFromScreenY(my);
if (tape.recording && tape.pausing && tape.use_mouse)
{
- /* un-pause a paused game only if mouse button was newly pressed down */
+ // 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 SleepWhileUnmapped(void)
{
boolean window_unmapped = TRUE;
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;
SDL_FingerID finger_id;
int counter;
Key key;
+ byte action;
} touch_info[NUM_TOUCH_FINGERS];
-void HandleFingerEvent_VirtualButtons(FingerEvent *event)
+static void HandleFingerEvent_VirtualButtons(FingerEvent *event)
{
#if 1
int x = event->x * overlay.grid_xsize;
"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);
{
HandleKey(touch_info[i].key, KEY_RELEASED);
+ // undraw previous grid button when moving finger away
+ overlay.grid_button_action &= ~touch_info[i].action;
+
Error(ERR_DEBUG, "=> key == '%s', key_status == '%s' [slot %d] [2]",
getKeyNameFromKey(touch_info[i].key), "KEY_RELEASED", i);
}
touch_info[i].finger_id = event->fingerId;
touch_info[i].counter = Counter();
touch_info[i].key = key;
+ touch_info[i].action = grid_button_action;
}
else
{
touch_info[i].finger_id = 0;
touch_info[i].counter = 0;
touch_info[i].key = 0;
+ touch_info[i].action = JOY_NO_ACTION;
}
}
}
-void HandleFingerEvent_WipeGestures(FingerEvent *event)
+static void HandleFingerEvent_WipeGestures(FingerEvent *event)
{
static Key motion_key_x = KSYM_UNDEFINED;
static Key motion_key_y = KSYM_UNDEFINED;
event->pressure);
#endif
+ runtime.uses_touch_device = TRUE;
+
if (game_status != GAME_MODE_PLAYING)
return;
HandleFingerEvent_WipeGestures(event);
}
-#endif
-
static void HandleButtonOrFinger_WipeGestures_MM(int mx, int my, int button)
{
static int old_mx = 0, old_my = 0;
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 defined(TARGET_SDL2)
-
-static boolean checkTextInputKeyModState()
+static boolean checkTextInputKeyModState(void)
{
// when playing, only handle raw key events and ignore text input
if (game_status == GAME_MODE_PLAYING)
}
}
-#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)
{
CloseAllAndExit(0);
}
-void HandleWindowManagerEvent(Event *event)
+static int HandleDropFileEvent(char *filename)
{
-#if defined(TARGET_SDL)
- SDLHandleWindowManagerEvent(event);
-#endif
+ Error(ERR_DEBUG, "DROP FILE EVENT: '%s'", filename);
+
+ // check and extract dropped zip files into correct user data directory
+ if (!strSuffixLower(filename, ".zip"))
+ {
+ Error(ERR_WARN, "file '%s' not supported", filename);
+
+ return TREE_TYPE_UNDEFINED;
+ }
+
+ TreeInfo *tree_node = NULL;
+ int tree_type = GetZipFileTreeType(filename);
+ char *directory = TREE_USERDIR(tree_type);
+
+ if (directory == NULL)
+ {
+ Error(ERR_WARN, "zip file '%s' has invalid content!", filename);
+
+ return TREE_TYPE_UNDEFINED;
+ }
+
+ if (tree_type == TREE_TYPE_LEVEL_DIR &&
+ game_status == GAME_MODE_LEVELS &&
+ leveldir_current->node_parent != NULL)
+ {
+ // extract new level set next to currently selected level set
+ tree_node = leveldir_current;
+
+ // get parent directory of currently selected level set directory
+ directory = getLevelDirFromTreeInfo(leveldir_current->node_parent);
+
+ // use private level directory instead of top-level package level directory
+ if (strPrefix(directory, options.level_directory) &&
+ strEqual(leveldir_current->node_parent->fullpath, "."))
