X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fevents.c;h=bb6628964d216db9fb65949b80c36fe00bfb4c4a;hb=f857fec3082c785b0dd271b6ad1b7642a2ed4e65;hp=468da146ad5f9e4bcba47106b2cbc24b6765c4c5;hpb=4e3bc17b6150a17a76cba2da2daa96af65bde5b9;p=rocksndiamonds.git diff --git a/src/events.c b/src/events.c index 468da146..bb662896 100644 --- a/src/events.c +++ b/src/events.c @@ -1,7 +1,7 @@ /*********************************************************** * Rocks'n'Diamonds -- McDuffin Strikes Back! * *----------------------------------------------------------* -* (c) 1995-2001 Artsoft Entertainment * +* (c) 1995-2002 Artsoft Entertainment * * Holger Schemel * * Detmolder Strasse 189 * * 33604 Bielefeld * @@ -29,17 +29,36 @@ #define KEY_PRESSED TRUE +static boolean cursor_inside_playfield = FALSE; +static boolean playfield_cursor_set = FALSE; +static unsigned long playfield_cursor_delay = 0; + + /* event filter especially needed for SDL event filtering due to - delay problems with lots of mouse motion events when mouse - button not pressed */ + delay problems with lots of mouse motion events when mouse button + not pressed (X11 can handle this with 'PointerMotionHintMask') */ int FilterMouseMotionEvents(const Event *event) { + MotionEvent *motion; + + /* non-motion events are directly passed to event handler functions */ if (event->type != EVENT_MOTIONNOTIFY) return 1; - /* get mouse motion events without pressed button only in level editor */ - if (button_status == MB_RELEASED && game_status != LEVELED) + motion = (MotionEvent *)event; + cursor_inside_playfield = (motion->x >= SX && motion->x < SX + SXSIZE && + motion->y >= SY && motion->y < SY + SYSIZE); + + if (game_status == GAME_MODE_PLAYING && playfield_cursor_set) + { + SetMouseCursor(CURSOR_DEFAULT); + playfield_cursor_set = FALSE; + DelayReached(&playfield_cursor_delay, 0); + } + + /* skip mouse motion events without pressed button outside level editor */ + if (button_status == MB_RELEASED && game_status != GAME_MODE_EDITOR) return 0; else return 1; @@ -95,12 +114,30 @@ void EventLoop(void) } } else + { + /* when playing, display a special mouse pointer inside the playfield */ + if (game_status == GAME_MODE_PLAYING) + { + if (!playfield_cursor_set && cursor_inside_playfield && + DelayReached(&playfield_cursor_delay, 1000)) + { + SetMouseCursor(CURSOR_PLAYFIELD); + playfield_cursor_set = TRUE; + } + } + else if (playfield_cursor_set) + { + SetMouseCursor(CURSOR_DEFAULT); + playfield_cursor_set = FALSE; + } + 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 == PLAYING) + if (game_status == GAME_MODE_PLAYING) HandleGameActions(); else { @@ -112,7 +149,7 @@ void EventLoop(void) /* refresh window contents from drawing buffer, if needed */ BackToFront(); - if (game_status == EXITGAME) + if (game_status == GAME_MODE_QUIT) return; } } @@ -126,7 +163,11 @@ void HandleOtherEvents(Event *event) break; case EVENT_UNMAPNOTIFY: +#if 0 + /* This causes the game to stop not only when iconified, but also + when on another virtual desktop, which might be not desired. */ SleepWhileUnmapped(); +#endif break; case EVENT_FOCUSIN: @@ -225,8 +266,8 @@ void SleepWhileUnmapped() } } - if (game_status == PLAYING) - KeyboardAutoRepeatOff(); + if (game_status == GAME_MODE_PLAYING) + KeyboardAutoRepeatOffUnlessAutoplay(); } void HandleExposeEvent(ExposeEvent *event) @@ -255,7 +296,7 @@ void HandleMotionEvent(MotionEvent *event) return; /* window and pointer are on different screens */ #if 1 - if (button_status == MB_RELEASED && game_status != LEVELED) + if (button_status == MB_RELEASED && game_status != GAME_MODE_EDITOR) return; #endif @@ -267,7 +308,7 @@ void HandleMotionEvent(MotionEvent *event) void HandleKeyEvent(KeyEvent *event) { int key_status = (event->type==EVENT_KEYPRESS ? KEY_PRESSED : KEY_RELEASED); - boolean with_modifiers = (game_status == PLAYING ? FALSE : TRUE); + boolean with_modifiers = (game_status == GAME_MODE_PLAYING ? FALSE : TRUE); Key key = GetEventKey(event, with_modifiers); HandleKey(key, key_status); @@ -298,15 +339,15 @@ void HandleFocusEvent(FocusChangeEvent *event) 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. + (game_status == GAME_MODE_PLAYING), which is not desired. To avoid this special case, we just wait 1/10 second before processing the 'FocusIn' event. */ - if (game_status == PLAYING) + if (game_status == GAME_MODE_PLAYING) { Delay(100); - KeyboardAutoRepeatOff(); + KeyboardAutoRepeatOffUnlessAutoplay(); } if (old_joystick_status != -1) joystick.status = old_joystick_status; @@ -339,34 +380,34 @@ void HandleButton(int mx, int my, int button) switch(game_status) { - case MAINMENU: + case GAME_MODE_MAIN: HandleMainMenu(mx,my, 0,0, button); break; - case TYPENAME: + case GAME_MODE_PSEUDO_TYPENAME: HandleTypeName(0, KSYM_Return); break; - case CHOOSELEVEL: + case GAME_MODE_LEVELS: HandleChooseLevel(mx,my, 0,0, button); break; - case HALLOFFAME: + case GAME_MODE_SCORES: HandleHallOfFame(0,0, 0,0, button); break; - case LEVELED: + case GAME_MODE_EDITOR: break; - case HELPSCREEN: + case GAME_MODE_INFO: HandleHelpScreen(button); break; - case SETUP: + case GAME_MODE_SETUP: HandleSetupScreen(mx,my, 0,0, button); break; - case PLAYING: + case GAME_MODE_PLAYING: #ifdef DEBUG if (button == MB_RELEASED) { @@ -390,6 +431,7 @@ void HandleButton(int mx, int my, int button) 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(" GfxElement[%d][%d] == %d\n", x,y, GfxElement[x][y]); printf("\n"); } } @@ -421,7 +463,7 @@ void HandleKey(Key key, int key_status) { &custom_key.bomb, DEFAULT_KEY_BOMB, JOY_BUTTON_2 } }; - if (game_status == PLAYING) + if (game_status == GAME_MODE_PLAYING) { /* only needed for single-step tape recording mode */ static boolean clear_button_2[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE }; @@ -444,7 +486,7 @@ void HandleKey(Key key, int key_status) if (tape.single_step && clear_button_2[pnr]) { - stored_player[pnr].action &= ~MV_BUTTON_2; + stored_player[pnr].action &= ~KEY_BUTTON_2; clear_button_2[pnr] = FALSE; } @@ -456,31 +498,31 @@ void HandleKey(Key key, int key_status) if (tape.single_step && tape.recording && tape.pausing) { if (key_status == KEY_PRESSED && - (key_action & (MV_MOTION | MV_BUTTON_1))) + (key_action & (KEY_MOTION | KEY_BUTTON_1))) { TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); - if (key_action & MV_MOTION) + if (key_action & KEY_MOTION) { - if (stored_player[pnr].action & MV_BUTTON_2) + if (stored_player[pnr].action & KEY_BUTTON_2) bomb_placed[pnr] = TRUE; } } else if (key_status == KEY_RELEASED && - (key_action & MV_BUTTON_2)) + (key_action & KEY_BUTTON_2)) { if (!bomb_placed[pnr]) { TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); - stored_player[pnr].action |= MV_BUTTON_2; + stored_player[pnr].action |= KEY_BUTTON_2; clear_button_2[pnr] = TRUE; } bomb_placed[pnr] = FALSE; } } - else if (tape.recording && tape.pausing) + else if (tape.recording && tape.pausing && (key_action & KEY_ACTION)) TapeTogglePause(TAPE_TOGGLE_MANUAL); } } @@ -503,91 +545,96 @@ void HandleKey(Key key, int key_status) HandleJoystick(); } - if (game_status != PLAYING) + if (game_status != GAME_MODE_PLAYING) key_joystick_mapping = 0; if (key_status == KEY_RELEASED) return; - if ((key == KSYM_Return || key == KSYM_space) && - game_status == PLAYING && AllPlayersGone) + if ((key == KSYM_Return || key == setup.shortcut.toggle_pause) && + game_status == GAME_MODE_PLAYING && AllPlayersGone) { CloseDoor(DOOR_CLOSE_1); - game_status = MAINMENU; + game_status = GAME_MODE_MAIN; DrawMainMenu(); return; } /* allow quick escape to the main menu with the Escape key */ if (key == KSYM_Escape && - game_status != MAINMENU && - game_status != PLAYING && - game_status != LEVELED && - game_status != CHOOSELEVEL && - game_status != SETUP) + game_status != GAME_MODE_MAIN && + game_status != GAME_MODE_PLAYING && + game_status != GAME_MODE_EDITOR && + game_status != GAME_MODE_LEVELS && + game_status != GAME_MODE_SETUP) { - game_status = MAINMENU; + game_status = GAME_MODE_MAIN; DrawMainMenu(); return; } - /* special shortcuts for quick game tape saving and loading */ - if (game_status == MAINMENU || game_status == PLAYING) + /* special