/* 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)
+static int FilterEvents(const Event *event)
{
MotionEvent *motion;
return 0;
#endif
+ if (event->type == EVENT_BUTTONPRESS ||
+ event->type == EVENT_BUTTONRELEASE)
+ {
+ ((ButtonEvent *)event)->x -= video.screen_xoffset;
+ ((ButtonEvent *)event)->y -= video.screen_yoffset;
+ }
+ else if (event->type == EVENT_MOTIONNOTIFY)
+ {
+ ((MotionEvent *)event)->x -= video.screen_xoffset;
+ ((MotionEvent *)event)->y -= video.screen_yoffset;
+ }
+
/* non-motion events are directly passed to event handler functions */
if (event->type != EVENT_MOTIONNOTIFY)
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
handling the last of a row of mouse motion events in the event queue) */
-boolean SkipPressedMouseMotionEvent(const Event *event)
+static 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;
}
-/* 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 */
+/* this is especially needed for event modifications for the Android target:
+ if mouse coordinates should be modified in the event filter function,
+ using a properly installed SDL event filter does not work, because in
+ the event filter, mouse coordinates in the event structure are still
+ physical pixel positions, not logical (scaled) screen positions, so this
+ has to be handled at a later stage in the event processing functions
+ (when device pixel positions are already converted to screen positions) */
boolean NextValidEvent(Event *event)
{
NextEvent(event);
- if (FilterEventsExt(event))
+ if (FilterEvents(event))
handle_this_event = TRUE;
if (SkipPressedMouseMotionEvent(event))
event->x, event->y);
#endif
+#if defined(HAS_SCREEN_KEYBOARD)
+ if (video.shifted_up)
+ event->y += video.shifted_up_pos;
+#endif
+
motion_status = FALSE;
if (event->type == EVENT_BUTTONPRESS)
SDLRedrawWindow();
#endif
- if (event->event == SDL_WINDOWEVENT_RESIZED && !video.fullscreen_enabled)
+ if (event->event == SDL_WINDOWEVENT_RESIZED)
{
- int new_window_width = event->data1;
- int new_window_height = event->data2;
-
- // if window size has changed after resizing, calculate new scaling factor
- if (new_window_width != video.window_width ||
- new_window_height != video.window_height)
+ if (!video.fullscreen_enabled)
{
- int new_xpercent = (100 * new_window_width / video.width);
- int new_ypercent = (100 * new_window_height / video.height);
+ int new_window_width = event->data1;
+ int new_window_height = event->data2;
- // (extreme window scaling allowed, but cannot be saved permanently)
- video.window_scaling_percent = MIN(new_xpercent, new_ypercent);
- setup.window_scaling_percent =
- MIN(MAX(MIN_WINDOW_SCALING_PERCENT, video.window_scaling_percent),
- MAX_WINDOW_SCALING_PERCENT);
+ // if window size has changed after resizing, calculate new scaling factor
+ if (new_window_width != video.window_width ||
+ new_window_height != video.window_height)
+ {
+ int new_xpercent = (100 * new_window_width / video.screen_width);
+ int new_ypercent = (100 * new_window_height / video.screen_height);
+
+ // (extreme window scaling allowed, but cannot be saved permanently)
+ video.window_scaling_percent = MIN(new_xpercent, new_ypercent);
+ setup.window_scaling_percent =
+ MIN(MAX(MIN_WINDOW_SCALING_PERCENT, video.window_scaling_percent),
+ MAX_WINDOW_SCALING_PERCENT);
+
+ video.window_width = new_window_width;
+ video.window_height = new_window_height;
+
+ if (game_status == GAME_MODE_SETUP)
+ RedrawSetupScreenAfterFullscreenToggle();
- video.window_width = new_window_width;
- video.window_height = new_window_height;
+ SetWindowTitle();
+ }
+ }
+#if defined(PLATFORM_ANDROID)
+ else
+ {
+ int new_display_width = event->data1;
+ int new_display_height = event->data2;
- if (game_status == GAME_MODE_SETUP)
- RedrawSetupScreenAfterFullscreenToggle();
+ // if fullscreen display size has changed, device has been rotated
+ if (new_display_width != video.display_width ||
+ new_display_height != video.display_height)
+ {
+ video.display_width = new_display_width;
+ video.display_height = new_display_height;
- SetWindowTitle();
+ SDLSetScreenProperties();
+ }
}
+#endif
}
}
static float button_x1, button_y1;
static SDL_FingerID motion_id = -1;
static SDL_FingerID button_id = -1;
- int move_trigger_distance_percent = 2; // percent of touchpad width/height
- int drop_trigger_distance_percent = 5; // percent of touchpad width/height
+ int move_trigger_distance_percent = setup.touch.move_distance;
+ int drop_trigger_distance_percent = setup.touch.drop_distance;
float move_trigger_distance = (float)move_trigger_distance_percent / 100;
float drop_trigger_distance = (float)drop_trigger_distance_percent / 100;
float event_x = event->x;
if (game_status != GAME_MODE_PLAYING)
return;
+ if (strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER))
+ return;
+
if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
{
int key_status = (event->type == EVENT_FINGERRELEASE ? KEY_RELEASED :
KEY_PRESSED);
- Key key = (event->x < 1.0 / 3.0 ?
