// (c) 1995-2014 by Artsoft Entertainment
// Holger Schemel
// info@artsoft.org
-// http://www.artsoft.org/
+// https://www.artsoft.org/
// ----------------------------------------------------------------------------
// events.c
// ============================================================================
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 virtual_button_pressed = 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
+// when drawing door/envelope request animations, for example)
+
+int FilterMouseMotionEvents(void *userdata, Event *event)
+{
+ if (event->type == EVENT_MOTIONNOTIFY)
+ {
+ int mouse_x = ((MotionEvent *)event)->x;
+ int mouse_y = ((MotionEvent *)event)->y;
+
+ UpdateRawMousePosition(mouse_x, mouse_y);
+ }
+
+ return 1;
+}
+
// 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')
((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);
+
+ ResetDelayCounter(&special_cursor_delay);
+
+ cursor_mode_last = CURSOR_DEFAULT;
+ }
+ }
+
// 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
- 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;
- }
+ // set correct mouse x/y position (for pointer class global animations)
+ // (this is required in rare cases where the mouse x/y position calculated
+ // from raw values (to apply logical screen size scaling corrections) does
+ // not match the final mouse event x/y position -- this may happen because
+ // the SDL renderer's viewport position is internally represented as float,
+ // but only accessible as integer, which may lead to rounding errors)
+ gfx.mouse_x = motion->x;
+ gfx.mouse_y = motion->y;
// skip mouse motion events without pressed button outside level editor
if (button_status == MB_RELEASED &&
return FALSE;
}
+void StopProcessingEvents(void)
+{
+ stop_processing_events = TRUE;
+}
+
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);
+ stop_processing_events = FALSE;
+
while (NextValidEvent(&event))
{
+ int game_status_last = game_status;
+
switch (event.type)
{
case EVENT_BUTTONPRESS:
HandleKeyEvent((KeyEvent *) &event);
break;
+ case EVENT_USER:
+ HandleUserEvent((UserEvent *) &event);
+ break;
+
default:
HandleOtherEvents(&event);
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
+ if (stop_processing_events)
break;
}
}
{
switch (event->type)
{
- case EVENT_EXPOSE:
- HandleExposeEvent((ExposeEvent *) event);
- break;
-
- 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.
- SleepWhileUnmapped();
-#endif
- break;
-
- case EVENT_FOCUSIN:
- case EVENT_FOCUSOUT:
- HandleFocusEvent((FocusChangeEvent *) event);
- break;
-
- case EVENT_CLIENTMESSAGE:
- HandleClientMessageEvent((ClientMessageEvent *) event);
- break;
-
case SDL_CONTROLLERBUTTONDOWN:
case SDL_CONTROLLERBUTTONUP:
// for any game controller button event, disable overlay buttons
HandleDropEvent(event);
break;
+ case EVENT_QUIT:
+ CloseAllAndExit(0);
+ break;
+
default:
break;
}
// 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);
}
{
// when playing, display a special mouse pointer inside the playfield
+ // display normal pointer if mouse pressed
+ if (button_status != MB_RELEASED)
+ 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();
}
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)
SetTileCursorXY(lx, ly);
}
-void SleepWhileUnmapped(void)
+static Key GetKeyFromGridButton(int grid_button)
{
- boolean window_unmapped = TRUE;
-
- KeyboardAutoRepeatOn();
-
- while (window_unmapped)
- {
- Event event;
-
- if (!WaitValidEvent(&event))
- continue;
-
- switch (event.type)
- {
- case EVENT_BUTTONRELEASE:
- button_status = MB_RELEASED;
- break;
-
- case EVENT_KEYRELEASE:
- key_joystick_mapping = 0;
- break;
-
- case SDL_CONTROLLERBUTTONUP:
- HandleJoystickEvent(&event);
- key_joystick_mapping = 0;
- break;
-
- 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.
- break;
-
- default:
- HandleOtherEvents(&event);
- break;
- }
- }
-
- if (game_status == GAME_MODE_PLAYING)
- KeyboardAutoRepeatOffUnlessAutoplay();
+ return (grid_button == CHAR_GRID_BUTTON_LEFT ? setup.input[0].key.left :
+ grid_button == CHAR_GRID_BUTTON_RIGHT ? setup.input[0].key.right :
+ grid_button == CHAR_GRID_BUTTON_UP ? setup.input[0].key.up :
+ grid_button == CHAR_GRID_BUTTON_DOWN ? setup.input[0].key.down :
+ grid_button == CHAR_GRID_BUTTON_SNAP ? setup.input[0].key.snap :
+ grid_button == CHAR_GRID_BUTTON_DROP ? setup.input[0].key.drop :
+ KSYM_UNDEFINED);
}
-void HandleExposeEvent(ExposeEvent *event)
+#if defined(PLATFORM_ANDROID)
+static boolean CheckVirtualButtonPressed(int mx, int my, int button)
{
+ float touch_x = (float)(mx + video.screen_xoffset) / video.screen_width;
+ float touch_y = (float)(my + video.screen_yoffset) / video.screen_height;
+ int x = touch_x * overlay.grid_xsize;
+ int y = touch_y * overlay.grid_ysize;
+ int grid_button = overlay.grid_button[x][y];
+ Key key = GetKeyFromGridButton(grid_button);
+ int key_status = (button == MB_RELEASED ? KEY_RELEASED : KEY_PRESSED);
+
+ return (key_status == KEY_PRESSED && key != KSYM_UNDEFINED);
}
+#endif
void HandleButtonEvent(ButtonEvent *event)
{
#if DEBUG_EVENTS_BUTTON
- Error(ERR_DEBUG, "BUTTON EVENT: button %d %s, x/y %d/%d\n",
+ Debug("event:button", "button %d %s, x/y %d/%d\n",
event->button,
event->type == EVENT_BUTTONPRESS ? "pressed" : "released",
event->x, event->y);
// 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;
motion_status = TRUE;
#if DEBUG_EVENTS_MOTION
- Error(ERR_DEBUG, "MOTION EVENT: button %d moved, x/y %d/%d\n",
+ Debug("event:motion", "button %d moved, x/y %d/%d\n",
button_status, event->x, event->y);
#endif
#if DEBUG_EVENTS_WHEEL
#if 1
- Error(ERR_DEBUG, "WHEEL EVENT: mouse == %d, x/y == %d/%d\n",
+ Debug("event:wheel", "mouse == %d, x/y == %d/%d\n",
event->which, event->x, event->y);
#else
// (SDL_MOUSEWHEEL_NORMAL/SDL_MOUSEWHEEL_FLIPPED needs SDL 2.0.4 or newer)
- Error(ERR_DEBUG, "WHEEL EVENT: mouse == %d, x/y == %d/%d, direction == %s\n",
+ Debug("event:wheel", "mouse == %d, x/y == %d/%d, direction == %s\n",
event->which, event->x, event->y,
(event->direction == SDL_MOUSEWHEEL_NORMAL ? "SDL_MOUSEWHEEL_NORMAL" :
"SDL_MOUSEWHEEL_FLIPPED"));
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)");
- Error(ERR_DEBUG, "WINDOW EVENT: '%s', %ld, %ld",
+ Debug("event:window", "name: '%s', data1: %ld, data2: %ld",
event_name, event->data1, event->data2);
#endif
if (game_status == GAME_MODE_SETUP)
RedrawSetupScreenAfterFullscreenToggle();
+ UpdateMousePosition();
+
SetWindowTitle();
}
}
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 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)
{
-#if 1
int x = event->x * overlay.grid_xsize;
int y = event->y * overlay.grid_ysize;
int grid_button = overlay.grid_button[x][y];
int grid_button_action = GET_ACTION_FROM_GRID_BUTTON(grid_button);
- Key key = (grid_button == CHAR_GRID_BUTTON_LEFT ? setup.input[0].key.left :
- grid_button == CHAR_GRID_BUTTON_RIGHT ? setup.input[0].key.right :
- grid_button == CHAR_GRID_BUTTON_UP ? setup.input[0].key.up :
- grid_button == CHAR_GRID_BUTTON_DOWN ? setup.input[0].key.down :
- grid_button == CHAR_GRID_BUTTON_SNAP ? setup.input[0].key.snap :
- grid_button == CHAR_GRID_BUTTON_DROP ? setup.input[0].key.drop :
- KSYM_UNDEFINED);
-#else
- float ypos = 1.0 - 1.0 / 3.0 * video.display_width / video.display_height;
- float event_x = (event->x);
- float event_y = (event->y - ypos) / (1 - ypos);
- Key key = (event_x > 0 && event_x < 1.0 / 6.0 &&
- event_y > 2.0 / 3.0 && event_y < 1 ?
- setup.input[0].key.snap :
- event_x > 1.0 / 6.0 && event_x < 1.0 / 3.0 &&
- event_y > 2.0 / 3.0 && event_y < 1 ?
- setup.input[0].key.drop :
- event_x > 7.0 / 9.0 && event_x < 8.0 / 9.0 &&
- event_y > 0 && event_y < 1.0 / 3.0 ?
