X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fevents.c;h=1866e7ae79d00373ecab208209ad6cd5765c596b;hb=370a25a79d2e8df1e6e3e4cb4be39496d0190c28;hp=dc398df7fe5870ab51767fb52292154ff615a649;hpb=1146572677fd6858df5fc1fabfd7f7294bdefed7;p=rocksndiamonds.git diff --git a/src/events.c b/src/events.c index dc398df7..1866e7ae 100644 --- a/src/events.c +++ b/src/events.c @@ -20,8 +20,14 @@ #include "misc.h" #include "tape.h" #include "joystick.h" +#include "buttons.h" #include "network.h" +/* values for key_status */ +#define KEY_NOT_PRESSED FALSE +#define KEY_RELEASED FALSE +#define KEY_PRESSED TRUE + void EventLoop(void) { while(1) @@ -62,28 +68,12 @@ void EventLoop(void) if (game_status != PLAYING) { XSync(display, FALSE); - Delay(10); - } - - - -#if 0 - else /* got no event, but don't be lazy... */ - { - HandleNoXEvent(); - - /* 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) - { - XSync(display, FALSE); + if (!XPending(display)) /* delay only if no pending events */ Delay(10); - } } -#endif - + /* refresh window contents from drawing buffer, if needed */ + BackToFront(); if (game_status == EXITGAME) return; @@ -180,7 +170,7 @@ void SleepWhileUnmapped() } } - if (game_status==PLAYING) + if (game_status == PLAYING) XAutoRepeatOff(display); } @@ -189,7 +179,7 @@ void HandleExposeEvent(XExposeEvent *event) int x = event->x, y = event->y; int width = event->width, height = event->height; - if (setup.direct_draw_on && game_status==PLAYING) + if (setup.direct_draw && game_status==PLAYING) { int xx,yy; int x1 = (x-SX)/TILEX, y1 = (y-SY)/TILEY; @@ -206,7 +196,7 @@ void HandleExposeEvent(XExposeEvent *event) SetDrawtoField(DRAW_DIRECT); } - if (setup.soft_scrolling_on && game_status == PLAYING) + if (setup.soft_scrolling && game_status == PLAYING) { int fx = FX, fy = FY; @@ -227,7 +217,7 @@ void HandleButtonEvent(XButtonEvent *event) { motion_status = FALSE; - if (event->type==ButtonPress) + if (event->type == ButtonPress) button_status = event->button; else button_status = MB_RELEASED; @@ -237,16 +227,44 @@ void HandleButtonEvent(XButtonEvent *event) void HandleMotionEvent(XMotionEvent *event) { + Window root, child; + int root_x, root_y; + int win_x, win_y; + unsigned int mask; + + if (!XQueryPointer(display, window, &root, &child, &root_x, &root_y, + &win_x, &win_y, &mask)) + return; + + if (!button_status && game_status != LEVELED) + return; + motion_status = TRUE; - HandleButton(event->x, event->y, button_status); + HandleButton(win_x, win_y, button_status); } void HandleKeyEvent(XKeyEvent *event) { int key_status = (event->type == KeyPress ? KEY_PRESSED : KEY_RELEASED); - unsigned int event_state = (game_status != PLAYING ? event->state : 0); - KeySym key = XLookupKeysym(event, event_state); + KeySym key; + + if (game_status == PLAYING) + { + /* use '0' instead of 'event->state' to get the key without modifiers */ + key = XLookupKeysym(event, 0); + } + else + { + /* get the key with all modifiers */ + char buffer[10]; + int buffer_size = 10; + XComposeStatus compose; + int