- (event->y < 1.0 / 2.0 ? setup.input[0].key.snap :
- setup.input[0].key.drop) :
- event->x > 2.0 / 3.0 ?
- (event->y < 1.0 / 3.0 ? setup.input[0].key.up :
- event->y > 2.0 / 3.0 ? setup.input[0].key.down :
- event->x < 5.0 / 6.0 ? setup.input[0].key.left :
- setup.input[0].key.right) :
+ float ypos = 1.0 - 1.0 / 3.0 * video.display_width / video.display_height;
+
+ 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);
+
char *key_status_name = (key_status == KEY_RELEASED ? "KEY_RELEASED" :
"KEY_PRESSED");
int i;
}
}
+static void HandleFollowFinger(int mx, int my, int button)
+{
+ static int old_mx = 0, old_my = 0;
+ static Key motion_key_x = KSYM_UNDEFINED;
+ static Key motion_key_y = KSYM_UNDEFINED;
+ static boolean started_on_player = FALSE;
+ static boolean player_is_dropping = FALSE;
+ static int player_drop_count = 0;
+ static int last_player_x = -1;
+ static int last_player_y = -1;
+
+ if (!strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER))
+ return;
+
+ if (button == MB_PRESSED && IN_GFX_FIELD_PLAY(mx, my))
+ {
+ touch_info[0].touched = TRUE;
+ touch_info[0].key = 0;
+
+ old_mx = mx;
+ old_my = my;
+
+ if (!motion_status)
+ {
+ started_on_player = FALSE;
+ player_is_dropping = FALSE;
+ player_drop_count = 0;
+ last_player_x = -1;
+ last_player_y = -1;
+
+ motion_key_x = KSYM_UNDEFINED;
+ motion_key_y = KSYM_UNDEFINED;
+
+ Error(ERR_DEBUG, "---------- TOUCH ACTION STARTED ----------");
+ }
+ }
+ else if (button == MB_RELEASED && touch_info[0].touched)
+ {
+ touch_info[0].touched = FALSE;
+ touch_info[0].key = 0;
+
+ old_mx = 0;
+ old_my = 0;
+
+ if (motion_key_x != KSYM_UNDEFINED)
+ HandleKey(motion_key_x, KEY_RELEASED);
+ if (motion_key_y != KSYM_UNDEFINED)
+ HandleKey(motion_key_y, KEY_RELEASED);
+
+ if (started_on_player)
+ {
+ if (player_is_dropping)
+ {
+ Error(ERR_DEBUG, "---------- DROP STOPPED ----------");
+
+ HandleKey(setup.input[0].key.drop, KEY_RELEASED);
+ }
+ else
+ {
+ Error(ERR_DEBUG, "---------- 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 ----------");
+ }
+
+ if (touch_info[0].touched)
+ {
+ int src_x = local_player->jx;
+ int src_y = local_player->jy;
+ int dst_x = getLevelFromScreenX(old_mx);
+ int dst_y = getLevelFromScreenY(old_my);
+ int dx = dst_x - src_x;
+ int dy = dst_y - src_y;
+ Key new_motion_key_x = (dx < 0 ? setup.input[0].key.left :
+ dx > 0 ? setup.input[0].key.right :
+ KSYM_UNDEFINED);
+ Key new_motion_key_y = (dy < 0 ? setup.input[0].key.up :
+ dy > 0 ? setup.input[0].key.down :
+ KSYM_UNDEFINED);
+
+ if (dx != 0 && dy != 0 && ABS(dx) != ABS(dy) &&
+ (last_player_x != local_player->jx ||
+ last_player_y != local_player->jy))
+ {
+ // in case of asymmetric diagonal movement, use "preferred" direction