- setup.input[0].key.up :
- event_x > 6.0 / 9.0 && event_x < 7.0 / 9.0 &&
- event_y > 1.0 / 3.0 && event_y < 2.0 / 3.0 ?
- setup.input[0].key.left :
- event_x > 8.0 / 9.0 && event_x < 1 &&
- event_y > 1.0 / 3.0 && event_y < 2.0 / 3.0 ?
- setup.input[0].key.right :
- event_x > 7.0 / 9.0 && event_x < 8.0 / 9.0 &&
- event_y > 2.0 / 3.0 && event_y < 1 ?
- setup.input[0].key.down :
- KSYM_UNDEFINED);
-#endif
+ Key key = GetKeyFromGridButton(grid_button);
int key_status = (event->type == EVENT_FINGERRELEASE ? KEY_RELEASED :
KEY_PRESSED);
char *key_status_name = (key_status == KEY_RELEASED ? "KEY_RELEASED" :
"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);
- Error(ERR_DEBUG, "::: key '%s' was '%s' [fingerId: %lld]",
+ Debug("event:finger", "key '%s' was '%s' [fingerId: %lld]",
getKeyNameFromKey(key), key_status_name, event->fingerId);
if (key_status == KEY_PRESSED)
if (touch_info[i].touched &&
touch_info[i].finger_id == event->fingerId)
{
- // Error(ERR_DEBUG, "MARK 1: %d", i);
+ // Debug("event:finger", "MARK 1: %d", i);
break;
}
oldest_pos = i;
oldest_counter = touch_info[i].counter;
- // Error(ERR_DEBUG, "MARK 2: %d", i);
+ // Debug("event:finger", "MARK 2: %d", i);
}
if (!touch_info[i].touched)
{
- // Error(ERR_DEBUG, "MARK 3: %d", i);
+ // Debug("event:finger", "MARK 3: %d", i);
break;
}
// all slots allocated -- use oldest slot
i = oldest_pos;
- // Error(ERR_DEBUG, "MARK 4: %d", i);
+ // Debug("event:finger", "MARK 4: %d", i);
}
}
else
{
HandleKey(key, KEY_RELEASED);
- Error(ERR_DEBUG, "=> key == '%s', key_status == '%s' [slot %d] [1]",
+ Debug("event:finger", "key == '%s', key_status == '%s' [slot %d] [1]",
getKeyNameFromKey(key), "KEY_RELEASED", i);
}
}
// 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]",
+ Debug("event:finger", "key == '%s', key_status == '%s' [slot %d] [2]",
getKeyNameFromKey(touch_info[i].key), "KEY_RELEASED", i);
}
{
HandleKey(key, KEY_PRESSED);
- Error(ERR_DEBUG, "=> key == '%s', key_status == '%s' [slot %d] [3]",
+ Debug("event:finger", "key == '%s', key_status == '%s' [slot %d] [3]",
getKeyNameFromKey(key), "KEY_PRESSED", i);
}
}
- 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
{
{
HandleKey(touch_info[i].key, KEY_RELEASED);
- Error(ERR_DEBUG, "=> key == '%s', key_status == '%s' [slot %d] [4]",
+ Debug("event:finger", "key == '%s', key_status == '%s' [slot %d] [4]",
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);
}
}
}
motion_key_x = KSYM_UNDEFINED;
motion_key_y = KSYM_UNDEFINED;
- Error(ERR_DEBUG, "---------- MOVE STARTED (WAIT) ----------");
+ Debug("event:finger", "---------- MOVE STARTED (WAIT) ----------");
}
else
{
HandleKey(button_key, KEY_PRESSED);
- Error(ERR_DEBUG, "---------- SNAP STARTED ----------");
+ Debug("event:finger", "---------- SNAP STARTED ----------");
}
}
else if (event->type == EVENT_FINGERRELEASE)
motion_key_x = KSYM_UNDEFINED;
motion_key_y = KSYM_UNDEFINED;
- Error(ERR_DEBUG, "---------- MOVE STOPPED ----------");
+ Debug("event:finger", "---------- MOVE STOPPED ----------");
}
else if (event->fingerId == button_id)
{
button_key = KSYM_UNDEFINED;
- Error(ERR_DEBUG, "---------- SNAP STOPPED ----------");
+ Debug("event:finger", "---------- SNAP STOPPED ----------");
}
}
else if (event->type == EVENT_FINGERMOTION)
motion_key_x = new_motion_key_x;
motion_key_y = new_motion_key_y;
- Error(ERR_DEBUG, "---------- MOVE STARTED (MOVE) ----------");
+ Debug("event:finger", "---------- MOVE STARTED (MOVE) ----------");
}
}
else if (event->fingerId == button_id)
HandleKey(button_key, KEY_PRESSED);
- Error(ERR_DEBUG, "---------- DROP STARTED ----------");
+ Debug("event:finger", "---------- DROP STARTED ----------");
