}
/* 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)
+ if (button_status == MB_RELEASED &&
+ game_status != GAME_MODE_EDITOR && game_status != GAME_MODE_PLAYING)
return 0;
else
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) */
+
+boolean SkipPressedMouseMotionEvent(const Event *event)
+{
+ /* nothing to do if the current event is not a mouse motion event */
+ if (event->type != EVENT_MOTIONNOTIFY)
+ return FALSE;
+
+ /* 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)
+ return FALSE;
+
+ if (PendingEvent())
+ {
+ Event next_event;
+
+ PeekEvent(&next_event);
+
+ /* 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 */
{
while (PendingEvent())
{
+ boolean handle_this_event = FALSE;
+
NextEvent(event);
if (FilterMouseMotionEvents(event))
+ handle_this_event = TRUE;
+
+ if (SkipPressedMouseMotionEvent(event))
+ handle_this_event = FALSE;
+
+ if (handle_this_event)
return TRUE;
}
if (!PointerInWindow(window))
return; /* window and pointer are on different screens */
-#if 1
if (button_status == MB_RELEASED && game_status != GAME_MODE_EDITOR)
return;
-#endif
motion_status = TRUE;
Delay(100);
KeyboardAutoRepeatOffUnlessAutoplay();
}
+
if (old_joystick_status != -1)
joystick.status = old_joystick_status;
}
break;
case GAME_MODE_EDITOR:
+ HandleLevelEditorIdle();
break;
case GAME_MODE_INFO:
{
DumpBrush();
}
+ else if (is_string_suffix(cheat_input, ":DDB"))
+ {
+ DumpBrush_Small();
+ }
}
}
return;
}
- if (game_status == GAME_MODE_MAIN && key == setup.shortcut.toggle_pause)
+ if (game_status == GAME_MODE_MAIN &&
+ (key == setup.shortcut.toggle_pause || key == KSYM_space))
{
- if (setup.autorecord)
- TapeStartRecording();
-
-#if defined(NETWORK_AVALIABLE)
- if (options.network)
- SendToServer_StartPlaying();
- else
-#endif
- {
- game_status = GAME_MODE_PLAYING;
- StopAnimation();
- InitGame();
- }
+ StartGameActions(options.network, setup.autorecord, NEW_RANDOMIZE);
return;
}
case GAME_MODE_INFO:
switch(key)
{
+#if 1
+ case KSYM_space:
+#else
+ /* !!! only use "space" key to start game from main menu !!! */
case KSYM_space:
+#endif
case KSYM_Return:
if (game_status == GAME_MODE_MAIN)
HandleMainMenu(0,0, 0,0, MB_MENU_CHOICE);
HandleInfoScreen(0,0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
break;
+#ifdef DEBUG
+ case KSYM_0:
+ GameFrameDelay = (GameFrameDelay == 500 ? GAME_FRAME_DELAY : 500);
+ break;
+#endif
+
default:
break;
}
}
break;
-#if 0
- case KSYM_a:
- if (ScrollStepSize == TILEX/8)
- ScrollStepSize = TILEX/4;
- else
- ScrollStepSize = TILEX/8;
- printf("ScrollStepSize == %d\n", ScrollStepSize);
- break;
-#endif
-
-#if 0
- case KSYM_m:
- if (MoveSpeed == 8)
- {
- MoveSpeed = 4;
- ScrollStepSize = TILEX/4;
- }
- else
- {
- MoveSpeed = 8;
- ScrollStepSize = TILEX/8;
- }
- printf("MoveSpeed == %d\n", MoveSpeed);
- break;
-#endif
-
case KSYM_f:
ScrollStepSize = TILEX/8;
printf("ScrollStepSize == %d (1/8)\n", ScrollStepSize);
printf("::: currently using game engine version %d\n",
game.engine_version);
break;
-
-#if 0
-
- case KSYM_z:
- {
- int i;
-
- for (i = 0; i < MAX_PLAYERS; i++)
- {
- printf("Player %d:\n", i);
- printf(" jx == %d, jy == %d\n",
- stored_player[i].jx, stored_player[i].jy);
- printf(" last_jx == %d, last_jy == %d\n",
- stored_player[i].last_jx, stored_player[i].last_jy);
- }
- printf("\n");
- }
-
- break;
-#endif
#endif
default: