((MotionEvent *)event)->y -= video.screen_yoffset;
}
+ if (event->type == EVENT_BUTTONPRESS ||
+ event->type == EVENT_BUTTONRELEASE ||
+ event->type == EVENT_MOTIONNOTIFY)
+ {
+ // do not 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);
+
+ DelayReached(&special_cursor_delay, 0);
+
+ cursor_mode_last = CURSOR_DEFAULT;
+ }
+ }
+
// non-motion events are directly passed to event handler functions
if (event->type != EVENT_MOTIONNOTIFY)
return 1;
gfx.mouse_x = motion->x;
gfx.mouse_y = motion->y;
- // do no reset mouse cursor before all pending events have been processed
- if (gfx.cursor_mode == cursor_mode_last &&
- ((game_status == GAME_MODE_TITLE &&
- gfx.cursor_mode == CURSOR_NONE) ||
- (game_status == GAME_MODE_PLAYING &&
- gfx.cursor_mode == CURSOR_PLAYFIELD)))
- {
- SetMouseCursor(CURSOR_DEFAULT);
-
- DelayReached(&special_cursor_delay, 0);
-
- cursor_mode_last = CURSOR_DEFAULT;
- }
-
// 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)
{
// when playing, display a special mouse pointer inside the playfield
+ // display normal pointer if mouse pressed
+ if (button_status != MB_RELEASED)
+ DelayReached(&special_cursor_delay, 0);
+
if (gfx.cursor_mode != CURSOR_PLAYFIELD &&
cursor_inside_playfield &&
DelayReached(&special_cursor_delay, special_cursor_delay_value))
local_player->mouse_action.ly = ly;
local_player->mouse_action.button = button;
- if (tape.recording && tape.pausing && tape.use_mouse)
+ if (tape.recording && tape.pausing && tape.use_mouse_actions)
{
// un-pause a paused game only if mouse button was newly pressed down
if (new_button)
video.display_height = new_display_height;
SDLSetScreenProperties();
+ SetGadgetsPosition_OverlayTouchButtons();
// check if screen orientation has changed (should always be true here)
if (nr != GRID_ACTIVE_NR())
int last_move_dir = (ABS(dx) > ABS(dy) ? MV_VERTICAL : MV_HORIZONTAL);
if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
- level.native_em_level->ply[0]->last_move_dir = last_move_dir;
+ game_em.ply[0]->last_move_dir = last_move_dir;
else
local_player->last_move_dir = last_move_dir;
static void HandleButtonOrFinger(int mx, int my, int button)
{
+ boolean valid_mouse_event = (mx != -1 && my != -1 && button != -1);
+
if (game_status != GAME_MODE_PLAYING)
return;
{
if (strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER))
HandleButtonOrFinger_FollowFinger(mx, my, button);
+ else if (game.use_mouse_actions && valid_mouse_event)
+ SetPlayerMouseAction(mx, my, button);
}
}
{
// for any other "real" key event, disable virtual buttons
SetOverlayEnabled(FALSE);
+
+ // for any other "real" key event, disable overlay touch buttons
+ runtime.uses_touch_device = FALSE;
}
#endif
strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER) ||
(strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS) &&
!CheckVirtualButtonPressed(mx, my, button)));
+
+ // always recognize potentially releasing already pressed gadgets
+ if (button == MB_RELEASED)
+ handle_gadgets = TRUE;
+
+ // always recognize pressing or releasing overlay touch buttons
+ if (CheckPosition_OverlayTouchButtons(mx, my, button) && !motion_status)
+ handle_gadgets = TRUE;
#endif
if (HandleGlobalAnimClicks(mx, my, button, FALSE))
if (stored_player[pnr].snap_action)
stored_player[pnr].action |= JOY_BUTTON_SNAP;
- if (tape.single_step && tape.recording && tape.pausing && !tape.use_mouse)
+ if (tape.recording && tape.pausing && tape.use_key_actions)
{
- if (key_status == KEY_PRESSED && key_action & KEY_MOTION)
+ if (tape.single_step)
{
- TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+ if (key_status == KEY_PRESSED && key_action & KEY_MOTION)
+ {
+ TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
- // if snap key already pressed, keep pause mode when releasing
- if (stored_player[pnr].action & KEY_BUTTON_SNAP)
- has_snapped[pnr] = TRUE;
- }
- else if (key_status == KEY_PRESSED && key_action & KEY_BUTTON_DROP)
- {
- TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+ // if snap key already pressed, keep pause mode when releasing
+ if (stored_player[pnr].action & KEY_BUTTON_SNAP)
+ has_snapped[pnr] = TRUE;
+ }
+ else if (key_status == KEY_PRESSED && key_action & KEY_BUTTON_DROP)
+ {
+ TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
- if (level.game_engine_type == GAME_ENGINE_TYPE_SP &&
- getRedDiskReleaseFlag_SP() == 0)
+ 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;
+ }
+ }
+ else if (key_status == KEY_RELEASED && key_action & KEY_BUTTON_SNAP)
{
- // add a single inactive frame before dropping starts
- stored_player[pnr].action &= ~KEY_BUTTON_DROP;
- stored_player[pnr].force_dropping = TRUE;
+ // if snap key was pressed without direction, leave pause mode
+ if (!has_snapped[pnr])
+ TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+
+ has_snapped[pnr] = FALSE;
}
}
- else if (key_status == KEY_RELEASED && key_action & KEY_BUTTON_SNAP)
+ else
{
- // if snap key was pressed without direction, leave pause mode
- if (!has_snapped[pnr])
- TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
-
- has_snapped[pnr] = FALSE;
+ // prevent key release events from un-pausing a paused game
+ if (key_status == KEY_PRESSED && key_action & KEY_ACTION)
+ TapeTogglePause(TAPE_TOGGLE_MANUAL);
}
}
- else if (tape.recording && tape.pausing && !tape.use_mouse)
- {
- // 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)
return;
}
- if (tape.single_step && tape.recording && tape.pausing && !tape.use_mouse)
+ if (tape.recording && tape.pausing && tape.use_key_actions)
{
- 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 (tape.single_step)
+ {
+ if (joystick & JOY_ACTION)
+ TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+ }
+ else
+ {
+ if (joystick & JOY_ACTION)
+ TapeTogglePause(TAPE_TOGGLE_MANUAL);
+ }
}
if (level.game_engine_type == GAME_ENGINE_TYPE_MM)