+ directory = getUserLevelDir(NULL);
+ }
+
+ // extract level or artwork set from zip file to target directory
+ char *top_dir = ExtractZipFileIntoDirectory(filename, directory, tree_type);
+
+ if (top_dir == NULL)
+ {
+ // error message already issued by "ExtractZipFileIntoDirectory()"
+
+ return TREE_TYPE_UNDEFINED;
+ }
+
+ // add extracted level or artwork set to tree info structure
+ AddTreeSetToTreeInfo(tree_node, directory, top_dir, tree_type);
+
+ // update menu screen (and possibly change current level set)
+ DrawScreenAfterAddingSet(top_dir, tree_type);
+
+ return tree_type;
+}
+
+static void HandleDropTextEvent(char *text)
+{
+ Error(ERR_DEBUG, "DROP TEXT EVENT: '%s'", text);
+}
+
+static void HandleDropCompleteEvent(int num_level_sets_succeeded,
+ int num_artwork_sets_succeeded,
+ int num_files_failed)
+{
+ // only show request dialog if no other request dialog already active
+ if (game.request_active)
+ return;
+
+ // this case can happen with drag-and-drop with older SDL versions
+ if (num_level_sets_succeeded == 0 &&
+ num_artwork_sets_succeeded == 0 &&
+ num_files_failed == 0)
+ return;
+
+ char message[100];
+
+ if (num_level_sets_succeeded > 0 || num_artwork_sets_succeeded > 0)
+ {
+ char message_part1[50];
+
+ sprintf(message_part1, "New %s set%s added",
+ (num_artwork_sets_succeeded == 0 ? "level" :
+ num_level_sets_succeeded == 0 ? "artwork" : "level and artwork"),
+ (num_level_sets_succeeded +
+ num_artwork_sets_succeeded > 1 ? "s" : ""));
+
+ if (num_files_failed > 0)
+ sprintf(message, "%s, but %d dropped file%s failed!",
+ message_part1, num_files_failed, num_files_failed > 1 ? "s" : "");
+ else
+ sprintf(message, "%s!", message_part1);
+ }
+ else if (num_files_failed > 0)
+ {
+ sprintf(message, "Failed to process dropped file%s!",
+ num_files_failed > 1 ? "s" : "");
+ }
+
+ Request(message, REQ_CONFIRM);
+}
+
+void HandleDropEvent(Event *event)
+{
+ static boolean confirm_on_drop_complete = FALSE;
+ static int num_level_sets_succeeded = 0;
+ static int num_artwork_sets_succeeded = 0;
+ static int num_files_failed = 0;
+
+ switch (event->type)
+ {
+ case SDL_DROPBEGIN:
+ {
+ confirm_on_drop_complete = TRUE;
+ num_level_sets_succeeded = 0;
+ num_artwork_sets_succeeded = 0;
+ num_files_failed = 0;
+
+ break;
+ }
+
+ case SDL_DROPFILE:
+ {
+ int tree_type = HandleDropFileEvent(event->drop.file);
+
+ if (tree_type == TREE_TYPE_LEVEL_DIR)
+ num_level_sets_succeeded++;
+ else if (tree_type == TREE_TYPE_GRAPHICS_DIR ||
+ tree_type == TREE_TYPE_SOUNDS_DIR ||
+ tree_type == TREE_TYPE_MUSIC_DIR)
+ num_artwork_sets_succeeded++;
+ else
+ num_files_failed++;
+
+ // SDL_DROPBEGIN / SDL_DROPCOMPLETE did not exist in older SDL versions
+ if (!confirm_on_drop_complete)
+ {
+ // process all remaining events, including further SDL_DROPFILE events
+ ClearEventQueue();
+
+ HandleDropCompleteEvent(num_level_sets_succeeded,
+ num_artwork_sets_succeeded,
+ num_files_failed);
+
+ num_level_sets_succeeded = 0;
+ num_artwork_sets_succeeded = 0;
+ num_files_failed = 0;
+ }
+
+ break;
+ }
+
+ case SDL_DROPTEXT:
+ {
+ HandleDropTextEvent(event->drop.file);
+
+ break;
+ }
+
+ case SDL_DROPCOMPLETE:
+ {
+ HandleDropCompleteEvent(num_level_sets_succeeded,
+ num_artwork_sets_succeeded,
+ num_files_failed);
+
+ break;
+ }
+ }
+
+ if (event->drop.file != NULL)
+ SDL_free(event->drop.file);
}
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 (handle_gadgets && HandleGadgets(mx, my, button))
+ if (HandleGlobalAnimClicks(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
+ return; // force mouse event not to be handled at all
}
- if (HandleGlobalAnimClicks(mx, my, button))
