X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fevents.c;h=2f5589fee711f23ae7cc8014138db14759f1e28b;hb=f681967164edaa7709d1082327fa7c309e05fd87;hp=32f7177964af22b746b8c6727cd23d207f96a5da;hpb=f73405762b7a66ebed17c0f6fa56e909d7e5626f;p=rocksndiamonds.git diff --git a/src/events.c b/src/events.c index 32f71779..2f5589fe 100644 --- a/src/events.c +++ b/src/events.c @@ -94,6 +94,25 @@ static int FilterEvents(const Event *event) ((MotionEvent *)event)->y -= video.screen_yoffset; } + if (event->type == EVENT_BUTTONPRESS || + event->type == EVENT_BUTTONRELEASE || + event->type == EVENT_MOTIONNOTIFY) + { + // do not reset mouse cursor before all pending events have been processed + if (gfx.cursor_mode == cursor_mode_last && + ((game_status == GAME_MODE_TITLE && + gfx.cursor_mode == CURSOR_NONE) || + (game_status == GAME_MODE_PLAYING && + gfx.cursor_mode == CURSOR_PLAYFIELD))) + { + SetMouseCursor(CURSOR_DEFAULT); + + DelayReached(&special_cursor_delay, 0); + + cursor_mode_last = CURSOR_DEFAULT; + } + } + // non-motion events are directly passed to event handler functions if (event->type != EVENT_MOTIONNOTIFY) return 1; @@ -111,20 +130,6 @@ static int FilterEvents(const Event *event) gfx.mouse_x = motion->x; gfx.mouse_y = motion->y; - // do no reset mouse cursor before all pending events have been processed - if (gfx.cursor_mode == cursor_mode_last && - ((game_status == GAME_MODE_TITLE && - gfx.cursor_mode == CURSOR_NONE) || - (game_status == GAME_MODE_PLAYING && - gfx.cursor_mode == CURSOR_PLAYFIELD))) - { - SetMouseCursor(CURSOR_DEFAULT); - - DelayReached(&special_cursor_delay, 0); - - cursor_mode_last = CURSOR_DEFAULT; - } - // 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) @@ -322,6 +327,10 @@ static void HandleMouseCursor(void) { // when playing, display a special mouse pointer inside the playfield + // display normal pointer if mouse pressed + if (button_status != MB_RELEASED) + DelayReached(&special_cursor_delay, 0); + if (gfx.cursor_mode != CURSOR_PLAYFIELD && cursor_inside_playfield && DelayReached(&special_cursor_delay, special_cursor_delay_value)) @@ -1275,7 +1284,7 @@ static void HandleButtonOrFinger_FollowFinger(int mx, int my, int button) 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; + game_em.ply[0]->last_move_dir = last_move_dir; else local_player->last_move_dir = last_move_dir; @@ -1348,6 +1357,8 @@ static void HandleButtonOrFinger_FollowFinger(int mx, int my, int button) static void HandleButtonOrFinger(int mx, int my, int button) { + boolean valid_mouse_event = (mx != -1 && my != -1 && button != -1); + if (game_status != GAME_MODE_PLAYING) return; @@ -1364,6 +1375,8 @@ static void HandleButtonOrFinger(int mx, int my, int button) { if (strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER)) HandleButtonOrFinger_FollowFinger(mx, my, button); + else if (game.use_mouse_events && valid_mouse_event) + SetPlayerMouseAction(mx, my, button); } } @@ -1449,6 +1462,9 @@ void HandleKeyEvent(KeyEvent *event) { // for any other "real" key event, disable virtual buttons SetOverlayEnabled(FALSE); + + // for any other "real" key event, disable overlay touch buttons + runtime.uses_touch_device = FALSE; } #endif