}
}
}
void HandleFingerEvent(FingerEvent *event)
{
#if DEBUG_EVENTS_FINGER
- Error(ERR_DEBUG, "FINGER EVENT: finger was %s, touch ID %lld, finger ID %lld, x/y %f/%f, dx/dy %f/%f, pressure %f",
+ Debug("event:finger", "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->pressure);
#endif
+ runtime.uses_touch_device = TRUE;
+
if (game_status != GAME_MODE_PLAYING)
return;
ClearPlayerMouseAction();
- Error(ERR_DEBUG, "---------- TOUCH ACTION STARTED ----------");
+ Debug("event:finger", "---------- TOUCH ACTION STARTED ----------");
}
}
else if (button == MB_RELEASED && touched)
else
SetPlayerMouseAction(old_mx, old_my, MB_RELEASED);
- Error(ERR_DEBUG, "---------- TOUCH ACTION STOPPED ----------");
+ Debug("event:finger", "---------- TOUCH ACTION STOPPED ----------");
}
if (touched)
last_button = button_nr;
- Error(ERR_DEBUG, "---------- TOUCH ACTION: ROTATING ----------");
+ Debug("event:finger", "---------- TOUCH ACTION: ROTATING ----------");
}
else
{
SetPlayerMouseAction(old_mx, old_my, MB_RELEASED);
- Error(ERR_DEBUG, "---------- TOUCH ACTION PAUSED ----------");
+ Debug("event:finger", "---------- TOUCH ACTION PAUSED ----------");
}
}
}
ClearPlayerMouseAction();
- Error(ERR_DEBUG, "---------- TOUCH ACTION STARTED ----------");
+ Debug("event:finger", "---------- TOUCH ACTION STARTED ----------");
}
}
else if (button == MB_RELEASED && touched)
else
SetPlayerMouseAction(old_mx, old_my, MB_RELEASED);
- Error(ERR_DEBUG, "---------- TOUCH ACTION STOPPED ----------");
+ Debug("event:finger", "---------- TOUCH ACTION STOPPED ----------");
}
if (touched)
tapped = FALSE;
- Error(ERR_DEBUG, "---------- TOUCH ACTION: ROTATING ----------");
+ Debug("event:finger", "---------- TOUCH ACTION: ROTATING ----------");
}
else
{
SetPlayerMouseAction(old_mx, old_my, MB_RELEASED);
- Error(ERR_DEBUG, "---------- TOUCH ACTION PAUSED ----------");
+ Debug("event:finger", "---------- TOUCH ACTION PAUSED ----------");
}
}
}
motion_key_x = KSYM_UNDEFINED;
motion_key_y = KSYM_UNDEFINED;
- Error(ERR_DEBUG, "---------- TOUCH ACTION STARTED ----------");
+ Debug("event:finger", "---------- TOUCH ACTION STARTED ----------");
}
}
else if (button == MB_RELEASED && touched)
{
if (player_is_dropping)
{
- Error(ERR_DEBUG, "---------- DROP STOPPED ----------");
+ Debug("event:finger", "---------- DROP STOPPED ----------");
HandleKey(setup.input[0].key.drop, KEY_RELEASED);
}
else
{
- Error(ERR_DEBUG, "---------- SNAP STOPPED ----------");
+ Debug("event:finger", "---------- SNAP STOPPED ----------");
HandleKey(setup.input[0].key.snap, KEY_RELEASED);
}
motion_key_x = KSYM_UNDEFINED;
motion_key_y = KSYM_UNDEFINED;
- Error(ERR_DEBUG, "---------- TOUCH ACTION STOPPED ----------");
+ Debug("event:finger", "---------- TOUCH ACTION STOPPED ----------");
}
if (touched)
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;
if (player_is_dropping)
{
- Error(ERR_DEBUG, "---------- DROP STARTED ----------");
+ Debug("event:finger", "---------- DROP STARTED ----------");
HandleKey(setup.input[0].key.drop, KEY_PRESSED);
}
else
{
- Error(ERR_DEBUG, "---------- SNAP STARTED ----------");
+ Debug("event:finger", "---------- SNAP STARTED ----------");
HandleKey(setup.input[0].key.snap, KEY_PRESSED);
}
if (player_is_dropping &&
player_drop_count == getPlayerInventorySize(0))
{
- Error(ERR_DEBUG, "---------- DROP -> SNAP ----------");
+ Debug("event:finger", "---------- DROP -> SNAP ----------");
HandleKey(setup.input[0].key.drop, KEY_RELEASED);
HandleKey(setup.input[0].key.snap, KEY_PRESSED);
if (new_motion_key_x != motion_key_x)
{
- Error(ERR_DEBUG, "---------- %s %s ----------",
