X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fevents.c;h=19c47763e05236c491659fbd15d9b772ecf204f1;hb=2f5368f25e34c02cb5ff7a012aa96198442231cb;hp=3870ed81ea871f01269abdc7553c60a2b9072644;hpb=df4588617a9478bdb512aab7432ef2d3777eb529;p=rocksndiamonds.git diff --git a/src/events.c b/src/events.c index 3870ed81..19c47763 100644 --- a/src/events.c +++ b/src/events.c @@ -1,104 +1,187 @@ /*********************************************************** -* Rocks'n'Diamonds -- McDuffin Strikes Back! * +* Rocks'n'Diamonds -- McDuffin Strikes Back! * *----------------------------------------------------------* -* (c) 1995-98 Artsoft Entertainment * -* Holger Schemel * -* Oststrasse 11a * -* 33604 Bielefeld * -* phone: ++49 +521 290471 * -* email: aeglos@valinor.owl.de * +* (c) 1995-2002 Artsoft Entertainment * +* Holger Schemel * +* Detmolder Strasse 189 * +* 33604 Bielefeld * +* Germany * +* e-mail: info@artsoft.org * *----------------------------------------------------------* -* events.c * +* events.c * ***********************************************************/ +#include "libgame/libgame.h" + #include "events.h" #include "init.h" #include "screens.h" #include "tools.h" #include "game.h" #include "editor.h" -#include "misc.h" +#include "files.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) +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 (X11 can handle this with 'PointerMotionHintMask') */ + +int FilterMouseMotionEvents(const Event *event) { - while(1) + MotionEvent *motion; + + /* non-motion events are directly passed to event handler functions */ + if (event->type != EVENT_MOTIONNOTIFY) + return 1; + + 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) { - if (XPending(display)) /* got event from X server */ - { - XEvent event; + 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; +} - XNextEvent(display, &event); +/* 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 */ - switch(event.type) - { - case ButtonPress: - case ButtonRelease: - HandleButtonEvent((XButtonEvent *) &event); - break; +static boolean NextValidEvent(Event *event) +{ + while (PendingEvent()) + { + NextEvent(event); - case MotionNotify: - HandleMotionEvent((XMotionEvent *) &event); - break; + if (FilterMouseMotionEvents(event)) + return TRUE; + } - case KeyPress: - case KeyRelease: - HandleKeyEvent((XKeyEvent *) &event); - break; + return FALSE; +} - default: - HandleOtherEvents(&event); - break; +void EventLoop(void) +{ + while (1) + { + if (PendingEvent()) /* got event */ + { + Event event; + + if (NextValidEvent(&event)) + { + switch(event.type) + { + case EVENT_BUTTONPRESS: + case EVENT_BUTTONRELEASE: + HandleButtonEvent((ButtonEvent *) &event); + break; + + case EVENT_MOTIONNOTIFY: + HandleMotionEvent((MotionEvent *) &event); + break; + + case EVENT_KEYPRESS: + case EVENT_KEYRELEASE: + HandleKeyEvent((KeyEvent *) &event); + break; + + default: + HandleOtherEvents(&event); + break; + } } } + 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; + } - HandleNoXEvent(); + 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 { - XSync(display, FALSE); - Delay(10); + SyncDisplay(); + if (!PendingEvent()) /* delay only if no pending events */ + Delay(10); } /* refresh window contents from drawing buffer, if needed */ BackToFront(); - if (game_status == EXITGAME) + if (game_status == GAME_MODE_QUIT) return; } } -void HandleOtherEvents(XEvent *event) +void HandleOtherEvents(Event *event) { switch(event->type) { - case Expose: - HandleExposeEvent((XExposeEvent *) event); + case EVENT_EXPOSE: + HandleExposeEvent((ExposeEvent *) event); break; - case UnmapNotify: + 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 FocusIn: - case FocusOut: - HandleFocusEvent((XFocusChangeEvent *) event); + case EVENT_CLIENTMESSAGE: + HandleClientMessageEvent((ClientMessageEvent *) event); break; - case ClientMessage: - HandleClientMessageEvent((XClientMessageEvent *) event); +#if defined(TARGET_SDL) + case SDL_JOYAXISMOTION: + case SDL_JOYBUTTONDOWN: + case SDL_JOYBUTTONUP: + HandleJoystickEvent(event); break; +#endif default: break; @@ -107,19 +190,19 @@ void HandleOtherEvents(XEvent *event) void ClearEventQueue() { - while(XPending(display)) + while (PendingEvent()) { - XEvent event; + Event event; - XNextEvent(display, &event); + NextEvent(&event); switch(event.type) { - case ButtonRelease: + case EVENT_BUTTONRELEASE: button_status = MB_RELEASED; break; - case KeyRelease: + case EVENT_KEYRELEASE: key_joystick_mapping = 0; break; @@ -130,33 +213,43 @@ void ClearEventQueue() } } +void ClearPlayerAction() +{ + int i; + + /* simulate key release events for still pressed keys */ + key_joystick_mapping = 0; + for (i = 0; i < MAX_PLAYERS; i++) + stored_player[i].action = 0; +} + void SleepWhileUnmapped() { boolean window_unmapped = TRUE; - XAutoRepeatOn(display); + KeyboardAutoRepeatOn(); - while(window_unmapped) + while (window_unmapped) { - XEvent event; + Event event; - XNextEvent(display, &event); + NextEvent(&event); switch(event.type) { - case ButtonRelease: + case EVENT_BUTTONRELEASE: button_status = MB_RELEASED; break; - case KeyRelease: + case EVENT_KEYRELEASE: key_joystick_mapping = 0; break; - case MapNotify: + case EVENT_MAPNOTIFY: window_unmapped = FALSE; break; - case UnmapNotify: + 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. @@ -169,54 +262,23 @@ void SleepWhileUnmapped() } } - if (game_status==PLAYING) - XAutoRepeatOff(display); + if (game_status == GAME_MODE_PLAYING) + KeyboardAutoRepeatOffUnlessAutoplay(); } -void HandleExposeEvent(XExposeEvent *event) +void HandleExposeEvent(ExposeEvent *event) { - int x = event->x, y = event->y; - int width = event->width, height = event->height; - - if (setup.direct_draw && game_status==PLAYING) - { - int xx,yy; - int x1 = (x-SX)/TILEX, y1 = (y-SY)/TILEY; - int x2 = (x-SX+width)/TILEX, y2 = (y-SY+height)/TILEY; - - SetDrawtoField(DRAW_BACKBUFFER); - - for(xx=0; xx=x1 && xx<=x2 && yy>=y1 && yy<=y2) - DrawScreenField(xx,yy); - DrawAllPlayers(); - - SetDrawtoField(DRAW_DIRECT); - } - - if (setup.soft_scrolling && game_status == PLAYING) - { - int fx = FX, fy = FY; - - fx += (ScreenMovDir & (MV_LEFT|MV_RIGHT) ? ScreenGfxPos : 0); - fy += (ScreenMovDir & (MV_UP|MV_DOWN) ? ScreenGfxPos : 0); - - XCopyArea(display,fieldbuffer,backbuffer,gc, - fx,fy, SXSIZE,SYSIZE, - SX,SY); - } - - XCopyArea(display,drawto,window,gc, x,y, width,height, x,y); - - XFlush(display); +#ifndef TARGET_SDL + RedrawPlayfield(FALSE, event->x, event->y, event->width, event->height); + FlushDisplay(); +#endif } -void HandleButtonEvent(XButtonEvent *event) +void HandleButtonEvent(ButtonEvent *event) { motion_status = FALSE; - if (event->type==ButtonPress) + if (event->type == EVENT_BUTTONPRESS) button_status = event->button; else button_status = MB_RELEASED; @@ -224,49 +286,76 @@ void HandleButtonEvent(XButtonEvent *event) HandleButton(event->x, event->y, button_status); } -void HandleMotionEvent(XMotionEvent *event) +void HandleMotionEvent(MotionEvent *event) { + if (!PointerInWindow(window)) + return; /* window and pointer are on different screens */ + +#if 1 + if (button_status == MB_RELEASED && game_status != GAME_MODE_EDITOR) + return; +#endif + motion_status = TRUE; HandleButton(event->x, event->y, button_status); } -void HandleKeyEvent(XKeyEvent *event) +void HandleKeyEvent(KeyEvent *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); + 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); + HandleKeyModState(keymod, key_status); HandleKey(key, key_status); } -void HandleFocusEvent(XFocusChangeEvent *event) +void HandleFocusEvent(FocusChangeEvent *event) { static int old_joystick_status = -1; - if (event->type == FocusOut) + if (event->type == EVENT_FOCUSOUT) { - XAutoRepeatOn(display); - old_joystick_status = joystick_status; - joystick_status = JOYSTICK_OFF; - key_joystick_mapping = 0; + KeyboardAutoRepeatOn(); + old_joystick_status = joystick.status; + joystick.status = JOYSTICK_NOT_AVAILABLE; + + ClearPlayerAction(); } - else if (event->type == FocusIn) + else if (event->type == EVENT_FOCUSIN) { - if (game_status == PLAYING) - XAutoRepeatOff(display); + /* 