static boolean cursor_inside_playfield = FALSE;
static int cursor_mode_last = CURSOR_DEFAULT;
-static unsigned int special_cursor_delay = 0;
-static unsigned int special_cursor_delay_value = 1000;
+static DelayCounter special_cursor_delay = { 1000 };
+static boolean special_cursor_enabled = FALSE;
static boolean stop_processing_events = FALSE;
// forward declarations for internal use
+static void ClearTouchInfo(void);
static void HandleNoEvent(void);
static void HandleEventActions(void);
+void SetPlayfieldMouseCursorEnabled(boolean enabled)
+{
+ special_cursor_enabled = enabled;
+}
+
// event filter to set mouse x/y position (for pointer class global animations)
// (this is especially required to ensure smooth global animation mouse pointer
// movement when the screen is updated without handling events; this can happen
{
SetMouseCursor(CURSOR_DEFAULT);
- DelayReached(&special_cursor_delay, 0);
+ ResetDelayCounter(&special_cursor_delay);
cursor_mode_last = CURSOR_DEFAULT;
}
static void HandleEvents(void)
{
Event event;
- unsigned int event_frame_delay = 0;
- unsigned int event_frame_delay_value = GAME_FRAME_DELAY;
+ DelayCounter event_frame_delay = { GAME_FRAME_DELAY };
ResetDelayCounter(&event_frame_delay);
while (NextValidEvent(&event))
{
+ int game_status_last = game_status;
+
switch (event.type)
{
case EVENT_BUTTONPRESS:
break;
}
+ // always handle events within delay period if game status has changed
+ if (game_status != game_status_last)
+ ResetDelayCounter(&event_frame_delay);
+
// do not handle events for longer than standard frame delay period
- if (DelayReached(&event_frame_delay, event_frame_delay_value))
+ if (DelayReached(&event_frame_delay))
break;
// do not handle any further events if triggered by a special flag
// when showing title screens, hide mouse pointer (if not moved)
if (gfx.cursor_mode != CURSOR_NONE &&
- DelayReached(&special_cursor_delay, special_cursor_delay_value))
+ DelayReached(&special_cursor_delay))
{
SetMouseCursor(CURSOR_NONE);
}
// display normal pointer if mouse pressed
if (button_status != MB_RELEASED)
- DelayReached(&special_cursor_delay, 0);
+ ResetDelayCounter(&special_cursor_delay);
if (gfx.cursor_mode != CURSOR_PLAYFIELD &&
cursor_inside_playfield &&
- DelayReached(&special_cursor_delay, special_cursor_delay_value))
+ special_cursor_enabled &&
+ DelayReached(&special_cursor_delay))
{
- if (level.game_engine_type != GAME_ENGINE_TYPE_MM ||
- tile_cursor.enabled)
- SetMouseCursor(CURSOR_PLAYFIELD);
+ SetMouseCursor(CURSOR_PLAYFIELD);
}
}
else if (gfx.cursor_mode != CURSOR_DEFAULT)
button_status = MB_RELEASED;
break;
+ case EVENT_FINGERRELEASE:
case EVENT_KEYRELEASE:
ClearPlayerAction();
break;
stored_player[i].snap_action = 0;
}
+ // simulate finger release events for still pressed virtual buttons
+ overlay.grid_button_action = JOY_NO_ACTION;
+
+ ClearTouchInfo();
ClearJoystickState();
ClearPlayerMouseAction();
}
// for any mouse button event, disable playfield tile cursor
SetTileCursorEnabled(FALSE);
+ // for any mouse button event, disable playfield mouse cursor
+ if (cursor_inside_playfield)
+ SetPlayfieldMouseCursorEnabled(FALSE);
+
#if defined(HAS_SCREEN_KEYBOARD)
if (video.shifted_up)
event->y += video.shifted_up_pos;
event->y < 0 ? MB_WHEEL_DOWN :
event->y > 0 ? MB_WHEEL_UP : 0);
-#if defined(PLATFORM_WIN32) || defined(PLATFORM_MACOSX)
+#if defined(PLATFORM_WINDOWS) || defined(PLATFORM_MAC)
// accelerated mouse wheel available on Mac and Windows
wheel_steps = (event->x ? ABS(event->x) : ABS(event->y));
#else
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" :
+ subtype == SDL_WINDOWEVENT_TAKE_FOCUS ? "SDL_WINDOWEVENT_TAKE_FOCUS" :
+ subtype == SDL_WINDOWEVENT_HIT_TEST ? "SDL_WINDOWEVENT_HIT_TEST" :
"(UNKNOWN)");
Debug("event:window", "name: '%s', data1: %ld, data2: %ld",