+ Debug("event:finger", "---------- %s %s ----------",
started_on_player && !player_is_dropping ? "SNAPPING" : "MOVING",
dx < 0 ? "LEFT" : dx > 0 ? "RIGHT" : "PAUSED");
if (new_motion_key_y != motion_key_y)
{
- Error(ERR_DEBUG, "---------- %s %s ----------",
+ Debug("event:finger", "---------- %s %s ----------",
started_on_player && !player_is_dropping ? "SNAPPING" : "MOVING",
dy < 0 ? "UP" : dy > 0 ? "DOWN" : "PAUSED");
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);
}
}
-static boolean checkTextInputKeyModState(void)
+static boolean checkTextInputKey(Key key)
{
// when playing, only handle raw key events and ignore text input
if (game_status == GAME_MODE_PLAYING)
return FALSE;
- return ((GetKeyModState() & KMOD_TextInput) != KMOD_None);
+ // if Shift or right Alt key is pressed, handle key as text input
+ if ((GetKeyModState() & KMOD_TextInput) != KMOD_None)
+ return TRUE;
+
+ // ignore raw keys as text input when not in text input mode
+ if (KSYM_RAW(key) && !textinput_status)
+ return FALSE;
+
+ // else handle all printable keys as text input
+ return KSYM_PRINTABLE(key);
}
void HandleTextEvent(TextEvent *event)
Key key = getKeyFromKeyName(text);
#if DEBUG_EVENTS_TEXT
- Error(ERR_DEBUG, "TEXT EVENT: text == '%s' [%d byte(s), '%c'/%d], resulting key == %d (%s) [%04x]",
+ Debug("event:text", "text == '%s' [%d byte(s), '%c'/%d], resulting key == %d (%s) [%04x]",
text,
strlen(text),
text[0], (int)(text[0]),
GetKeyModState());
#endif
-#if !defined(HAS_SCREEN_KEYBOARD)
- // non-mobile devices: only handle key input with modifier keys pressed here
- // (every other key input is handled directly as physical key input event)
- if (!checkTextInputKeyModState())
- return;
-#endif
-
- // process text input as "classic" (with uppercase etc.) key input event
- HandleKey(key, KEY_PRESSED);
- HandleKey(key, KEY_RELEASED);
+ if (checkTextInputKey(key))
+ {
+ // process printable keys (with uppercase etc.) in text input mode
+ HandleKey(key, KEY_PRESSED);
+ HandleKey(key, KEY_RELEASED);
+ }
}
void HandlePauseResumeEvent(PauseResumeEvent *event)
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
- Error(ERR_DEBUG, "KEY EVENT: 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);
+
+ // for any other "real" key event, disable overlay touch buttons
+ runtime.uses_touch_device = FALSE;
}
#endif
- HandleKeyModState(keymod, key_status);
+ HandleKeyModState(key, key_status);
- // only handle raw key input without text modifier keys pressed
- if (!checkTextInputKeyModState())
+ // process all keys if not in text input mode or if non-printable keys
+ if (!checkTextInputKey(key))
HandleKey(key, key_status);
}
-void HandleFocusEvent(FocusChangeEvent *event)
+static int HandleDropFileEvent(char *filename)
{
- static int old_joystick_status = -1;
-
- if (event->type == EVENT_FOCUSOUT)
- {
- KeyboardAutoRepeatOn();
- old_joystick_status = joystick.status;
- joystick.status = JOYSTICK_NOT_AVAILABLE;
-
- ClearPlayerAction();
- }
- else if (event->type == EVENT_FOCUSIN)
- {
- /* When there are two Rocks'n'Diamonds windows which overlap and
- the player moves the pointer from one game window to the other,
- a 'FocusOut' event is generated for the window the pointer is
- leaving and a 'FocusIn' event is generated for the window the
- pointer is entering. In some cases, it can happen that the
- 'FocusIn' event is handled by the one game process before the
- 'FocusOut' event by the other game process. In this case the
- X11 environment would end up with activated keyboard auto repeat,
- because unfortunately this is a global setting and not (which
- would be far better) set for each X11 window individually.
