X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fevents.c;h=bb6628964d216db9fb65949b80c36fe00bfb4c4a;hb=f857fec3082c785b0dd271b6ad1b7642a2ed4e65;hp=79ffdd4ad02613fb5bf65e609be6ed563b87405b;hpb=df8111be2dc97172f30c7162eca4641d027e2aa4;p=rocksndiamonds.git diff --git a/src/events.c b/src/events.c index 79ffdd4a..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 * @@ -21,7 +21,6 @@ #include "editor.h" #include "files.h" #include "tape.h" -#include "joystick.h" #include "network.h" /* values for key_status */ @@ -30,17 +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; @@ -96,12 +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 { @@ -113,7 +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; } } @@ -127,7 +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: @@ -177,6 +217,16 @@ void ClearEventQueue() } } +void ClearPlayerAction() +{ + int i; + + /* simulate key release events for still pressed keys */ + key_joystick_mapping = 0; + for (i=0; ix, y = event->y; - int width = event->width, height = event->height; - - if (setup.direct_draw && game_status==PLAYING) - { - int xx,yy; - int x1 = (x-SX)/TILEX, y1 = (y-SY)/TILEY; - int x2 = (x-SX+width)/TILEX, y2 = (y-SY+height)/TILEY; - - SetDrawtoField(DRAW_BACKBUFFER); - - for(xx=0; xx=x1 && xx<=x2 && yy>=y1 && yy<=y2) - DrawScreenField(xx,yy); - DrawAllPlayers(); - - SetDrawtoField(DRAW_DIRECT); - } - - if (setup.soft_scrolling && game_status == PLAYING) - { - int fx = FX, fy = FY; - - fx += (ScreenMovDir & (MV_LEFT|MV_RIGHT) ? ScreenGfxPos : 0); - fy += (ScreenMovDir & (MV_UP|MV_DOWN) ? ScreenGfxPos : 0); - - BlitBitmap(fieldbuffer, backbuffer, fx,fy, SXSIZE,SYSIZE, SX,SY); - } - - BlitBitmap(drawto, window, x,y, width,height, x,y); - + RedrawPlayfield(FALSE, event->x, event->y, event->width, event->height); FlushDisplay(); #endif } @@ -277,7 +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 @@ -289,7 +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); @@ -301,16 +320,11 @@ void HandleFocusEvent(FocusChangeEvent *event) if (event->type == EVENT_FOCUSOUT) { - int i; - KeyboardAutoRepeatOn(); - old_joystick_status = joystick_status; - joystick_status = JOYSTICK_OFF; + old_joystick_status = joystick.status; + joystick.status = JOYSTICK_NOT_AVAILABLE; - /* simulate key release events for still pressed keys */ - key_joystick_mapping = 0; - for (i=0; itype == EVENT_FOCUSIN) { @@ -325,18 +339,18 @@ 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; + joystick.status = old_joystick_status; } } @@ -366,38 +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 SETUPINPUT: - HandleSetupInputScreen(mx,my, 0,0, button); - break; - - case PLAYING: + case GAME_MODE_PLAYING: #ifdef DEBUG if (button == MB_RELEASED) { @@ -421,6 +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"); } } @@ -452,8 +463,11 @@ 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 }; + static boolean bomb_placed[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE }; int pnr; for (pnr=0; pnr