// 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];
+ SetOverlayGridSizeAndButtons();
}
}
}
byte action;
} touch_info[NUM_TOUCH_FINGERS];
+static void SetTouchInfo(int pos, SDL_FingerID finger_id, int counter,
+ Key key, byte action)
+{
+ touch_info[pos].touched = (action != JOY_NO_ACTION);
+ touch_info[pos].finger_id = finger_id;
+ touch_info[pos].counter = counter;
+ touch_info[pos].key = key;
+ touch_info[pos].action = action;
+}
+
+static void ClearTouchInfo(void)
+{
+ int i;
+
+ for (i = 0; i < NUM_TOUCH_FINGERS; i++)
+ SetTouchInfo(i, 0, 0, 0, JOY_NO_ACTION);
+}
+
static void HandleFingerEvent_VirtualButtons(FingerEvent *event)
{
int x = event->x * overlay.grid_xsize;
}
}
- touch_info[i].touched = TRUE;
- touch_info[i].finger_id = event->fingerId;
- touch_info[i].counter = Counter();
- touch_info[i].key = key;
- touch_info[i].action = grid_button_action;
+ SetTouchInfo(i, event->fingerId, Counter(), key, grid_button_action);
}
else
{
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;
- touch_info[i].action = JOY_NO_ACTION;
+ SetTouchInfo(i, 0, 0, 0, JOY_NO_ACTION);
}
}
}
void HandleKeyEvent(KeyEvent *event)
{
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);
+ Key key = GetEventKey(event);
#if DEBUG_EVENTS_KEY
- Debug("event:key", "key was %s, keysym.scancode == %d, keysym.sym == %d, keymod = %d, GetKeyModState() = 0x%04x, resulting key == %d (%s)",
+ Debug("event:key", "key was %s, keysym.scancode == %d, keysym.sym == %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));
if (key_status == KEY_PRESSED)
SetOverlayEnabled(!GetOverlayEnabled());
}
- else
+ else if (!textinput_status)
{
// for any other "real" key event, disable virtual buttons
SetOverlayEnabled(FALSE);
}
#endif
- HandleKeyModState(keymod, key_status);
+ HandleKeyModState(key, key_status);
// process all keys if not in text input mode or if non-printable keys
if (!checkTextInputKey(key))
static int old_mx = 0, old_my = 0;
boolean button_hold = FALSE;
boolean handle_gadgets = TRUE;
+ int game_status_last = game_status;
if (button_nr < 0)
{
// 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
+ // or when touch controls are disabled (e.g., with mouse-only levels)
handle_gadgets =
(game_status != GAME_MODE_PLAYING ||
level.game_engine_type == GAME_ENGINE_TYPE_MM ||
+ strEqual(setup.touch.control_type, TOUCH_CONTROL_OFF) ||
strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER) ||
(strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS) &&
!CheckVirtualButtonPressed(mx, my, button)));
if (handle_gadgets && HandleGadgets(mx, my, button))
{
- // do not handle this button event anymore
+ // do not handle this button event anymore with position on screen
mx = my = -32; // force mouse event to be outside screen tiles
+
+ // do not handle this button event anymore if game status has changed
+ if (game_status != game_status_last)
+ return;
}
if (button_hold && game_status == GAME_MODE_PLAYING && tape.pausing)
break;
case GAME_MODE_PSEUDO_TYPENAME:
- HandleTypeName(0, KSYM_Return);
+ case GAME_MODE_PSEUDO_TYPENAMES:
+ HandleTypeName(KSYM_Return);
+ break;
+
+ case GAME_MODE_NAMES:
+ HandleChoosePlayerName(mx, my, 0, 0, button);
break;
case GAME_MODE_LEVELS:
break;
case GAME_MODE_SCORES:
- HandleHallOfFame(0, 0, 0, 0, button);
+ HandleHallOfFame(mx, my, 0, 0, button);
+ break;
+
+ case GAME_MODE_SCOREINFO:
+ HandleScoreInfo(mx, my, 0, 0, button);
break;
case GAME_MODE_EDITOR:
{
global.show_frames_per_second = !global.show_frames_per_second;
}
+ else if (strSuffix(cheat_input, ":xsn"))
+ {
+ tile_cursor.xsn_debug = TRUE;
+ }
}
else if (game_status == GAME_MODE_PLAYING)
{
{
key_action |= key_info[i].action | JOY_BUTTON_SNAP;
key_snap_action |= key_info[i].action;
+
+ tape.property_bits |= TAPE_PROPERTY_TAS_KEYS;
}
}
}
// for MM style levels, handle in-game keyboard input in HandleJoystick()
if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
joy |= key_action;
+
+ // for any keyboard event, enable playfield mouse cursor
+ if (key_action && key_status == KEY_PRESSED)
+ SetPlayfieldMouseCursorEnabled(TRUE);
}
}
else
// reset flag to ignore repeated "key pressed" events after key release
ignore_repeated_key = FALSE;
+ // send key release event to global animation event handling
+ HandleGlobalAnimClicks(-1, -1, KEY_RELEASED, FALSE);
+
return;
}
return;
}
+ if (game_status == GAME_MODE_MAIN &&
+ (setup.internal.info_screens_from_main ||
+ leveldir_current->info_screens_from_main) &&
+ (key >= KSYM_KP_1 && key <= KSYM_KP_9))
+ {
+ DrawInfoScreen_FromMainMenu(key - KSYM_KP_1 + 1);
+
+ return;
+ }
+
if (game_status == GAME_MODE_MAIN || game_status == GAME_MODE_PLAYING)
{
if (key == setup.shortcut.save_game)
TapeQuickSave();
else if (key == setup.shortcut.load_game)
TapeQuickLoad();
+ else if (key == setup.shortcut.restart_game)
+ TapeRestartGame();
+ else if (key == setup.shortcut.pause_before_end)
+ TapeReplayAndPauseBeforeEnd();
else if (key == setup.shortcut.toggle_pause)
TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
HandleSoundButtonKeys(key);
}
+ if (game_status == GAME_MODE_SCOREINFO)
+ {
+ HandleScreenGadgetKeys(key);
+ }
+
if (game_status == GAME_MODE_PLAYING && !network_playing)
{
int centered_player_nr_next = -999;
if (HandleGadgetsKeyInput(key))
return; // do not handle already processed keys again
+ // special case: on "space" key, either continue playing or go to main menu
+ if (game_status == GAME_MODE_SCORES && key == KSYM_space)
+ {
+ HandleHallOfFame(0, 0, 0, 0, MB_MENU_CONTINUE);
+
+ return;
+ }
+
switch (game_status)
{
case GAME_MODE_PSEUDO_TYPENAME:
- HandleTypeName(0, key);
+ case GAME_MODE_PSEUDO_TYPENAMES:
+ HandleTypeName(key);
break;
case GAME_MODE_TITLE:
case GAME_MODE_MAIN:
+ case GAME_MODE_NAMES:
case GAME_MODE_LEVELS:
case GAME_MODE_LEVELNR:
case GAME_MODE_SETUP:
case GAME_MODE_INFO:
case GAME_MODE_SCORES:
+ case GAME_MODE_SCOREINFO:
if (anyTextGadgetActiveOrJustFinished && key != KSYM_Escape)
break;
HandleTitleScreen(0, 0, 0, 0, MB_MENU_CHOICE);
else if (game_status == GAME_MODE_MAIN)
HandleMainMenu(0, 0, 0, 0, MB_MENU_CHOICE);
+ else if (game_status == GAME_MODE_NAMES)
+ HandleChoosePlayerName(0, 0, 0, 0, MB_MENU_CHOICE);
else if (game_status == GAME_MODE_LEVELS)
HandleChooseLevelSet(0, 0, 0, 0, MB_MENU_CHOICE);
else if (game_status == GAME_MODE_LEVELNR)
HandleInfoScreen(0, 0, 0, 0, MB_MENU_CHOICE);
else if (game_status == GAME_MODE_SCORES)
HandleHallOfFame(0, 0, 0, 0, MB_MENU_CHOICE);
+ else if (game_status == GAME_MODE_SCOREINFO)
+ HandleScoreInfo(0, 0, 0, 0, MB_MENU_CHOICE);
break;
case KSYM_Escape:
if (game_status == GAME_MODE_TITLE)
HandleTitleScreen(0, 0, 0, 0, MB_MENU_LEAVE);
+ else if (game_status == GAME_MODE_NAMES)
+ HandleChoosePlayerName(0, 0, 0, 0, MB_MENU_LEAVE);
else if (game_status == GAME_MODE_LEVELS)
HandleChooseLevelSet(0, 0, 0, 0, MB_MENU_LEAVE);
else if (game_status == GAME_MODE_LEVELNR)
HandleInfoScreen(0, 0, 0, 0, MB_MENU_LEAVE);
else if (game_status == GAME_MODE_SCORES)
HandleHallOfFame(0, 0, 0, 0, MB_MENU_LEAVE);
+ else if (game_status == GAME_MODE_SCOREINFO)
+ HandleScoreInfo(0, 0, 0, 0, MB_MENU_LEAVE);
break;
case KSYM_Page_Up:
- if (game_status == GAME_MODE_LEVELS)
+ if (game_status == GAME_MODE_NAMES)
+ HandleChoosePlayerName(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
+ else if (game_status == GAME_MODE_LEVELS)
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);
HandleInfoScreen(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
else if (game_status == GAME_MODE_SCORES)
HandleHallOfFame(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
