X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fevents.c;h=9526f198b7c3e228b4f13e1834eab148d07c4fd9;hb=914d869445048466ef00954109a15286938521c6;hp=05c4f2a019ff7ce1cbf7b3a9981a2184fe7303ab;hpb=eb201ff71896cf5291e3ad61ccc663d9cec1b825;p=rocksndiamonds.git diff --git a/src/events.c b/src/events.c index 05c4f2a0..9526f198 100644 --- a/src/events.c +++ b/src/events.c @@ -40,6 +40,7 @@ static unsigned int special_cursor_delay = 0; static unsigned int special_cursor_delay_value = 1000; static boolean virtual_button_pressed = FALSE; +static boolean stop_processing_events = FALSE; // forward declarations for internal use @@ -47,6 +48,24 @@ static void HandleNoEvent(void); static void HandleEventActions(void); +// event filter to set mouse x/y position (for pointer class global animations) +// (this is especially required to ensure smooth global animation mouse pointer +// movement when the screen is updated without handling events; this can happen +// when drawing door/envelope request animations, for example) + +int FilterMouseMotionEvents(void *userdata, Event *event) +{ + if (event->type == EVENT_MOTIONNOTIFY) + { + int mouse_x = ((MotionEvent *)event)->x; + int mouse_y = ((MotionEvent *)event)->y; + + UpdateRawMousePosition(mouse_x, mouse_y); + } + + return 1; +} + // 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') @@ -74,9 +93,6 @@ static int FilterEvents(const Event *event) { ((MotionEvent *)event)->x -= video.screen_xoffset; ((MotionEvent *)event)->y -= video.screen_yoffset; - - gfx.mouse_x = ((MotionEvent *)event)->x; - gfx.mouse_y = ((MotionEvent *)event)->y; } // non-motion events are directly passed to event handler functions @@ -87,6 +103,15 @@ static int FilterEvents(const Event *event) cursor_inside_playfield = (motion->x >= SX && motion->x < SX + SXSIZE && motion->y >= SY && motion->y < SY + SYSIZE); + // set correct mouse x/y position (for pointer class global animations) + // (this is required in rare cases where the mouse x/y position calculated + // from raw values (to apply logical screen size scaling corrections) does + // not match the final mouse event x/y position -- this may happen because + // the SDL renderer's viewport position is internally represented as float, + // but only accessible as integer, which may lead to rounding errors) + 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 && @@ -167,6 +192,11 @@ boolean NextValidEvent(Event *event) return FALSE; } +void StopProcessingEvents(void) +{ + stop_processing_events = TRUE; +} + static void HandleEvents(void) { Event event; @@ -175,6 +205,8 @@ static void HandleEvents(void) ResetDelayCounter(&event_frame_delay); + stop_processing_events = FALSE; + while (NextValidEvent(&event)) { switch (event.type) @@ -218,6 +250,10 @@ static void HandleEvents(void) HandleKeyEvent((KeyEvent *) &event); break; + case EVENT_USER: + HandleUserEvent((UserEvent *) &event); + break; + default: HandleOtherEvents(&event); break; @@ -226,6 +262,10 @@ static void HandleEvents(void) // do not handle events for longer than standard frame delay period if (DelayReached(&event_frame_delay, event_frame_delay_value)) break; + + // do not handle any further events if triggered by a special flag + if (stop_processing_events) + break; } } @@ -567,6 +607,8 @@ void HandleWindowEvent(WindowEvent *event) if (game_status == GAME_MODE_SETUP) RedrawSetupScreenAfterFullscreenToggle(); + UpdateMousePosition(); + SetWindowTitle(); } } @@ -1599,6 +1641,24 @@ void HandleDropEvent(Event *event) SDL_free(event->drop.file); } +void HandleUserEvent(UserEvent *event) +{ + switch (event->code) + { + case USEREVENT_ANIM_DELAY_ACTION: + case USEREVENT_ANIM_EVENT_ACTION: + // execute action functions until matching action was found + if (DoKeysymAction(event->value1) || + DoGadgetAction(event->value1) || + DoScreenAction(event->value1)) + return; + break; + + default: + break; + } +} + void HandleButton(int mx, int my, int button, int button_nr) { static int old_mx = 0, old_my = 0; @@ -1850,6 +1910,13 @@ static void HandleKeysSpecial(Key key) { CopyClipboardToBrush(); } + else if (letter == 'z') // undo or redo last operation + { + if (GetKeyModState() & KMOD_Shift) + RedoLevelEditorOperation(); + else + UndoLevelEditorOperation(); + } } } @@ -2098,6 +2165,8 @@ void HandleKey(Key key, int key_status) if (game_status == GAME_MODE_SETUP) RedrawSetupScreenAfterFullscreenToggle(); + UpdateMousePosition(); + // set flag to ignore repeated "key pressed" events ignore_repeated_key = TRUE; @@ -2129,12 +2198,17 @@ void HandleKey(Key key, int key_status) if (game_status == GAME_MODE_SETUP) RedrawSetupScreenAfterFullscreenToggle(); + UpdateMousePosition(); + return; } - if (HandleGlobalAnimClicks(-1, -1, (key == KSYM_space || - key == KSYM_Return || - key == KSYM_Escape), TRUE)) + // some key events are handled like clicks for global animations + boolean click = (key == KSYM_space || + key == KSYM_Return || + key == KSYM_Escape); + + if (click && HandleGlobalAnimClicks(-1, -1, MB_LEFTBUTTON, TRUE)) { // do not handle this key event anymore if (key != KSYM_Escape) // always allow ESC key to be handled