+
+ 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;
+ else
+ local_player->last_move_dir = last_move_dir;
+
+ // (required to prevent accidentally forcing direction for next movement)
+ last_player_x = local_player->jx;
+ last_player_y = local_player->jy;
+ }
+
+ if (button == MB_PRESSED && !motion_status && dx == 0 && dy == 0)
+ {
+ started_on_player = TRUE;
+ player_drop_count = getPlayerInventorySize(0);
+ player_is_dropping = (player_drop_count > 0);
+
+ if (player_is_dropping)
+ {
+ Error(ERR_DEBUG, "---------- DROP STARTED ----------");
+
+ HandleKey(setup.input[0].key.drop, KEY_PRESSED);
+ }
+ else
+ {
+ Error(ERR_DEBUG, "---------- SNAP STARTED ----------");
+
+ HandleKey(setup.input[0].key.snap, KEY_PRESSED);
+ }
+ }
+ else if (dx != 0 || dy != 0)
+ {
+ if (player_is_dropping &&
+ player_drop_count == getPlayerInventorySize(0))
+ {
+ Error(ERR_DEBUG, "---------- DROP -> SNAP ----------");
+
+ HandleKey(setup.input[0].key.drop, KEY_RELEASED);
+ HandleKey(setup.input[0].key.snap, KEY_PRESSED);
+
+ player_is_dropping = FALSE;
+ }
+ }
+
+ if (new_motion_key_x != motion_key_x)
+ {
+ Error(ERR_DEBUG, "---------- %s %s ----------",
+ started_on_player && !player_is_dropping ? "SNAPPING" : "MOVING",
+ dx < 0 ? "LEFT" : dx > 0 ? "RIGHT" : "PAUSED");
+
+ if (motion_key_x != KSYM_UNDEFINED)
+ HandleKey(motion_key_x, KEY_RELEASED);
+ if (new_motion_key_x != KSYM_UNDEFINED)
+ HandleKey(new_motion_key_x, KEY_PRESSED);
+ }
+
+ if (new_motion_key_y != motion_key_y)
+ {
+ Error(ERR_DEBUG, "---------- %s %s ----------",
+ started_on_player && !player_is_dropping ? "SNAPPING" : "MOVING",
+ dy < 0 ? "UP" : dy > 0 ? "DOWN" : "PAUSED");
+
+ if (motion_key_y != KSYM_UNDEFINED)
+ HandleKey(motion_key_y, KEY_RELEASED);
+ if (new_motion_key_y != KSYM_UNDEFINED)
+ HandleKey(new_motion_key_y, KEY_PRESSED);
+ }
+
+ motion_key_x = new_motion_key_x;
+ motion_key_y = new_motion_key_y;
+ }
+}
+
static boolean checkTextInputKeyModState()
{
// when playing, only handle raw key events and ignore text input
GetKeyModState());
#endif
-#if defined(PLATFORM_ANDROID)
- if (game_status == GAME_MODE_PSEUDO_TYPENAME)
- {
- HandleTypeName(0, key);
-
+#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
- // only handle key input with text modifier keys pressed
- if (checkTextInputKeyModState())
- {
- HandleKey(key, KEY_PRESSED);
- HandleKey(key, KEY_RELEASED);
- }
+ // process text input as "classic" (with uppercase etc.) key input event
+ HandleKey(key, KEY_PRESSED);
+ HandleKey(key, KEY_RELEASED);
}
void HandlePauseResumeEvent(PauseResumeEvent *event)
}
#if defined(PLATFORM_ANDROID)
- // !!! for now, do not handle gadgets when playing -- maybe fix this !!!