char_count; + + char_count = XLookupString(event, buffer, buffer_size, &key, &compose); + buffer[char_count] = '\0'; + } HandleKey(key, key_status); } @@ -257,15 +275,40 @@ void HandleFocusEvent(XFocusChangeEvent *event) if (event->type == FocusOut) { + int i; + XAutoRepeatOn(display); old_joystick_status = joystick_status; joystick_status = JOYSTICK_OFF; + + /* simulate key release events for still pressed keys */ key_joystick_mapping = 0; + for (i=0; itype == 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 == 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) + { + Delay(100); XAutoRepeatOff(display); + } if (old_joystick_status != -1) joystick_status = old_joystick_status; } @@ -273,73 +316,50 @@ void HandleFocusEvent(XFocusChangeEvent *event) void HandleClientMessageEvent(XClientMessageEvent *event) { +#ifndef MSDOS if ((event->window == window) && (event->data.l[0] == XInternAtom(display, "WM_DELETE_WINDOW", FALSE))) CloseAllAndExit(0); +#endif } void HandleButton(int mx, int my, int button) { static int old_mx = 0, old_my = 0; - if (mx<0 || my<0) + if (button < 0) { mx = old_mx; my = old_my; + button = -button; } else { old_mx = mx; old_my = my; - - HandleVideoButtons(mx,my,button); - HandleSoundButtons(mx,my,button); - HandleGameButtons(mx,my,button); } -#ifdef DEBUG - if (game_status == PLAYING && !button) - { - int sx = (mx - SX) / TILEX; - int sy = (my - SY) / TILEY; - - if (IN_VIS_FIELD(sx,sy)) - { - int x = LEVELX(sx); - int y = LEVELY(sy); - - printf("INFO: Feld[%d][%d] == %d\n", x,y, Feld[x][y]); - 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("\n"); - } - } -#endif + HandleGadgets(mx, my, button); switch(game_status) { case MAINMENU: - HandleMainMenu(mx,my,0,0,button); + HandleMainMenu(mx,my, 0,0, button); break; case TYPENAME: - HandleTypeName(0,XK_Return); + HandleTypeName(0, XK_Return); break; case CHOOSELEVEL: - HandleChooseLevel(mx,my,0,0,button); + HandleChooseLevel(mx,my, 0,0, button); break; case HALLOFFAME: - HandleHallOfFame(button); + HandleHallOfFame(0,0, 0,0, button); break; case LEVELED: - LevelEd(mx,my,button); break; case HELPSCREEN: @@ -347,21 +367,41 @@ void HandleButton(int mx, int my, int button) break; case SETUP: - HandleSetupScreen(mx,my,0,0,button); + HandleSetupScreen(mx,my, 0,0, button); break; case SETUPINPUT: - HandleSetupInputScreen(mx,my,0,0,button); + HandleSetupInputScreen(mx,my, 0,0, button); break; case PLAYING: - - /* --> NoXEvent() will follow */ - - /* - HandleGameActions(0); - */ - +#ifdef DEBUG + if (button == MB_RELEASED) + { + int sx = (mx - SX) / TILEX; + int sy = (my - SY) / TILEY; + + if (IN_VIS_FIELD(sx,sy)) + { + int x = LEVELX(sx); + int y = LEVELY(sy); + + printf("INFO: SCREEN(%d, %d), LEVEL(%d, %d)\n", sx, sy, x, y); + + if (!IN_LEV_FIELD(x, y)) + break; + + printf(" Feld[%d][%d] == %d\n", x,y, Feld[x][y]); + 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("\n"); + } + } +#endif break; default: @@ -407,19 +447,9 @@ void HandleKey(KeySym key, int key_status) key_action |= key_info[i].action; if (key_status == KEY_PRESSED) - { - if (network_playing) - local_player->action |= key_action; - else - stored_player[pnr].action |= key_action; - } + stored_player[pnr].action |= key_action; else - { - if (network_playing) - local_player->action &= ~key_action; - else - stored_player[pnr].action &= ~key_action; - } + stored_player[pnr].action &= ~key_action; } } else @@ -431,148 +461,6 @@ void HandleKey(KeySym key, int key_status) joy |= key_info[i].action; } - -#if 0 - - - /* Map cursor keys to joystick directions */ - - switch(key) - { - case XK_Left: /* normale Richtungen */ -#ifdef XK_KP_Left - case XK_KP_Left: -#endif - case XK_KP_4: -#ifndef MSDOS - case XK_J: -#endif - case XK_j: - joy |= JOY_LEFT; - break; - - case XK_Right: -#ifdef XK_KP_Right - case XK_KP_Right: -#endif - case XK_KP_6: -#ifndef MSDOS - case XK_K: -#endif - case XK_k: - joy |= JOY_RIGHT; - break; - - case XK_Up: -#ifdef XK_KP_Up - case XK_KP_Up: -#endif - case XK_KP_8: -#ifndef MSDOS - case XK_I: -#endif - case XK_i: - joy |= JOY_UP; - break; - - case XK_Down: -#ifdef XK_KP_Down - case XK_KP_Down: -#endif - case XK_KP_2: -#ifndef MSDOS - case XK_M: -#endif - case XK_m: - joy |= JOY_DOWN; - break; - -#ifdef XK_KP_Home - case XK_KP_Home: /* Diagonalrichtungen */ -#endif - case XK_KP_7: - joy |= JOY_UP | JOY_LEFT; - break; - -#ifdef XK_KP_Page_Up - case XK_KP_Page_Up: -#endif - case XK_KP_9: - joy = JOY_UP | JOY_RIGHT; - break; - -#ifdef XK_KP_End - case XK_KP_End: -#endif - case XK_KP_1: - joy |= JOY_DOWN | JOY_LEFT; - break; - -#ifdef XK_KP_Page_Down - case XK_KP_Page_Down: -#endif - case XK_KP_3: - joy |= JOY_DOWN | JOY_RIGHT; - break; - -#ifndef MSDOS - case XK_S: /* Feld entfernen */ -#endif - case XK_s: - joy |= JOY_BUTTON_1 | JOY_LEFT; - break; - -#ifndef MSDOS - case XK_D: -#endif - case XK_d: - joy |= JOY_BUTTON_1 | JOY_RIGHT; - break; - -#ifndef MSDOS - case XK_E: -#endif - case XK_e: - joy |= JOY_BUTTON_1 | JOY_UP; - break; - -#ifndef MSDOS - case XK_X: -#endif - case XK_x: - joy |= JOY_BUTTON_1 | JOY_DOWN; - break; - - case XK_Shift_L: /* Linker Feuerknopf */ -#ifndef MSDOS - case XK_Control_L: - case XK_Alt_L: - case XK_Meta_L: -#endif - joy |= JOY_BUTTON_1; - break; - - case XK_Shift_R: /* Rechter Feuerknopf */ -#ifndef MSDOS - case XK_Control_R: - case XK_Alt_R: - case XK_Meta_R: - case XK_Mode_switch: - case XK_Multi_key: - case XK_B: /* (Bombe legen) */ -#endif - case XK_b: - joy |= JOY_BUTTON_2; - break; - - default: - break; - } - - -#endif - - if (joy) { if (key_status == KEY_PRESSED) @@ -589,7 +477,8 @@ void HandleKey(KeySym key, int key_status) if (key_status == KEY_RELEASED) return; - if (key==XK_Return && game_status==PLAYING && AllPlayersGone) + if ((key == XK_Return || key == XK_space) && + game_status == PLAYING && AllPlayersGone) { CloseDoor(DOOR_CLOSE_1); game_status = MAINMENU; @@ -597,21 +486,32 @@ void HandleKey(KeySym key, int key_status) return; } - if (key==XK_Escape && game_status!