+ else if (game_status == GAME_MODE_SCOREINFO)
+ HandleScoreInfo(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
break;
case KSYM_Page_Down:
- if (game_status == GAME_MODE_LEVELS)
+ if (game_status == GAME_MODE_NAMES)
+ HandleChoosePlayerName(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
+ else if (game_status == GAME_MODE_LEVELS)
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);
HandleInfoScreen(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
else if (game_status == GAME_MODE_SCORES)
HandleHallOfFame(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
+ else if (game_status == GAME_MODE_SCOREINFO)
+ HandleScoreInfo(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
break;
default:
switch (key)
{
case KSYM_Escape:
- RequestQuitGame(setup.ask_on_escape);
+ RequestQuitGame(TRUE);
break;
default:
{
int old_xpos = tile_cursor.xpos;
int old_ypos = tile_cursor.ypos;
- int new_xpos = old_xpos;
- int new_ypos = old_ypos;
+ int new_xpos = tile_cursor.xpos + dx;
+ int new_ypos = tile_cursor.ypos + dy;
- if (IN_LEV_FIELD(old_xpos + dx, old_ypos))
- new_xpos = old_xpos + dx;
+ if (!IN_LEV_FIELD(new_xpos, old_ypos) || !IN_SCR_FIELD(new_xpos, old_ypos))
+ new_xpos = old_xpos;
- if (IN_LEV_FIELD(old_xpos, old_ypos + dy))
- new_ypos = old_ypos + dy;
+ if (!IN_LEV_FIELD(old_xpos, new_ypos) || !IN_SCR_FIELD(old_xpos, new_ypos))
+ new_ypos = old_ypos;
SetTileCursorTargetXY(new_xpos, new_ypos);
}
void HandleJoystick(void)
{
- static unsigned int joytest_delay = 0;
- static unsigned int joytest_delay_value = GADGET_FRAME_DELAY;
+ static DelayCounter joytest_delay = { GADGET_FRAME_DELAY };
static int joytest_last = 0;
int delay_value_first = GADGET_FRAME_DELAY_FIRST;
int delay_value = GADGET_FRAME_DELAY;
int up = joy & JOY_UP;
int down = joy & JOY_DOWN;
int button = joy & JOY_BUTTON;
- int newbutton = (AnyJoystickButton() == JOY_BUTTON_NEW_PRESSED);
+ int anybutton = AnyJoystickButton();
+ int newbutton = (anybutton == 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);
+ boolean new_button_event = (anybutton == JOY_BUTTON_NEW_PRESSED ||
+ anybutton == JOY_BUTTON_NEW_RELEASED);
- if (HandleGlobalAnimClicks(-1, -1, newbutton, FALSE))
+ if (new_button_event && HandleGlobalAnimClicks(-1, -1, newbutton, FALSE))
{
// do not handle this button event anymore
return;
}
if (newbutton && (game_status == GAME_MODE_PSEUDO_TYPENAME ||
+ game_status == GAME_MODE_PSEUDO_TYPENAMES ||
anyTextGadgetActive()))
{
// leave name input in main menu or text input gadget
SetTileCursorEnabled(TRUE);
}
- if (joytest && !button && !DelayReached(&joytest_delay, joytest_delay_value))
+ // for any joystick event, enable playfield mouse cursor
+ if (dx || dy || button)
+ SetPlayfieldMouseCursorEnabled(TRUE);
+
+ if (joytest && !button && !DelayReached(&joytest_delay))
{
// 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 =
+ joytest_delay.value =
(use_delay_value_first ? delay_value_first : delay_value);
}
{
case GAME_MODE_TITLE:
case GAME_MODE_MAIN:
+ case GAME_MODE_NAMES:
case GAME_MODE_LEVELS:
case GAME_MODE_LEVELNR:
case GAME_MODE_SETUP:
case GAME_MODE_INFO:
case GAME_MODE_SCORES:
+ case GAME_MODE_SCOREINFO:
{
if (anyTextGadgetActive())
break;
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_NAMES)
+ HandleChoosePlayerName(0,0,dx,dy,newbutton?MB_MENU_CHOICE:MB_MENU_MARK);
else if (game_status == GAME_MODE_LEVELS)
HandleChooseLevelSet(0,0,dx,dy,newbutton?MB_MENU_CHOICE : MB_MENU_MARK);
else if (game_status == GAME_MODE_LEVELNR)
HandleInfoScreen(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
else if (game_status == GAME_MODE_SCORES)
HandleHallOfFame(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
+ else if (game_status == GAME_MODE_SCOREINFO)
+ HandleScoreInfo(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
break;
}