- if (game_status != GAME_MODE_PLAYING &&
+ // when playing, only handle gadgets when using "follow finger" controls
+ boolean handle_gadgets =
+ (game_status != GAME_MODE_PLAYING ||
+ strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER));
+
+ if (handle_gadgets &&
HandleGadgets(mx, my, button))
{
/* do not handle this button event anymore */
HandleSetupScreen(mx, my, 0, 0, button);
break;
+#if defined(TARGET_SDL2)
case GAME_MODE_PLAYING:
+ HandleFollowFinger(mx, my, button);
+#endif
+
#ifdef DEBUG
- if (button == MB_PRESSED && !motion_status && IN_GFX_FIELD_PLAY(mx, my))
- DumpTile(LEVELX((mx - SX) / TILESIZE_VAR),
- LEVELY((my - SY) / TILESIZE_VAR));
- // DumpTile(LEVELX((mx - SX) / TILEX), LEVELY((my - SY) / TILEY));
+ if (button == MB_PRESSED && !motion_status && IN_GFX_FIELD_PLAY(mx, my) &&
+ GetKeyModState() & KMOD_Control)
+ DumpTileFromScreen(mx, my);
#endif
+
break;
default:
if (game_status == GAME_MODE_PLAYING || !setup.debug.frame_delay_game_only)
{
- boolean mod_key_pressed = ((GetKeyModState() & KMOD_Control) ||
- (GetKeyModState() & KMOD_Alt) ||
- (GetKeyModState() & KMOD_Meta));
+ boolean mod_key_pressed = (GetKeyModState() != KMOD_None);
for (i = 0; i < NUM_DEBUG_FRAME_DELAY_KEYS; i++)
{
if (key == setup.debug.frame_delay_key[i] &&
- (mod_key_pressed || !setup.debug.frame_delay_use_mod_key))
+ (mod_key_pressed == setup.debug.frame_delay_use_mod_key))
{
GameFrameDelay = (GameFrameDelay != setup.debug.frame_delay[i] ?
- setup.debug.frame_delay[i] : GAME_FRAME_DELAY);
+ setup.debug.frame_delay[i] : setup.game_frame_delay);
if (!setup.debug.frame_delay_game_only)
MenuFrameDelay = GameFrameDelay;
return;
}
- if ((key == KSYM_minus ||
- key == KSYM_plus ||
- key == KSYM_equal || // ("Shift-=" is "+" on US keyboards)
- key == KSYM_0) &&
- ((GetKeyModState() & KMOD_Control) ||
- (GetKeyModState() & KMOD_Alt) ||
- (GetKeyModState() & KMOD_Meta)) &&
+ if ((key == KSYM_0 || key == KSYM_KP_0 ||
+ key == KSYM_minus || key == KSYM_KP_Subtract ||
+ key == KSYM_plus || key == KSYM_KP_Add ||
+ key == KSYM_equal) && // ("Shift-=" is "+" on US keyboards)
+ (GetKeyModState() & (KMOD_Control | KMOD_Meta)) &&
video.window_scaling_available &&
!video.fullscreen_enabled)
{
- if (key == KSYM_0)
+ if (key == KSYM_0 || key == KSYM_KP_0)
setup.window_scaling_percent = STD_WINDOW_SCALING_PERCENT;
+ else if (key == KSYM_minus || key == KSYM_KP_Subtract)
+ setup.window_scaling_percent -= STEP_WINDOW_SCALING_PERCENT;
else
- setup.window_scaling_percent +=
- (key == KSYM_minus ? -1 : +1) * STEP_WINDOW_SCALING_PERCENT;
+ setup.window_scaling_percent += STEP_WINDOW_SCALING_PERCENT;
if (setup.window_scaling_percent < MIN_WINDOW_SCALING_PERCENT)
setup.window_scaling_percent = MIN_WINDOW_SCALING_PERCENT;
HandleLevelEditorIdle();
break;
+#if defined(TARGET_SDL2)
+ case GAME_MODE_PLAYING:
+ HandleFollowFinger(-1, -1, -1);
+ break;
+#endif
+
default:
break;
}