X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fevents.c;h=bad68898754e4249cdc09113095de3dc57728356;hb=00ca5a80f980e039d78ed670e88f88a85d222461;hp=041c49b4e13b54d0314a111cf00773e817b95800;hpb=d2457f732e2efb77ba786691efbd3cee6a9a69b9;p=rocksndiamonds.git diff --git a/src/events.c b/src/events.c index 041c49b4..bad68898 100644 --- a/src/events.c +++ b/src/events.c @@ -19,6 +19,7 @@ #include "editor.h" #include "files.h" #include "tape.h" +#include "anim.h" #include "network.h" @@ -66,7 +67,7 @@ static int FilterEventsExt(const Event *event) /* do no reset mouse cursor before all pending events have been processed */ if (gfx.cursor_mode == cursor_mode_last && - ((effectiveGameStatus() == GAME_MODE_TITLE && + ((game_status == GAME_MODE_TITLE && gfx.cursor_mode == CURSOR_NONE) || (game_status == GAME_MODE_PLAYING && gfx.cursor_mode == CURSOR_PLAYFIELD))) @@ -151,114 +152,63 @@ boolean NextValidEvent(Event *event) return FALSE; } -void EventLoop(void) +void HandleEvents() { - while (1) + Event event; + unsigned int event_frame_delay = 0; + unsigned int event_frame_delay_value = GAME_FRAME_DELAY; + + ResetDelayCounter(&event_frame_delay); + + while (NextValidEvent(&event)) { - if (PendingEvent()) /* got event */ + switch (event.type) { - Event event; + case EVENT_BUTTONPRESS: + case EVENT_BUTTONRELEASE: + HandleButtonEvent((ButtonEvent *) &event); + break; - while (NextValidEvent(&event)) - { - switch (event.type) - { - case EVENT_BUTTONPRESS: - case EVENT_BUTTONRELEASE: - HandleButtonEvent((ButtonEvent *) &event); - break; - - case EVENT_MOTIONNOTIFY: - HandleMotionEvent((MotionEvent *) &event); - break; + case EVENT_MOTIONNOTIFY: + HandleMotionEvent((MotionEvent *) &event); + break; #if defined(TARGET_SDL2) - case SDL_WINDOWEVENT: - HandleWindowEvent((WindowEvent *) &event); - break; - - case EVENT_FINGERPRESS: - case EVENT_FINGERRELEASE: - case EVENT_FINGERMOTION: - HandleFingerEvent((FingerEvent *) &event); - break; - - case EVENT_TEXTINPUT: - HandleTextEvent((TextEvent *) &event); - break; - - case SDL_APP_WILLENTERBACKGROUND: - case SDL_APP_DIDENTERBACKGROUND: - case SDL_APP_WILLENTERFOREGROUND: - case SDL_APP_DIDENTERFOREGROUND: - HandlePauseResumeEvent((PauseResumeEvent *) &event); - break; -#endif - - case EVENT_KEYPRESS: - case EVENT_KEYRELEASE: - HandleKeyEvent((KeyEvent *) &event); - break; - - default: - HandleOtherEvents(&event); - break; - } - } - } - else - { - if (effectiveGameStatus() == GAME_MODE_TITLE) - { - /* when showing title screens, hide mouse pointer (if not moved) */ - - if (gfx.cursor_mode != CURSOR_NONE && - DelayReached(&special_cursor_delay, special_cursor_delay_value)) - { - SetMouseCursor(CURSOR_NONE); - } - } - else if (game_status == GAME_MODE_PLAYING && !tape.pausing) - { - /* when playing, display a special mouse pointer inside the playfield */ + case SDL_WINDOWEVENT: + HandleWindowEvent((WindowEvent *) &event); + break; - if (gfx.cursor_mode != CURSOR_PLAYFIELD && - cursor_inside_playfield && - DelayReached(&special_cursor_delay, special_cursor_delay_value)) - { - SetMouseCursor(CURSOR_PLAYFIELD); - } - } - else if (gfx.cursor_mode != CURSOR_DEFAULT) - { - SetMouseCursor(CURSOR_DEFAULT); - } + case EVENT_FINGERPRESS: + case EVENT_FINGERRELEASE: + case EVENT_FINGERMOTION: + HandleFingerEvent((FingerEvent *) &event); + break; - /* this is set after all pending events have been processed */ - cursor_mode_last = gfx.cursor_mode; - } + case EVENT_TEXTINPUT: + HandleTextEvent((TextEvent *) &event); + break; - /* also execute after pending events have been processed before */ - HandleNoEvent(); + case SDL_APP_WILLENTERBACKGROUND: + case SDL_APP_DIDENTERBACKGROUND: + case SDL_APP_WILLENTERFOREGROUND: + case SDL_APP_DIDENTERFOREGROUND: + HandlePauseResumeEvent((PauseResumeEvent *) &event); + break; +#endif - /* don't use all CPU time when idle; the main loop while playing - has its own synchronization and is CPU friendly, too */ + case EVENT_KEYPRESS: + case EVENT_KEYRELEASE: + HandleKeyEvent((KeyEvent *) &event); + break; - if (game_status == GAME_MODE_PLAYING) - { - HandleGameActions(); - } - else - { - if (!PendingEvent()) /* delay only if no pending events */ - Delay(10); + default: + HandleOtherEvents(&event); + break; } - /* refresh window contents from drawing buffer, if needed */ - BackToFront(); - - if (game_status == GAME_MODE_QUIT) - return; + // do not handle events for longer than standard frame delay period + if (DelayReached(&event_frame_delay, event_frame_delay_value)) + break; } } @@ -304,6 +254,68 @@ void HandleOtherEvents(Event *event) } } +void HandleMouseCursor() +{ + if (game_status == GAME_MODE_TITLE) + { + /* when showing title screens, hide mouse pointer (if not moved) */ + + if (gfx.cursor_mode != CURSOR_NONE && + DelayReached(&special_cursor_delay, special_cursor_delay_value)) + { + SetMouseCursor(CURSOR_NONE); + } + } + else if (game_status == GAME_MODE_PLAYING && (!tape.pausing || + tape.single_step)) + { + /* when playing, display a special mouse pointer inside the playfield */ + + if (gfx.cursor_mode != CURSOR_PLAYFIELD && + cursor_inside_playfield && + DelayReached(&special_cursor_delay, special_cursor_delay_value)) + { + SetMouseCursor(CURSOR_PLAYFIELD); + } + } + else if (gfx.cursor_mode != CURSOR_DEFAULT) + { + SetMouseCursor(CURSOR_DEFAULT); + } + + /* this is set after all pending events have been processed */ + cursor_mode_last = gfx.cursor_mode; +} + +void EventLoop(void) +{ + while (1) + { + if (PendingEvent()) + HandleEvents(); + else + HandleMouseCursor(); + + /* also execute after pending events have been processed before */ + 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 == GAME_MODE_PLAYING) + HandleGameActions(); + + /* always copy backbuffer to visible screen for every video frame */ + BackToFront(); + + /* reset video frame delay to default (may change again while playing) */ + SetVideoFrameDelay(GAME_FRAME_DELAY); + + if (game_status == GAME_MODE_QUIT) + return; + } +} + void ClearEventQueue() { while (PendingEvent()) @@ -448,10 +460,13 @@ void HandleWindowEvent(WindowEvent *event) event_name, event->data1, event->data2); #endif +#if 0 + // (not needed, as the screen gets redrawn every 20 ms anyway) if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED || event->event == SDL_WINDOWEVENT_RESIZED || event->event == SDL_WINDOWEVENT_EXPOSED) SDLRedrawWindow(); +#endif if (event->event == SDL_WINDOWEVENT_RESIZED && !video.fullscreen_enabled) { @@ -465,8 +480,10 @@ void HandleWindowEvent(WindowEvent *event) int new_xpercent = (100 * new_window_width / video.width); int new_ypercent = (100 * new_window_height / video.height); - setup.window_scaling_percent = video.window_scaling_percent = - MIN(MAX(MIN_WINDOW_SCALING_PERCENT, MIN(new_xpercent, new_ypercent)), + // (extreme window scaling allowed, but cannot be saved permanently) + video.window_scaling_percent = MIN(new_xpercent, new_ypercent); + setup.window_scaling_percent = + MIN(MAX(MIN_WINDOW_SCALING_PERCENT, video.window_scaling_percent), MAX_WINDOW_SCALING_PERCENT); video.window_width = new_window_width; @@ -1144,6 +1161,7 @@ static void HandleKeysSpecial(Key key) void HandleKey(Key key, int key_status) { boolean anyTextGadgetActiveOrJustFinished = anyTextGadgetActive(); + static boolean ignore_repeated_key = FALSE; static struct SetupKeyboardInfo ski; static struct SetupShortcutInfo ssi; static struct @@ -1311,12 +1329,18 @@ void HandleKey(Key key, int key_status) key_joystick_mapping = 0; if (key_status == KEY_RELEASED) + { + // reset flag to ignore repeated "key pressed" events after key release + ignore_repeated_key = FALSE; + return; + } if ((key == KSYM_F11 || ((key == KSYM_Return || key == KSYM_KP_Enter) && (GetKeyModState() & KMOD_Alt))) && - video.fullscreen_available) + video.fullscreen_available && + !ignore_repeated_key) { setup.fullscreen = !setup.fullscreen; @@ -1325,6 +1349,9 @@ void HandleKey(Key key, int key_status) if (game_status == GAME_MODE_SETUP) RedrawSetupScreenAfterFullscreenToggle(); + // set flag to ignore repeated "key pressed" events + ignore_repeated_key = TRUE; + return; } @@ -1332,7 +1359,8 @@ void HandleKey(Key key, int key_status) key == KSYM_plus || key == KSYM_0) && ((GetKeyModState() & KMOD_Control) || - (GetKeyModState() & KMOD_Alt)) && + (GetKeyModState() & KMOD_Alt) || + (GetKeyModState() & KMOD_Meta)) && video.window_scaling_available && !video.fullscreen_enabled) { @@ -1566,7 +1594,8 @@ void HandleKey(Key key, int key_status) default: if (key == KSYM_Escape) { - game_status = GAME_MODE_MAIN; + SetGameStatus(GAME_MODE_MAIN); + DrawMainMenu(); return; @@ -1595,15 +1624,6 @@ void HandleNoEvent() { case GAME_MODE_MAIN: DrawPreviewLevelAnimation(); - DoAnimation(); - break; - - case GAME_MODE_LEVELS: - case GAME_MODE_LEVELNR: - case GAME_MODE_SETUP: - case GAME_MODE_INFO: - case GAME_MODE_SCORES: - DoAnimation(); break; case GAME_MODE_EDITOR: