X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fevents.c;h=8c3be2c47229f15f6338e421383e754dc529f72b;hb=cdc3c940197937b0508a1eb7dcf44874951908b7;hp=0f11b48a6a7256b9b569509cd5633a96c5bca100;hpb=60aac4d0fa635b69e498dcb174f3fe9b2cacc1c9;p=rocksndiamonds.git diff --git a/src/events.c b/src/events.c index 0f11b48a..8c3be2c4 100644 --- a/src/events.c +++ b/src/events.c @@ -53,13 +53,42 @@ int FilterMouseMotionEvents(const Event *event) } /* 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) + if (button_status == MB_RELEASED && + game_status != GAME_MODE_EDITOR && game_status != GAME_MODE_PLAYING) return 0; else return 1; } +/* to prevent delay problems, skip mouse motion events if the very next + event is also a mouse motion event (and therefore effectively only + handling the last of a row of mouse motion events in the event queue) */ + +boolean SkipPressedMouseMotionEvent(const Event *event) +{ + /* nothing to do if the current event is not a mouse motion event */ + if (event->type != EVENT_MOTIONNOTIFY) + return FALSE; + + /* only skip motion events with pressed button outside level editor */ + if (button_status == MB_RELEASED || + game_status == GAME_MODE_EDITOR || game_status == GAME_MODE_PLAYING) + return FALSE; + + if (PendingEvent()) + { + Event next_event; + + PeekEvent(&next_event); + + /* if next event is also a mouse motion event, skip the current one */ + if (next_event.type == EVENT_MOTIONNOTIFY) + return TRUE; + } + + return FALSE; +} + /* 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 */ @@ -68,9 +97,19 @@ static boolean NextValidEvent(Event *event) { while (PendingEvent()) { + boolean handle_this_event = FALSE; + NextEvent(event); if (FilterMouseMotionEvents(event)) + handle_this_event = TRUE; + +#if 1 + if (SkipPressedMouseMotionEvent(event)) + handle_this_event = FALSE; +#endif + + if (handle_this_event) return TRUE; } @@ -283,6 +322,11 @@ void HandleButtonEvent(ButtonEvent *event) else button_status = MB_RELEASED; +#if 0 + printf("::: button %s\n", event->type == EVENT_BUTTONPRESS ? + "pressed" : "released"); +#endif + HandleButton(event->x, event->y, button_status); } @@ -298,6 +342,10 @@ void HandleMotionEvent(MotionEvent *event) motion_status = TRUE; +#if 0 + printf("::: %d, %d\n", event->x, event->y); +#endif + HandleButton(event->x, event->y, button_status); } @@ -347,6 +395,7 @@ void HandleFocusEvent(FocusChangeEvent *event) Delay(100); KeyboardAutoRepeatOffUnlessAutoplay(); } + if (old_joystick_status != -1) joystick.status = old_joystick_status; } @@ -520,6 +569,10 @@ static void HandleKeysSpecial(Key key) { DumpBrush(); } + else if (is_string_suffix(cheat_input, ":DDB")) + { + DumpBrush_Small(); + } } } @@ -643,10 +696,13 @@ void HandleKey(Key key, int key_status) if (game_status == GAME_MODE_MAIN && key == setup.shortcut.toggle_pause) { +#if 1 + StartGameActions(options.network, setup.autorecord, NEW_RANDOMIZE); +#else if (setup.autorecord) TapeStartRecording(); -#if defined(PLATFORM_UNIX) +#if defined(NETWORK_AVALIABLE) if (options.network) SendToServer_StartPlaying(); else @@ -656,6 +712,7 @@ void HandleKey(Key key, int key_status) StopAnimation(); InitGame(); } +#endif return; } @@ -873,6 +930,11 @@ void HandleKey(Key key, int key_status) printf("ScrollStepSize == %d (1/1)\n", ScrollStepSize); break; + case KSYM_v: + printf("::: currently using game engine version %d\n", + game.engine_version); + break; + #if 0 case KSYM_z: @@ -919,7 +981,7 @@ void HandleNoEvent() return; } -#if defined(PLATFORM_UNIX) +#if defined(NETWORK_AVALIABLE) if (options.network) HandleNetworking(); #endif