+ if (handle_gadgets && HandleGadgets(mx, my, button))
{
- /* do not handle this button event anymore */
- return; /* force mouse event not to be handled at all */
+ // 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;
- /* do not use scroll wheel button events for anything other than gadgets */
+ // do not use scroll wheel button events for anything other than gadgets
if (IS_WHEEL_BUTTON(button_nr))
return;
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 */
+ // remove player input actions for all players but the first one
for (i = 1; i < MAX_PLAYERS; i++)
tape.player_participates[i] = FALSE;
{
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 */
+ // 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"))
}
}
-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);
SetVideoFrameDelay(GameFrameDelay);
if (GameFrameDelay > ONE_SECOND_DELAY)
- Error(ERR_DEBUG, "frame delay == %d ms", GameFrameDelay);
+ Error(ERR_INFO, "frame delay == %d ms", GameFrameDelay);
else if (GameFrameDelay != 0)
- Error(ERR_DEBUG, "frame delay == %d ms (max. %d fps / %d %%)",
+ Error(ERR_INFO, "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)");
+ Error(ERR_INFO, "frame delay == 0 ms (maximum speed)");
- break;
+ return TRUE;
}
}
}
{
options.debug = !options.debug;
- Error(ERR_DEBUG, "debug mode %s",
+ Error(ERR_INFO, "debug mode %s",
(options.debug ? "enabled" : "disabled"));
+
+ return TRUE;
}
else if (key == KSYM_v)
{
- Error(ERR_DEBUG, "currently using game engine version %d",
+ Error(ERR_INFO, "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)
- /* map special keys (media keys / remote control buttons) to default keys */
+ 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);
if (game_status == GAME_MODE_PLAYING)
{
- /* only needed for single-step tape recording mode */
+ // 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++)
{
byte key_action = 0;
+ byte key_snap_action = 0;
if (setup.input[pnr].use_joystick)
continue;
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;
+ // also remember normal snap key when handling snap+direction keys
+ key_snap_action |= key_action & JOY_BUTTON_SNAP;
+
for (i = 0; i < NUM_DIRECTIONS; i++)
+ {
if (key == *key_info[i].key_snap)
- key_action |= key_info[i].action | JOY_BUTTON_SNAP;
+ {
+ key_action |= key_info[i].action | JOY_BUTTON_SNAP;
+ key_snap_action |= key_info[i].action;
+ }
+ }
}
if (key_status == KEY_PRESSED)
- stored_player[pnr].action |= key_action;
+ {
+ stored_player[pnr].action |= key_action;
+ stored_player[pnr].snap_action |= key_snap_action;
+ }
else
- stored_player[pnr].action &= ~key_action;
+ {
+ stored_player[pnr].action &= ~key_action;
+ stored_player[pnr].snap_action &= ~key_snap_action;
+ }
+
+ // restore snap action if one of several pressed snap keys was released
+ if (stored_player[pnr].snap_action)
+ stored_player[pnr].action |= JOY_BUTTON_SNAP;
if (tape.single_step && tape.recording && tape.pausing && !tape.use_mouse)
{
{
TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
- /* if snap key already pressed, keep pause mode when releasing */
+ // if snap key already pressed, keep pause mode when releasing
if (stored_player[pnr].action & KEY_BUTTON_SNAP)
has_snapped[pnr] = TRUE;
}
if (level.game_engine_type == GAME_ENGINE_TYPE_SP &&
getRedDiskReleaseFlag_SP() == 0)
{
- /* add a single inactive frame before dropping starts */
+ // add a single inactive frame before dropping starts
stored_player[pnr].action &= ~KEY_BUTTON_DROP;
stored_player[pnr].force_dropping = TRUE;
}
}
else if (key_status == KEY_RELEASED && key_action & KEY_BUTTON_SNAP)
{
