#include "network.h"
-#define DEBUG_EVENTS 0
+#define DEBUG_EVENTS 1
static boolean cursor_inside_playfield = FALSE;
static boolean playfield_cursor_set = FALSE;
-static unsigned long playfield_cursor_delay = 0;
+static unsigned int playfield_cursor_delay = 0;
/* 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') */
-int FilterMouseMotionEvents(const Event *event)
+/* event filter addition for SDL2: as SDL2 does not have a function to enable
+ or disable keyboard auto-repeat, filter repeated keyboard events instead */
+
+static int FilterEventsExt(const Event *event)
{
MotionEvent *motion;
+#if defined(TARGET_SDL2)
+ /* skip repeated key press events if keyboard auto-repeat is disabled */
+ if (event->type == EVENT_KEYPRESS &&
+ event->key.repeat &&
+ !keyrepeat_status)
+ return 0;
+#endif
+
/* non-motion events are directly passed to event handler functions */
if (event->type != EVENT_MOTIONNOTIFY)
return 1;
if (button_status == MB_RELEASED &&
game_status != GAME_MODE_EDITOR && game_status != GAME_MODE_PLAYING)
return 0;
- else
- return 1;
+
+ return 1;
+}
+
+#if defined(TARGET_SDL2)
+int FilterEvents(void *userdata, Event *event)
+{
+ return FilterEventsExt(event);
+}
+#else
+int FilterEvents(const Event *event)
+{
+ return FilterEventsExt(event);
}
+#endif
/* to prevent delay problems, skip mouse motion events if the very next
event is also a mouse motion event (and therefore effectively only
NextEvent(event);
- if (FilterMouseMotionEvents(event))
+ if (FilterEventsExt(event))
handle_this_event = TRUE;
if (SkipPressedMouseMotionEvent(event))
case EVENT_MOTIONNOTIFY:
HandleMotionEvent((MotionEvent *) &event);
break;
-
+
+#if defined(TARGET_SDL2)
+ case EVENT_FINGERPRESS:
+ case EVENT_FINGERRELEASE:
+ case EVENT_FINGERMOTION:
+ HandleFingerEvent((FingerEvent *) &event);
+ break;
+#endif
+
case EVENT_KEYPRESS:
case EVENT_KEYRELEASE:
HandleKeyEvent((KeyEvent *) &event);
void HandleExposeEvent(ExposeEvent *event)
{
-#ifndef TARGET_SDL
+#if !defined(TARGET_SDL)
RedrawPlayfield(FALSE, event->x, event->y, event->width, event->height);
FlushDisplay();
#endif
void HandleButtonEvent(ButtonEvent *event)
{
#if DEBUG_EVENTS
- printf("::: BUTTON EVENT: button %d %s\n", event->button,
- event->type == EVENT_BUTTONPRESS ? "pressed" : "released");
+ 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
motion_status = FALSE;
motion_status = TRUE;
+ Error(ERR_DEBUG, "MOTION EVENT: button %d moved, x/y %d/%d\n",
+ button_status, event->x, event->y);
+
HandleButton(event->x, event->y, button_status, button_status);
}
+#if defined(TARGET_SDL2)
+void HandleFingerEvent(FingerEvent *event)
+{
+#if 0
+ static int num_events = 0;
+ int max_events = 10;
+#endif
+
+#if DEBUG_EVENTS
+ 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
+
+ int x = (int)(event->x * video.width);
+ int y = (int)(event->y * video.height);
+ int button = MB_LEFTBUTTON;
+
+ Error(ERR_DEBUG, "=> screen x/y %d/%d", x, y);
+
+#if 0
+ if (++num_events >= max_events)
+ CloseAllAndExit(0);
+#endif
+
+#if 1
+ if (event->type == EVENT_FINGERPRESS ||
+ event->type == EVENT_FINGERMOTION)
+ button_status = button;
+ else
+ button_status = MB_RELEASED;
+
+ int max_x = SX + SXSIZE;
+ int max_y = SY + SYSIZE;
+
+ if (game_status == GAME_MODE_PLAYING &&
+ x < max_x)
+ {
+ int key_status = (event->type == EVENT_FINGERRELEASE ? KEY_RELEASED :
+ KEY_PRESSED);
+ Key key = (y < max_y / 3 ? setup.input[0].key.up :
+ y > 2 * max_y / 3 ? setup.input[0].key.down :
+ x < max_x / 3 ? setup.input[0].key.left :
+ x > 2 * max_x / 3 ? setup.input[0].key.right :
+ setup.input[0].key.drop);
+
+ Error(ERR_DEBUG, "=> key == %d, key_status == %d", key, key_status);
+
+ HandleKey(key, key_status);
+ }
+ else
+ {
+#if 1
+ Error(ERR_DEBUG, "::: button_status == %d, button == %d\n",
+ button_status, button);
+#endif
+
+#if 1
+ HandleButton(x, y, button_status, button);
+#endif
+ }
+#endif
+}
+#endif
+
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");
+ Error(ERR_DEBUG, "KEY EVENT: key was %s, keysym.scancode == %d, keysym.sym == %d, resulting key == %d (%s)",
+ event->type == EVENT_KEYPRESS ? "pressed" : "released",
+ event->keysym.scancode,
+ event->keysym.sym,
+ GetEventKey(event, TRUE),
+ getKeyNameFromKey(key));
+#endif
+
+#if 0
+ if (key == KSYM_Menu)
+ Error(ERR_DEBUG, "menu key pressed");
+ else if (key == KSYM_Back)
+ Error(ERR_DEBUG, "back key pressed");
+#endif
+
+#if defined(PLATFORM_ANDROID)
+ // always map the "back" button to the "escape" key on Android devices
+ if (key == KSYM_Back)
+ key = KSYM_Escape;
#endif
HandleKeyModState(keymod, key_status);
if (IS_WHEEL_BUTTON(button_nr))
return;
+ Error(ERR_DEBUG, "::: game_status == %d", game_status);
+
switch (game_status)
{
case GAME_MODE_TITLE:
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:
cheat_input[cheat_input_len] = '\0';
#if DEBUG_EVENTS
- printf("::: '%s' [%d]\n", cheat_input, cheat_input_len);
+ Error(ERR_DEBUG, "SPECIAL KEY '%s' [%d]\n", cheat_input, cheat_input_len);
#endif
if (game_status == GAME_MODE_MAIN)
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:
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)
}
break;
- case KSYM_S:
+ case KSYM_s:
if (!global.fps_slowdown)
{
global.fps_slowdown = TRUE;
break;
case KSYM_f:
- ScrollStepSize = TILEX/8;
+ ScrollStepSize = TILEX / 8;
printf("ScrollStepSize == %d (1/8)\n", ScrollStepSize);
break;
case KSYM_g:
- ScrollStepSize = TILEX/4;
+ ScrollStepSize = TILEX / 4;
printf("ScrollStepSize == %d (1/4)\n", ScrollStepSize);
break;
case KSYM_h:
- ScrollStepSize = TILEX/2;
+ ScrollStepSize = TILEX / 2;
printf("ScrollStepSize == %d (1/2)\n", ScrollStepSize);
break;
case GAME_MODE_TITLE:
case GAME_MODE_MAIN:
case GAME_MODE_LEVELS:
+ case GAME_MODE_LEVELNR:
case GAME_MODE_SETUP:
case GAME_MODE_INFO:
{
- static unsigned long joystickmove_delay = 0;
+ static unsigned int joystickmove_delay = 0;
if (joystick && !button &&
!DelayReached(&joystickmove_delay, GADGET_FRAME_DELAY))
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)