- 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. */
-
- if (game_status == GAME_MODE_PLAYING)
- {
- Delay(100);
- KeyboardAutoRepeatOffUnlessAutoplay();
- }
-
- if (old_joystick_status != -1)
- joystick.status = old_joystick_status;
- }
-}
-
-void HandleClientMessageEvent(ClientMessageEvent *event)
-{
- if (CheckCloseWindowEvent(event))
- CloseAllAndExit(0);
-}
-
-static boolean HandleDropFileEvent(char *filename)
-{
- Error(ERR_DEBUG, "DROP FILE EVENT: '%s'", filename);
+ Debug("event:dropfile", "filename == '%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);
+ Warn("file '%s' not supported", filename);
- return FALSE;
+ return TREE_TYPE_UNDEFINED;
}
TreeInfo *tree_node = NULL;
if (directory == NULL)
{
- Error(ERR_WARN, "zip file '%s' has invalid content!", filename);
+ Warn("zip file '%s' has invalid content!", filename);
- return FALSE;
+ return TREE_TYPE_UNDEFINED;
}
if (tree_type == TREE_TYPE_LEVEL_DIR &&
{
// error message already issued by "ExtractZipFileIntoDirectory()"
- return FALSE;
+ return TREE_TYPE_UNDEFINED;
}
// add extracted level or artwork set to tree info structure
// update menu screen (and possibly change current level set)
DrawScreenAfterAddingSet(top_dir, tree_type);
- return TRUE;
+ return tree_type;
}
static void HandleDropTextEvent(char *text)
{
- Error(ERR_DEBUG, "DROP TEXT EVENT: '%s'", text);
+ Debug("event:droptext", "text == '%s'", text);
}
-static void HandleDropCompleteEvent(int files_succeeded, int files_failed)
+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;
- if (files_succeeded > 0 && files_failed > 0)
- Request("New level or artwork set(s) added, "
- "but some dropped file(s) failed!", REQ_CONFIRM);
- else if (files_succeeded > 0)
- Request("New level or artwork set(s) added!", REQ_CONFIRM);
- else if (files_failed > 0)
- Request("Failed to process dropped file(s)!", REQ_CONFIRM);
+ // 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 files_succeeded = 0;
- static int files_failed = 0;
+ 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;
- files_succeeded = 0;
- files_failed = 0;
+ num_level_sets_succeeded = 0;
+ num_artwork_sets_succeeded = 0;
+ num_files_failed = 0;
break;
}
case SDL_DROPFILE:
{
- boolean success = HandleDropFileEvent(event->drop.file);
-
- if (success)
- files_succeeded++;
+ 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
- files_failed++;
+ 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(files_succeeded, files_failed);
+ HandleDropCompleteEvent(num_level_sets_succeeded,
+ num_artwork_sets_succeeded,
+ num_files_failed);
- files_succeeded = 0;
- files_failed = 0;
+ num_level_sets_succeeded = 0;
+ num_artwork_sets_succeeded = 0;
+ num_files_failed = 0;
}
break;
case SDL_DROPCOMPLETE:
{
- HandleDropCompleteEvent(files_succeeded, files_failed);
+ HandleDropCompleteEvent(num_level_sets_succeeded,
+ num_artwork_sets_succeeded,
+ num_files_failed);
break;
}
SDL_free(event->drop.file);
}
+void HandleUserEvent(UserEvent *event)
+{
+ switch (event->code)
+ {
+ case USEREVENT_ANIM_DELAY_ACTION:
+ case USEREVENT_ANIM_EVENT_ACTION:
+ // execute action functions until matching action was found
+ if (DoKeysymAction(event->value1) ||
+ DoGadgetAction(event->value1) ||
+ DoScreenAction(event->value1))
+ return;
+ break;
+
+ default:
+ break;
+ }
+}
+
void HandleButton(int mx, int my, int button, int button_nr)
{
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) &&
- !virtual_button_pressed));
+ !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))
+ if (HandleGlobalAnimClicks(mx, my, button, FALSE))
{
// do not handle this button event anymore
return; // force mouse event not to be handled at all
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:
}
}
-static boolean is_string_suffix(char *string, char *suffix)