=MAINMENU) /* quick quit to MAINMENU */ + /* allow quick escape to the main menu with the Escape key */ + if (key == XK_Escape && game_status != MAINMENU) { - CloseDoor(DOOR_CLOSE_1 | DOOR_NO_DELAY); + CloseDoor(DOOR_CLOSE_1 | DOOR_OPEN_2 | DOOR_NO_DELAY); game_status = MAINMENU; DrawMainMenu(); return; } - if (game_status==PLAYING && (tape.playing || tape.pausing)) + + +#ifndef DEBUG + + if (game_status == PLAYING && (tape.playing || tape.pausing)) return; +#endif + + + + HandleGadgetsKeyInput(key); + switch(game_status) { case TYPENAME: - HandleTypeName(0,key); + HandleTypeName(0, key); break; case MAINMENU: @@ -621,14 +521,25 @@ void HandleKey(KeySym key, int key_status) switch(key) { case XK_Return: - if (game_status==MAINMENU) - HandleMainMenu(0,0,0,0,MB_MENU_CHOICE); - else if (game_status==CHOOSELEVEL) - HandleChooseLevel(0,0,0,0,MB_MENU_CHOICE); - else if (game_status==SETUP) - HandleSetupScreen(0,0,0,0,MB_MENU_CHOICE); - else if (game_status==SETUPINPUT) - HandleSetupInputScreen(0,0,0,0,MB_MENU_CHOICE); + case XK_space: + if (game_status == MAINMENU) + HandleMainMenu(0,0, 0,0, MB_MENU_CHOICE); + else if (game_status == CHOOSELEVEL) + HandleChooseLevel(0,0, 0,0, MB_MENU_CHOICE); + else if (game_status == SETUP) + HandleSetupScreen(0,0, 0,0, MB_MENU_CHOICE); + else if (game_status == SETUPINPUT) + HandleSetupInputScreen(0,0, 0,0, MB_MENU_CHOICE); + break; + + case XK_Page_Up: + if (game_status == CHOOSELEVEL) + HandleChooseLevel(0,0, 0,-SCR_FIELDY, MB_MENU_MARK); + break; + + case XK_Page_Down: + if (game_status == CHOOSELEVEL) + HandleChooseLevel(0,0, 0,SCR_FIELDY, MB_MENU_MARK); break; default: @@ -644,18 +555,27 @@ void HandleKey(KeySym key, int key_status) switch(key) { case XK_Return: + case XK_space: game_status = MAINMENU; DrawMainMenu(); BackToFront(); break; + case XK_Page_Up: + HandleHallOfFame(0,0, 0,-SCR_FIELDY, MB_MENU_MARK); + break; + + case XK_Page_Down: + HandleHallOfFame(0,0, 0,SCR_FIELDY, MB_MENU_MARK); + break; + default: break; } break; case LEVELED: - LevelNameTyping(key); + HandleLevelEditorKeyInput(key); break; case PLAYING: @@ -675,7 +595,12 @@ void HandleKey(KeySym key, int key_status) case XK_8: case XK_9: if (key == XK_0) - GameFrameDelay = 500; + { + if (GameFrameDelay == 500) + GameFrameDelay = GAME_FRAME_DELAY; + else + GameFrameDelay = 500; + } else GameFrameDelay = (key - XK_0) * 10; printf("Game speed == %d%% (%d ms delay between two frames)\n", @@ -693,6 +618,22 @@ void HandleKey(KeySym key, int key_status) break; #endif +#if 0 + case XK_m: + if (MoveSpeed == 8) + { + MoveSpeed = 4; + ScrollStepSize = TILEX/4; + } + else + { + MoveSpeed = 8; + ScrollStepSize = TILEX/8; + } + printf("MoveSpeed == %d\n", MoveSpeed); + break; +#endif + case XK_f: ScrollStepSize = TILEX/8; printf("ScrollStepSize == %d (1/8)\n", ScrollStepSize); @@ -720,83 +661,9 @@ void HandleKey(KeySym key, int key_status) local_player->dynamite = 1000; break; - case XK_x: - - { - int i,j,k, num_steps = 8, step_size = TILEX / num_steps; - static long scroll_delay=0; - long scroll_delay_value = 4*4 / num_steps; - - printf("Scroll test\n"); - - for(i=0;i<3;i++) - { - for(j=0;j