X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fevents.c;h=1e2ca16841661450886d719a2f701e0c8eea49be;hb=2ae6ae8ed951e87fcba7c363705cd6ddea8de91c;hp=2fe47e4de408086cd4b5d5cc7e1a8c0923c8830d;hpb=cd47bf969c6d8c602b8f5dfa100f0be944bd0e46;p=rocksndiamonds.git diff --git a/src/events.c b/src/events.c index 2fe47e4d..1e2ca168 100644 --- a/src/events.c +++ b/src/events.c @@ -1,26 +1,26 @@ /*********************************************************** -* 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) 1995-2000 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 "tape.h" #include "joystick.h" -#include "buttons.h" #include "network.h" /* values for key_status */ @@ -28,75 +28,109 @@ #define KEY_RELEASED FALSE #define KEY_PRESSED TRUE + +/* event filter especially needed for SDL event filtering due to + delay problems with lots of mouse motion events when mouse + button not pressed */ + +int FilterMouseMotionEvents(const Event *event) +{ + 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) + return 0; + else + return 1; +} + void EventLoop(void) { while(1) { - if (XPending(display)) /* got event from X server */ + if (PendingEvent()) /* got event */ { - XEvent event; + Event event; - XNextEvent(display, &event); + NextEvent(&event); - switch(event.type) + if (FilterMouseMotionEvents(&event)) { - case ButtonPress: - case ButtonRelease: - HandleButtonEvent((XButtonEvent *) &event); - break; - - case MotionNotify: - HandleMotionEvent((XMotionEvent *) &event); - break; - - case KeyPress: - case KeyRelease: - HandleKeyEvent((XKeyEvent *) &event); - break; - - default: - HandleOtherEvents(&event); - break; + 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; + } } } - - HandleNoXEvent(); + else + 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 == 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) 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: SleepWhileUnmapped(); break; - case FocusIn: - case FocusOut: - HandleFocusEvent((XFocusChangeEvent *) event); + case EVENT_FOCUSIN: + case EVENT_FOCUSOUT: + HandleFocusEvent((FocusChangeEvent *) event); break; - case ClientMessage: - HandleClientMessageEvent((XClientMessageEvent *) event); + case EVENT_CLIENTMESSAGE: + HandleClientMessageEvent((ClientMessageEvent *) event); break; +#if defined(TARGET_SDL) + case SDL_JOYAXISMOTION: + case SDL_JOYBUTTONDOWN: + case SDL_JOYBUTTONUP: + HandleJoystickEvent(event); + break; +#endif + default: break; } @@ -104,19 +138,19 @@ 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; @@ -131,29 +165,29 @@ void SleepWhileUnmapped() { boolean window_unmapped = TRUE; - XAutoRepeatOn(display); + KeyboardAutoRepeatOn(); 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. @@ -166,12 +200,13 @@ void SleepWhileUnmapped() } } - if (game_status==PLAYING) - XAutoRepeatOff(display); + if (game_status == PLAYING) + KeyboardAutoRepeatOff(); } -void HandleExposeEvent(XExposeEvent *event) +void HandleExposeEvent(ExposeEvent *event) { +#ifndef TARGET_SDL int x = event->x, y = event->y; int width = event->width, height = event->height; @@ -199,21 +234,20 @@ void HandleExposeEvent(XExposeEvent *event) 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); + BlitBitmap(fieldbuffer, backbuffer, fx,fy, SXSIZE,SYSIZE, SX,SY); } - XCopyArea(display,drawto,window,gc, x,y, width,height, x,y); + BlitBitmap(drawto, window, x,y, width,height, x,y); - XFlush(display); + 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; @@ -221,71 +255,99 @@ 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 != LEVELED) + 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 == PLAYING ? FALSE : TRUE); + Key