key shortcuts */ + if (game_status == GAME_MODE_MAIN || game_status == GAME_MODE_PLAYING) { if (key == setup.shortcut.save_game) TapeQuickSave(); else if (key == setup.shortcut.load_game) TapeQuickLoad(); + else if (key == setup.shortcut.toggle_pause) + TapeTogglePause(TAPE_TOGGLE_MANUAL); } - +#if 0 #ifndef DEBUG - if (game_status == PLAYING && (tape.playing || tape.pausing)) + if (game_status == GAME_MODE_PLAYING && (tape.playing || tape.pausing)) return; #endif - +#endif HandleGadgetsKeyInput(key); switch(game_status) { - case TYPENAME: + case GAME_MODE_PSEUDO_TYPENAME: HandleTypeName(0, key); break; - case MAINMENU: - case CHOOSELEVEL: - case SETUP: + case GAME_MODE_MAIN: + case GAME_MODE_LEVELS: + case GAME_MODE_SETUP: switch(key) { case KSYM_Return: - case KSYM_space: - if (game_status == MAINMENU) + if (game_status == GAME_MODE_MAIN) HandleMainMenu(0,0, 0,0, MB_MENU_CHOICE); - else if (game_status == CHOOSELEVEL) + else if (game_status == GAME_MODE_LEVELS) HandleChooseLevel(0,0, 0,0, MB_MENU_CHOICE); - else if (game_status == SETUP) + else if (game_status == GAME_MODE_SETUP) HandleSetupScreen(0,0, 0,0, MB_MENU_CHOICE); break; case KSYM_Escape: - if (game_status == CHOOSELEVEL) + if (game_status == GAME_MODE_LEVELS) HandleChooseLevel(0,0, 0,0, MB_MENU_LEAVE); - else if (game_status == SETUP) + else if (game_status == GAME_MODE_SETUP) HandleSetupScreen(0,0, 0,0, MB_MENU_LEAVE); break; case KSYM_Page_Up: - if (game_status == CHOOSELEVEL) + if (game_status == GAME_MODE_LEVELS) HandleChooseLevel(0,0, 0,-SCR_FIELDY, MB_MENU_MARK); + else if (game_status == GAME_MODE_SETUP) + HandleSetupScreen(0,0, 0,-SCR_FIELDY, MB_MENU_MARK); break; case KSYM_Page_Down: - if (game_status == CHOOSELEVEL) + if (game_status == GAME_MODE_LEVELS) HandleChooseLevel(0,0, 0,SCR_FIELDY, MB_MENU_MARK); + else if (game_status == GAME_MODE_SETUP) + HandleSetupScreen(0,0, 0,SCR_FIELDY, MB_MENU_MARK); break; #ifdef DEBUG @@ -601,16 +648,15 @@ void HandleKey(Key key, int key_status) } break; - case HELPSCREEN: + case GAME_MODE_INFO: HandleHelpScreen(MB_RELEASED); break; - case HALLOFFAME: + case GAME_MODE_SCORES: switch(key) { case KSYM_Return: - case KSYM_space: - game_status = MAINMENU; + game_status = GAME_MODE_MAIN; DrawMainMenu(); BackToFront(); break; @@ -628,12 +674,12 @@ void HandleKey(Key key, int key_status) } break; - case LEVELED: + case GAME_MODE_EDITOR: if (!anyTextGadgetActiveOrJustFinished || key == KSYM_Escape) HandleLevelEditorKeyInput(key); break; - case PLAYING: + case GAME_MODE_PLAYING: { switch(key) { @@ -784,7 +830,7 @@ void HandleKey(Key key, int key_status) void HandleNoEvent() { - if (button_status && game_status != PLAYING) + if (button_status && game_status != GAME_MODE_PLAYING) { HandleButton(0, 0, -button_status); return; @@ -840,9 +886,9 @@ void HandleJoystick() switch(game_status) { - case MAINMENU: - case CHOOSELEVEL: - case SETUP: + case GAME_MODE_MAIN: + case GAME_MODE_LEVELS: + case GAME_MODE_SETUP: { static unsigned long joystickmove_delay = 0; @@ -850,31 +896,35 @@ void HandleJoystick() !DelayReached(&joystickmove_delay, GADGET_FRAME_DELAY)) newbutton = dx = dy = 0; - if (game_status==MAINMENU) + if (game_status == GAME_MODE_MAIN) HandleMainMenu(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK); - else if (game_status==CHOOSELEVEL) + else if (game_status == GAME_MODE_LEVELS) HandleChooseLevel(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK); - else if (game_status==SETUP) + else if (game_status == GAME_MODE_SETUP) HandleSetupScreen(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK); break; } - case HALLOFFAME: + case GAME_MODE_SCORES: HandleHallOfFame(0,0, dx,dy, !newbutton); break; - case HELPSCREEN: + case GAME_MODE_INFO: HandleHelpScreen(!newbutton); break; - case PLAYING: + case GAME_MODE_EDITOR: + HandleLevelEditorIdle(); + break; + + case GAME_MODE_PLAYING: if (tape.playing || keyboard) newbutton = ((joy & JOY_BUTTON) != 0); if (AllPlayersGone && newbutton) { CloseDoor(DOOR_CLOSE_1); - game_status = MAINMENU; + game_status = GAME_MODE_MAIN; DrawMainMenu(); return; }