- /* if snap key was pressed without direction, leave pause mode */
+ // if snap key was pressed without direction, leave pause mode
if (!has_snapped[pnr])
TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
}
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);
}
key == KSYM_Return ||
key == KSYM_Escape)))
{
- /* do not handle this key event anymore */
- if (key != KSYM_Escape) /* always allow ESC key to be handled */
+ // 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 &&
+ if (game_status == GAME_MODE_PLAYING && game.all_players_gone &&
(key == KSYM_Return || key == setup.shortcut.toggle_pause))
{
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;
}
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_SETUP:
case GAME_MODE_INFO:
case GAME_MODE_SCORES:
+
+ if (anyTextGadgetActiveOrJustFinished && key != KSYM_Escape)
+ break;
+
switch (key)
{
case KSYM_space:
return;
}
}
-
- HandleKeysDebug(key);
}
-void HandleNoEvent()
+void HandleNoEvent(void)
{
HandleMouseCursor();
}
}
-void HandleEventActions()
+void HandleEventActions(void)
{
// if (button_status && game_status != GAME_MODE_PLAYING)
if (button_status && (game_status != GAME_MODE_PLAYING ||
HandleJoystick();
}
-#if defined(NETWORK_AVALIABLE)
- if (options.network)
+ if (network.enabled)
HandleNetworking();
-#endif
switch (game_status)
{
}
}
-static int HandleJoystickForAllPlayers()
+static int HandleJoystickForAllPlayers(void)
{
int i;
int result = 0;
if (setup.input[i].use_joystick)
no_joysticks_configured = FALSE;
- /* if no joysticks configured, map connected joysticks to players */
+ // if no joysticks configured, map connected joysticks to players
if (no_joysticks_configured)
use_as_joystick_nr = TRUE;
return result;
}
-void HandleJoystick()
+void HandleJoystick(void)
{
static unsigned int joytest_delay = 0;
static unsigned int joytest_delay_value = GADGET_FRAME_DELAY;
if (HandleGlobalAnimClicks(-1, -1, newbutton))
{
- /* do not handle this button event anymore */
+ // do not handle this button event anymore
+ return;
+ }
+
+ if (newbutton && (game_status == GAME_MODE_PSEUDO_TYPENAME ||
+ anyTextGadgetActive()))
+ {
+ // leave name input in main menu or text input gadget
+ HandleKey(KSYM_Escape, KEY_PRESSED);
+ HandleKey(KSYM_Escape, KEY_RELEASED);
+
return;
}
if (joytest && !button && !DelayReached(&joytest_delay, joytest_delay_value))
{
- /* delay joystick/keyboard actions if axes/keys continually pressed */
+ // delay joystick/keyboard actions if axes/keys continually pressed
newbutton = dx = dy = 0;
}
else
{
- /* first start with longer delay, then continue with shorter delay */
+ // first start with longer delay, then continue with shorter delay
joytest_delay_value =
(use_delay_value_first ? delay_value_first : delay_value);
}
case GAME_MODE_INFO:
case GAME_MODE_SCORES:
{
+ 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)
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;
- /* map keys to joystick buttons (special hack for Amazon Fire TV remote) */
+ // 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)
event.type = (key_status == KEY_PRESSED ? SDL_CONTROLLERBUTTONDOWN :
SDL_CONTROLLERBUTTONUP);
- event.cbutton.which = 0; /* first joystick (Amazon Fire TV remote) */
+ event.cbutton.which = 0; // first joystick (Amazon Fire TV remote)
event.cbutton.button = button;
event.cbutton.state = (key_status == KEY_PRESSED ? SDL_PRESSED :
SDL_RELEASED);
HandleJoystickEvent(&event);
}
#endif
-#endif
+}
+
+boolean DoKeysymAction(int keysym)
+{
+ if (keysym < 0)
+ {
+ Key key = (Key)(-keysym);
+
+ HandleKey(key, KEY_PRESSED);
+ HandleKey(key, KEY_RELEASED);
+
+ return TRUE;
+ }
+
+ return FALSE;
}