-{
- int string_len = strlen(string);
- int suffix_len = strlen(suffix);
-
- if (suffix_len > string_len)
- return FALSE;
-
- return (strEqual(&string[string_len - suffix_len], suffix));
-}
-
#define MAX_CHEAT_INPUT_LEN 32
static void HandleKeysSpecial(Key key)
cheat_input[cheat_input_len] = '\0';
#if DEBUG_EVENTS_KEY
- Error(ERR_DEBUG, "SPECIAL KEY '%s' [%d]\n", cheat_input, cheat_input_len);
+ Debug("event:key:special", "'%s' [%d]", cheat_input, cheat_input_len);
#endif
if (game_status == GAME_MODE_MAIN)
{
- if (is_string_suffix(cheat_input, ":insert-solution-tape") ||
- is_string_suffix(cheat_input, ":ist"))
+ if (strSuffix(cheat_input, ":insert-solution-tape") ||
+ strSuffix(cheat_input, ":ist"))
{
InsertSolutionTape();
}
- else if (is_string_suffix(cheat_input, ":play-solution-tape") ||
- is_string_suffix(cheat_input, ":pst"))
+ else if (strSuffix(cheat_input, ":play-solution-tape") ||
+ strSuffix(cheat_input, ":pst"))
{
PlaySolutionTape();
}
- else if (is_string_suffix(cheat_input, ":reload-graphics") ||
- is_string_suffix(cheat_input, ":rg"))
+ else if (strSuffix(cheat_input, ":reload-graphics") ||
+ strSuffix(cheat_input, ":rg"))
{
ReloadCustomArtwork(1 << ARTWORK_TYPE_GRAPHICS);
DrawMainMenu();
}
- else if (is_string_suffix(cheat_input, ":reload-sounds") ||
- is_string_suffix(cheat_input, ":rs"))
+ else if (strSuffix(cheat_input, ":reload-sounds") ||
+ strSuffix(cheat_input, ":rs"))
{
ReloadCustomArtwork(1 << ARTWORK_TYPE_SOUNDS);
DrawMainMenu();
}
- else if (is_string_suffix(cheat_input, ":reload-music") ||
- is_string_suffix(cheat_input, ":rm"))
+ else if (strSuffix(cheat_input, ":reload-music") ||
+ strSuffix(cheat_input, ":rm"))
{
ReloadCustomArtwork(1 << ARTWORK_TYPE_MUSIC);
DrawMainMenu();
}
- else if (is_string_suffix(cheat_input, ":reload-artwork") ||
- is_string_suffix(cheat_input, ":ra"))
+ else if (strSuffix(cheat_input, ":reload-artwork") ||
+ strSuffix(cheat_input, ":ra"))
{
ReloadCustomArtwork(1 << ARTWORK_TYPE_GRAPHICS |
1 << ARTWORK_TYPE_SOUNDS |
1 << ARTWORK_TYPE_MUSIC);
DrawMainMenu();
}
- else if (is_string_suffix(cheat_input, ":dump-level") ||
- is_string_suffix(cheat_input, ":dl"))
+ else if (strSuffix(cheat_input, ":dump-level") ||
+ strSuffix(cheat_input, ":dl"))
{
DumpLevel(&level);
}
- else if (is_string_suffix(cheat_input, ":dump-tape") ||
- is_string_suffix(cheat_input, ":dt"))
+ else if (strSuffix(cheat_input, ":dump-tape") ||
+ strSuffix(cheat_input, ":dt"))
{
DumpTape(&tape);
}
- else if (is_string_suffix(cheat_input, ":fix-tape") ||
- is_string_suffix(cheat_input, ":ft"))
+ else if (strSuffix(cheat_input, ":undo-tape") ||
+ strSuffix(cheat_input, ":ut"))
{
- /* fix single-player tapes that contain player input for more than one
- player (due to a bug in 3.3.1.2 and earlier versions), which results
- 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
- for (i = 1; i < MAX_PLAYERS; i++)
- tape.player_participates[i] = FALSE;
-
- tape.changed = TRUE;
+ UndoTape();
+ }
+ else if (strSuffix(cheat_input, ":fix-tape") ||
+ strSuffix(cheat_input, ":ft"))
+ {
+ FixTape_ForceSinglePlayer();
}
- else if (is_string_suffix(cheat_input, ":save-native-level") ||
- is_string_suffix(cheat_input, ":snl"))
+ else if (strSuffix(cheat_input, ":save-native-level") ||
+ strSuffix(cheat_input, ":snl"))
{
SaveNativeLevel(&level);
}
- else if (is_string_suffix(cheat_input, ":frames-per-second") ||
- is_string_suffix(cheat_input, ":fps"))
+ else if (strSuffix(cheat_input, ":frames-per-second") ||
+ strSuffix(cheat_input, ":fps"))
{
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)
{
#ifdef DEBUG
- if (is_string_suffix(cheat_input, ".q"))
+ if (strSuffix(cheat_input, ".q"))
DEBUG_SetMaximumDynamite();
#endif
}
else if (game_status == GAME_MODE_EDITOR)
{
