X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fevents.c;h=0dec9df9a52d62b89705f83f9ac61f39f4c560c6;hb=268045d6b06349f1cf10d5cc6f9516b5caa20dea;hp=4bf6da2d2ece4046f314267a48ae0d589eadee8a;hpb=a1bc27d0855dc6fa72c4c361fc1671b2dcc6547b;p=rocksndiamonds.git diff --git a/src/events.c b/src/events.c index 4bf6da2d..0dec9df9 100644 --- a/src/events.c +++ b/src/events.c @@ -1,7 +1,7 @@ /*********************************************************** * Rocks'n'Diamonds -- McDuffin Strikes Back! * *----------------------------------------------------------* -* (c) 1995-2001 Artsoft Entertainment * +* (c) 1995-2002 Artsoft Entertainment * * Holger Schemel * * Detmolder Strasse 189 * * 33604 Bielefeld * @@ -23,23 +23,38 @@ #include "tape.h" #include "network.h" -/* values for key_status */ -#define KEY_NOT_PRESSED FALSE -#define KEY_RELEASED FALSE -#define KEY_PRESSED TRUE + +static boolean cursor_inside_playfield = FALSE; +static boolean playfield_cursor_set = FALSE; +static unsigned long 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 */ + delay problems with lots of mouse motion events when mouse button + not pressed (X11 can handle this with 'PointerMotionHintMask') */ int FilterMouseMotionEvents(const Event *event) { + MotionEvent *motion; + + /* non-motion events are directly passed to event handler functions */ if (event->type != EVENT_MOTIONNOTIFY) return 1; - /* get mouse motion events without pressed button only in level editor */ - if (button_status == MB_RELEASED && game_status != LEVELED) + motion = (MotionEvent *)event; + cursor_inside_playfield = (motion->x >= SX && motion->x < SX + SXSIZE && + motion->y >= SY && motion->y < SY + SYSIZE); + + if (game_status == GAME_MODE_PLAYING && playfield_cursor_set) + { + SetMouseCursor(CURSOR_DEFAULT); + playfield_cursor_set = FALSE; + DelayReached(&playfield_cursor_delay, 0); + } + + /* skip mouse motion events without pressed button outside level editor */ + if (button_status == MB_RELEASED && game_status != GAME_MODE_EDITOR && + game_status != GAME_MODE_PLAYING) return 0; else return 1; @@ -95,12 +110,30 @@ void EventLoop(void) } } else + { + /* when playing, display a special mouse pointer inside the playfield */ + if (game_status == GAME_MODE_PLAYING) + { + if (!playfield_cursor_set && cursor_inside_playfield && + DelayReached(&playfield_cursor_delay, 1000)) + { + SetMouseCursor(CURSOR_PLAYFIELD); + playfield_cursor_set = TRUE; + } + } + else if (playfield_cursor_set) + { + SetMouseCursor(CURSOR_DEFAULT); + playfield_cursor_set = FALSE; + } + HandleNoEvent(); + } /* don't use all CPU time when idle; the main loop while playing has its own synchronization and is CPU friendly, too */ - if (game_status == PLAYING) + if (game_status == GAME_MODE_PLAYING) HandleGameActions(); else { @@ -112,7 +145,7 @@ void EventLoop(void) /* refresh window contents from drawing buffer, if needed */ BackToFront(); - if (game_status == EXITGAME) + if (game_status == GAME_MODE_QUIT) return; } } @@ -126,7 +159,11 @@ void HandleOtherEvents(Event *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: @@ -176,6 +213,16 @@ void ClearEventQueue() } } +void ClearPlayerAction() +{ + int i; + + /* simulate key release events for still pressed keys */ + key_joystick_mapping = 0; + for (i=0; itype==EVENT_KEYPRESS ? KEY_PRESSED : KEY_RELEASED); - boolean with_modifiers = (game_status == PLAYING ? FALSE : TRUE); + boolean with_modifiers = (game_status == GAME_MODE_PLAYING ? FALSE : TRUE); Key key = GetEventKey(event, with_modifiers); + Key keymod = (with_modifiers ? GetEventKey(event, FALSE) : key); + HandleKeyModState(keymod, key_status); HandleKey(key, key_status); } @@ -269,16 +318,11 @@ void HandleFocusEvent(FocusChangeEvent *event) if (event->type == EVENT_FOCUSOUT) { - int i; - KeyboardAutoRepeatOn(); old_joystick_status = joystick.status; joystick.status = JOYSTICK_NOT_AVAILABLE; - /* simulate key release events for still pressed keys */ - key_joystick_mapping = 0; - for (i=0; itype == EVENT_FOCUSIN) { @@ -293,15 +337,15 @@ void HandleFocusEvent(FocusChangeEvent *event) 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 == PLAYING), which is not desired. + (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 == PLAYING) + if (game_status == GAME_MODE_PLAYING) { Delay(100); - KeyboardAutoRepeatOff(); + KeyboardAutoRepeatOffUnlessAutoplay(); } if (old_joystick_status != -1) joystick.status = old_joystick_status; @@ -334,34 +378,34 @@ void HandleButton(int mx, int my, int button) switch(game_status) { - case MAINMENU: + case GAME_MODE_MAIN: HandleMainMenu(mx,my, 0,0, button); break; - case TYPENAME: + case GAME_MODE_PSEUDO_TYPENAME: HandleTypeName(0, KSYM_Return); break; - case CHOOSELEVEL: + case GAME_MODE_LEVELS: HandleChooseLevel(mx,my, 0,0, button); break; - case HALLOFFAME: + case GAME_MODE_SCORES: HandleHallOfFame(0,0, 0,0, button); break; - case LEVELED: + case GAME_MODE_EDITOR: break; - case HELPSCREEN: + case GAME_MODE_INFO: HandleHelpScreen(button); break; - case SETUP: + case GAME_MODE_SETUP: HandleSetupScreen(mx,my, 0,0, button); break; - case PLAYING: + case GAME_MODE_PLAYING: #ifdef DEBUG if (button == MB_RELEASED) { @@ -378,13 +422,17 @@ void HandleButton(int mx, int my, int button) if (!IN_LEV_FIELD(x, y)) break; - printf(" Feld[%d][%d] == %d\n", x,y, Feld[x][y]); + printf(" Feld[%d][%d] == %d ('%s')\n", x,y, Feld[x][y], + element_info[Feld[x][y]].token_name); printf(" Store[%d][%d] == %d\n", x,y, Store[x][y]); printf(" Store2[%d][%d] == %d\n", x,y, Store2[x][y]); printf(" StorePlayer[%d][%d] == %d\n", x,y, StorePlayer[x][y]); printf(" MovPos[%d][%d] == %d\n", x,y, MovPos[x][y]); printf(" MovDir[%d][%d] == %d\n", x,y, MovDir[x][y]); printf(" MovDelay[%d][%d] == %d\n", x,y, MovDelay[x][y]); + printf(" ChangeDelay[%d][%d] == %d\n", x,y, ChangeDelay[x][y]); + printf(" GfxElement[%d][%d] == %d\n", x,y, GfxElement[x][y]); + printf(" GfxAction[%d][%d] == %d\n", x,y, GfxAction[x][y]); printf("\n"); } } @@ -416,8 +464,11 @@ void HandleKey(Key key, int key_status) { &custom_key.bomb, DEFAULT_KEY_BOMB, JOY_BUTTON_2 } }; - if (game_status == PLAYING) + if (game_status == GAME_MODE_PLAYING) { + /* only needed for single-step tape recording mode */ + static boolean clear_button_2[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE }; + static boolean bomb_placed[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE }; int pnr; for (pnr=0; pnr