X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fevents.c;h=8a03effdde53b42af0d2afe7b9f58f201859fd04;hb=72b2940bea34cebf61175bc62a474cb78dcec467;hp=a38a6ef0f96c40825db0d04fb710114ce5685c00;hpb=a4d4e8e444b21b58dcc88b52ff22726c545142a4;p=rocksndiamonds.git diff --git a/src/events.c b/src/events.c index a38a6ef0..8a03effd 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) @@ -65,25 +71,8 @@ void EventLoop(void) 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); - Delay(10); - } - } -#endif - - + /* refresh window contents from drawing buffer, if needed */ + BackToFront(); if (game_status == EXITGAME) return; @@ -180,7 +169,7 @@ void SleepWhileUnmapped() } } - if (game_status==PLAYING) + if (game_status == PLAYING) XAutoRepeatOff(display); } @@ -189,7 +178,7 @@ 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 +195,7 @@ 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 +216,7 @@ 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 +226,44 @@ 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); } @@ -257,13 +274,36 @@ 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 1/50 second before + processing the 'FocusIn' event. + */ + + Delay(20); if (game_status == PLAYING) XAutoRepeatOff(display); if (old_joystick_status != -1) @@ -273,65 +313,43 @@ 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: @@ -339,7 +357,6 @@ void HandleButton(int mx, int my, int button) break; case LEVELED: - LevelEd(mx,my,button); break; case HELPSCREEN: @@ -347,21 +364,41 @@ 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: @@ -372,139 +409,53 @@ void HandleButton(int mx, int my, int button) void HandleKey(KeySym key, int key_status) { int joy = 0; - - /* Map cursor keys to joystick directions */ - - switch(key) + static struct SetupKeyboardInfo custom_key; + static struct { - 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; + KeySym *keysym_custom; + KeySym keysym_default; + byte action; + } key_info[] = + { + { &custom_key.left, DEFAULT_KEY_LEFT, JOY_LEFT }, + { &custom_key.right, DEFAULT_KEY_RIGHT, JOY_RIGHT }, + { &custom_key.up, DEFAULT_KEY_UP, JOY_UP }, + { &custom_key.down, DEFAULT_KEY_DOWN, JOY_DOWN }, + { &custom_key.snap, DEFAULT_KEY_SNAP, JOY_BUTTON_1 }, + { &custom_key.bomb, DEFAULT_KEY_BOMB, JOY_BUTTON_2 } + }; + + if (game_status == PLAYING) + { + int pnr; -#ifndef MSDOS - case XK_D: -#endif - case XK_d: - joy |= JOY_BUTTON_1 | JOY_RIGHT; - break; + for (pnr=0; pnrdynamite = 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