- if (is_string_suffix(cheat_input, ":dump-brush") ||
- is_string_suffix(cheat_input, ":DB"))
+ if (strSuffix(cheat_input, ":dump-brush") ||
+ strSuffix(cheat_input, ":DB"))
{
DumpBrush();
}
- else if (is_string_suffix(cheat_input, ":DDB"))
+ else if (strSuffix(cheat_input, ":DDB"))
{
DumpBrush_Small();
}
{
CopyClipboardToBrush();
}
+ else if (letter == 'z') // undo or redo last operation
+ {
+ if (GetKeyModState() & KMOD_Shift)
+ RedoLevelEditorOperation();
+ else
+ UndoLevelEditorOperation();
+ }
}
}
// 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"))
+ if (strSuffix(cheat_input, ":dump-event-actions") ||
+ strSuffix(cheat_input, ":dea") ||
+ strSuffix(cheat_input, ":DEA"))
{
DumpGadgetIdentifiers();
DumpScreenIdentifiers();
SetVideoFrameDelay(GameFrameDelay);
if (GameFrameDelay > ONE_SECOND_DELAY)
- Error(ERR_INFO, "frame delay == %d ms", GameFrameDelay);
+ Debug("event:key:debug", "frame delay == %d ms", GameFrameDelay);
else if (GameFrameDelay != 0)
- Error(ERR_INFO, "frame delay == %d ms (max. %d fps / %d %%)",
+ Debug("event:key:debug", "frame delay == %d ms (max. %d fps / %d %%)",
GameFrameDelay, ONE_SECOND_DELAY / GameFrameDelay,
GAME_FRAME_DELAY * 100 / GameFrameDelay);
else
- Error(ERR_INFO, "frame delay == 0 ms (maximum speed)");
+ Debug("event:key:debug", "frame delay == 0 ms (maximum speed)");
return TRUE;
}
{
options.debug = !options.debug;
- Error(ERR_INFO, "debug mode %s",
+ Debug("event:key:debug", "debug mode %s",
(options.debug ? "enabled" : "disabled"));
return TRUE;
}
else if (key == KSYM_v)
{
- Error(ERR_INFO, "currently using game engine version %d",
+ Debug("event:key:debug", "currently using game engine version %d",
game.engine_version);
return TRUE;
{
key_action |= key_info[i].action | JOY_BUTTON_SNAP;
key_snap_action |= key_info[i].action;
+
+ tape.property_bits |= TAPE_PROPERTY_TAS_KEYS;
}
}
}
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)
joy |= key_action;
+
+ // for any keyboard event, enable playfield mouse cursor
+ if (key_action && key_status == KEY_PRESSED)
+ SetPlayfieldMouseCursorEnabled(TRUE);
}
}
else
{
setup.fullscreen = !setup.fullscreen;
- ToggleFullscreenOrChangeWindowScalingIfNeeded();
+ ToggleFullscreenIfNeeded();
if (game_status == GAME_MODE_SETUP)
RedrawSetupScreenAfterFullscreenToggle();
+ UpdateMousePosition();
+
// set flag to ignore repeated "key pressed" events
ignore_repeated_key = TRUE;
else if (setup.window_scaling_percent > MAX_WINDOW_SCALING_PERCENT)
setup.window_scaling_percent = MAX_WINDOW_SCALING_PERCENT;
- ToggleFullscreenOrChangeWindowScalingIfNeeded();
+ ChangeWindowScalingIfNeeded();
if (game_status == GAME_MODE_SETUP)
RedrawSetupScreenAfterFullscreenToggle();
+ UpdateMousePosition();
+
return;
}
- if (HandleGlobalAnimClicks(-1, -1, (key == KSYM_space ||
- key == KSYM_Return ||
- key == KSYM_Escape)))
+ // some key events are handled like clicks for global animations
+ boolean click = (key == KSYM_space ||
+ key == KSYM_Return ||
+ key == KSYM_Escape);
+
+ if (click && HandleGlobalAnimClicks(-1, -1, MB_LEFTBUTTON, TRUE))
{
// do not handle this key event anymore
if (key != KSYM_Escape) // always allow ESC key to be handled
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 dy = (up ? -1 : down ? 1 : 0);
boolean use_delay_value_first = (joytest != joytest_last);
- if (HandleGlobalAnimClicks(-1, -1, newbutton))
+ if (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;
}
return;
}
- if (tape.single_step && tape.recording && tape.pausing && !tape.use_mouse)
- {
- if (joystick & JOY_ACTION)
- TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
- }
- else if (tape.recording && tape.pausing && !tape.use_mouse)
+ if (tape.recording && tape.pausing && tape.use_key_actions)
{
- 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)