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; + joystick.status = old_joystick_status; } } -void HandleClientMessageEvent(XClientMessageEvent *event) +void HandleClientMessageEvent(ClientMessageEvent *event) { -#ifndef MSDOS - if ((event->window == window) && - (event->data.l[0] == XInternAtom(display, "WM_DELETE_WINDOW", FALSE))) + if (CheckCloseWindowEvent(event)) CloseAllAndExit(0); -#endif } void HandleButton(int mx, int my, int button) @@ -283,67 +372,72 @@ void HandleButton(int mx, int my, int button) { old_mx = mx; old_my = my; - - HandleVideoButtons(mx,my, button); - HandleSoundButtons(mx,my, button); - HandleGameButtons(mx,my, button); } - HandleGadgets(mx, my, button); + if (HandleGadgets(mx, my, button)) + { + /* do not handle this button event anymore */ + mx = my = -32; /* force mouse event to be outside screen tiles */ + } switch(game_status) { - case MAINMENU: + case GAME_MODE_MAIN: HandleMainMenu(mx,my, 0,0, button); break; - case TYPENAME: - HandleTypeName(0, XK_Return); + 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: - HandleHallOfFame(button); + case GAME_MODE_SCORES: + HandleHallOfFame(0,0, 0,0, button); break; - case LEVELED: - LevelEd(mx,my, button); + case GAME_MODE_EDITOR: break; - case HELPSCREEN: - HandleHelpScreen(button); + case GAME_MODE_INFO: + HandleInfoScreen(mx,my, 0,0, button); break; - case SETUP: + case GAME_MODE_SETUP: HandleSetupScreen(mx,my, 0,0, button); break; - case SETUPINPUT: - HandleSetupInputScreen(mx,my, 0,0, button); - break; - - case PLAYING: + case GAME_MODE_PLAYING: #ifdef DEBUG if (button == MB_RELEASED) { - int sx = (mx - SX) / TILEX; - int sy = (my - SY) / TILEY; - - if (IN_VIS_FIELD(sx,sy)) + if (IN_GFX_SCREEN(mx, my)) { + int sx = (mx - SX) / TILEX; + int sy = (my - SY) / TILEY; int x = LEVELX(sx); int y = LEVELY(sy); - printf("INFO: Feld[%d][%d] == %d\n", x,y, Feld[x][y]); + 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 ('%s')\n", x,y, Feld[x][y], + element_info[Feld[x][y]].token_name); + printf(" Back[%d][%d] == %d\n", x,y, Back[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(" 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(" GfxFrame[%d][%d] == %d\n", x,y, GfxFrame[x][y]); printf("\n"); } } @@ -355,14 +449,72 @@ void HandleButton(int mx, int my, int button) } } -void HandleKey(KeySym key, int key_status) +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 (strcmp(&string[string_len - suffix_len], suffix) == 0); +} + +#define MAX_CHEAT_INPUT_LEN 32 + +static void HandleKeysCheating(Key key) +{ + static char cheat_input[2 * MAX_CHEAT_INPUT_LEN + 1] = ""; + char letter = getCharFromKey(key); + int cheat_input_len = strlen(cheat_input); + int i; + + if (letter == 0) + return; + + if (cheat_input_len >= 2 * MAX_CHEAT_INPUT_LEN) + { + for (i = 0; i < MAX_CHEAT_INPUT_LEN + 1; i++) + cheat_input[i] = cheat_input[MAX_CHEAT_INPUT_LEN + i]; + + cheat_input_len = MAX_CHEAT_INPUT_LEN; + } + + cheat_input[cheat_input_len++] = letter; + cheat_input[cheat_input_len] = '\0'; + +#if 0 + printf("::: '%s' [%d]\n", cheat_input, cheat_input_len); +#endif + +#if 1 + if (is_string_suffix(cheat_input, ":insert solution tape")) + InsertSolutionTape(); +#else + if (is_string_suffix(cheat_input, ":ist")) + InsertSolutionTape(); +#endif + +#ifdef DEBUG + else if (is_string_suffix(cheat_input, ":dump tape")) + DumpTape(&tape); + else if (is_string_suffix(cheat_input, ".q")) + for (i = 0; i < MAX_INVENTORY_SIZE; i++) + if (local_player->inventory_size < MAX_INVENTORY_SIZE) + local_player->inventory_element[local_player->inventory_size++] = + EL_DYNAMITE; +#endif +} + +void HandleKey(Key key, int key_status) { int joy = 0; + boolean anyTextGadgetActiveOrJustFinished = anyTextGadgetActive(); static struct SetupKeyboardInfo custom_key; static struct { - KeySym *keysym_custom; - KeySym keysym_default; + Key *key_custom; + Key key_default; byte action; } key_info[] = { @@ -374,11 +526,14 @@ void HandleKey(KeySym 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; pnrdynamite = 1000; - break; - - - #if 0 - case XK_z: + case KSYM_z: { int i; - for(i=0; i