key = GetEventKey(event, with_modifiers); 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); + int i; + + KeyboardAutoRepeatOn(); 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) + 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 == 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) - XAutoRepeatOff(display); + { + Delay(100); + KeyboardAutoRepeatOff(); + } if (old_joystick_status != -1) 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) { 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; - - HandleGadgets(mx,my, button); - HandleVideoButtons(mx,my, button); - HandleSoundButtons(mx,my, button); - HandleGameButtons(mx,my, button); } + HandleGadgets(mx, my, button); + switch(game_status) { case MAINMENU: @@ -293,7 +355,7 @@ void HandleButton(int mx, int my, int button) break; case TYPENAME: - HandleTypeName(0, XK_Return); + HandleTypeName(0, KSYM_Return); break; case CHOOSELEVEL: @@ -301,11 +363,10 @@ void HandleButton(int mx, int my, int button) break; case HALLOFFAME: - HandleHallOfFame(button); + HandleHallOfFame(0,0, 0,0, button); break; case LEVELED: - LevelEd(mx,my, button); break; case HELPSCREEN: @@ -332,7 +393,12 @@ void HandleButton(int mx, int my, int button) 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\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]); @@ -350,14 +416,15 @@ void HandleButton(int mx, int my, int button) } } -void HandleKey(KeySym key, int key_status) +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[] = { @@ -384,7 +451,7 @@ void HandleKey(KeySym key, int key_status) custom_key = setup.input[pnr].key; for (i=0; i<6; i++) - if (key == *key_info[i].keysym_custom) + if (key == *key_info[i].key_custom) key_action |= key_info[i].action; if (key_status == KEY_PRESSED) @@ -398,7 +465,7 @@ void HandleKey(KeySym key, int key_status) int i; for (i=0; i<6; i++) - if (key == key_info[i].keysym_default) + if (key == key_info[i].key_default) joy |= key_info[i].action; } @@ -418,7 +485,8 @@ void HandleKey(KeySym key, int key_status) if (key_status == KEY_RELEASED) return; - if (key == XK_Return && game_status == PLAYING && AllPlayersGone) + if ((key == KSYM_Return || key == KSYM_space) && + game_status == PLAYING && AllPlayersGone) { CloseDoor(DOOR_CLOSE_1); game_status = MAINMENU; @@ -427,9 +495,9 @@ void HandleKey(KeySym key, int key_status) } /* allow quick escape to the main menu with the Escape key */ - if (key == XK_Escape && game_status != MAINMENU) + if (key == KSYM_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; @@ -446,6 +514,8 @@ void HandleKey(KeySym key, int key_status) + HandleGadgetsKeyInput(key); + switch(game_status) { case TYPENAME: @@ -458,7 +528,8 @@ void HandleKey(KeySym key, int key_status) case SETUPINPUT: switch(key) { - case XK_Return: + case KSYM_Return: + case KSYM_space: if (game_status == MAINMENU) HandleMainMenu(0,0, 0,0, MB_MENU_CHOICE); else if (game_status == CHOOSELEVEL) @@ -469,6 +540,16 @@ void HandleKey(KeySym key, int key_status) HandleSetupInputScreen(0,0, 0,0, MB_MENU_CHOICE); break; + case KSYM_Page_Up: + if (game_status == CHOOSELEVEL) + HandleChooseLevel(0,0, 0,-SCR_FIELDY, MB_MENU_MARK); + break; + + case KSYM_Page_Down: + if (game_status == CHOOSELEVEL) + HandleChooseLevel(0,0, 0,SCR_FIELDY, MB_MENU_MARK); + break; + default: break; } @@ -481,19 +562,29 @@ void HandleKey(KeySym key, int key_status) case HALLOFFAME: switch(key) { - case XK_Return: + case KSYM_Return: + case KSYM_space: game_status = MAINMENU; DrawMainMenu(); BackToFront(); break; + case KSYM_Page_Up: + HandleHallOfFame(0,0, 0,-SCR_FIELDY, MB_MENU_MARK); + break; + + case KSYM_Page_Down: + HandleHallOfFame(0,0, 0,SCR_FIELDY, MB_MENU_MARK); + break; + default: break; } break; case LEVELED: - LevelNameTyping(key); + if (!anyTextGadgetActiveOrJustFinished) + HandleLevelEditorKeyInput(key); break; case PLAYING: @@ -502,17 +593,17 @@ void HandleKey(KeySym key, int key_status) { #ifdef DEBUG - case XK_0: - case XK_1: - case XK_2: - case XK_3: - case XK_4: - case XK_5: - case XK_6: - case XK_7: - case XK_8: - case XK_9: - if (key == XK_0) + case KSYM_0: + case KSYM_1: + case KSYM_2: + case KSYM_3: + case KSYM_4: + case KSYM_5: + case KSYM_6: + case KSYM_7: + case KSYM_8: + case KSYM_9: + if (key == KSYM_0) { if (GameFrameDelay == 500) GameFrameDelay = GAME_FRAME_DELAY; @@ -520,14 +611,46 @@ void HandleKey(KeySym key, int key_status) GameFrameDelay = 500; } else - GameFrameDelay = (key - XK_0) * 10; + GameFrameDelay = (key - KSYM_0) * 10; printf("Game speed == %d%% (%d ms delay between two frames)\n", GAME_FRAME_DELAY * 100 / GameFrameDelay, GameFrameDelay); break; + case KSYM_d: + if (options.debug) + { + options.debug = FALSE; + printf("debug mode disabled\n"); + } + else + { + options.debug = TRUE; + printf("debug mode enabled\n"); + } + break; + + case KSYM_s: + if (!global.fps_slowdown) + { + global.fps_slowdown = TRUE; + global.fps_slowdown_factor = 2; + printf("fps slowdown enabled -- display only every 2nd frame\n"); + } + else if (global.fps_slowdown_factor == 2) + { + global.fps_slowdown_factor = 4; + printf("fps slowdown enabled -- display only every 4th frame\n"); + } + else + { + global.fps_slowdown = FALSE; + global.fps_slowdown_factor = 1; + printf("fps slowdown disabled\n"); + } + break; #if 0 - case XK_a: + case KSYM_a: if (ScrollStepSize == TILEX/8) ScrollStepSize = TILEX/4; else @@ -536,30 +659,44 @@ void HandleKey(KeySym key, int key_status) break; #endif - case XK_f: +#if 0 + case KSYM_m: + if (MoveSpeed == 8) + { + MoveSpeed = 4; + ScrollStepSize = TILEX/4; + } + else + { + MoveSpeed = 8; + ScrollStepSize = TILEX/8; + } + printf("MoveSpeed == %d\n", MoveSpeed); + break; +#endif + + case KSYM_f: ScrollStepSize = TILEX/8; printf("ScrollStepSize == %d (1/8)\n", ScrollStepSize); break; - case XK_g: + case KSYM_g: ScrollStepSize = TILEX/4; printf("ScrollStepSize == %d (1/4)\n", ScrollStepSize); break; - case XK_h: + case KSYM_h: ScrollStepSize = TILEX/2; printf("ScrollStepSize == %d (1/2)\n", ScrollStepSize); break; - case XK_l: + case KSYM_l: ScrollStepSize = TILEX; printf("ScrollStepSize == %d (1/1)\n", ScrollStepSize); break; -#ifndef MSDOS - case XK_Q: -#endif - case XK_q: + case KSYM_Q: + case KSYM_q: local_player->dynamite = 1000; break; @@ -567,7 +704,7 @@ void HandleKey(KeySym key, int key_status) #if 0 - case XK_z: + case KSYM_z: { int i; @@ -596,23 +733,20 @@ void HandleKey(KeySym key, int key_status) } } -void HandleNoXEvent() +void HandleNoEvent() { if (button_status && game_status != PLAYING) { - HandleButton(-1,-1, button_status); + HandleButton(0, 0, -button_status); return; } -#ifndef MSDOS +#if defined(PLATFORM_UNIX) if (options.network) HandleNetworking(); #endif HandleJoystick(); - - if (game_status == PLAYING) - HandleGameActions(); } static int HandleJoystickForAllPlayers() @@ -666,7 +800,8 @@ void HandleJoystick() { static unsigned long joystickmove_delay = 0; - if (joystick && !button && !DelayReached(&joystickmove_delay, 150)) + if (joystick && !button && + !DelayReached(&joystickmove_delay, GADGET_FRAME_DELAY)) newbutton = dx = dy = 0; if (game_status==MAINMENU) @@ -682,7 +817,7 @@ void HandleJoystick() } case HALLOFFAME: - HandleHallOfFame(!newbutton); + HandleHallOfFame(0,0, dx,dy, !newbutton); break; case HELPSCREEN: