X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fevents.c;h=bb6628964d216db9fb65949b80c36fe00bfb4c4a;hb=f857fec3082c785b0dd271b6ad1b7642a2ed4e65;hp=8a03effdde53b42af0d2afe7b9f58f201859fd04;hpb=78943068787ee6d63e1045df9d286d98b5a2912c;p=rocksndiamonds.git diff --git a/src/events.c b/src/events.c index 8a03effd..bb662896 100644 --- a/src/events.c +++ b/src/events.c @@ -1,26 +1,26 @@ /*********************************************************** -* Rocks'n'Diamonds -- McDuffin Strikes Back! * +* Rocks'n'Diamonds -- McDuffin Strikes Back! * *----------------------------------------------------------* -* (c) 1995-98 Artsoft Entertainment * -* Holger Schemel * -* Oststrasse 11a * -* 33604 Bielefeld * -* phone: ++49 +521 290471 * -* email: aeglos@valinor.owl.de * +* (c) 1995-2002 Artsoft Entertainment * +* Holger Schemel * +* Detmolder Strasse 189 * +* 33604 Bielefeld * +* Germany * +* e-mail: info@artsoft.org * *----------------------------------------------------------* -* events.c * +* events.c * ***********************************************************/ +#include "libgame/libgame.h" + #include "events.h" #include "init.h" #include "screens.h" #include "tools.h" #include "game.h" #include "editor.h" -#include "misc.h" +#include "files.h" #include "tape.h" -#include "joystick.h" -#include "buttons.h" #include "network.h" /* values for key_status */ @@ -28,78 +28,165 @@ #define KEY_RELEASED FALSE #define KEY_PRESSED TRUE -void EventLoop(void) + +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 (X11 can handle this with 'PointerMotionHintMask') */ + +int FilterMouseMotionEvents(const Event *event) { - while(1) + MotionEvent *motion; + + /* non-motion events are directly passed to event handler functions */ + if (event->type != EVENT_MOTIONNOTIFY) + return 1; + + 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) { - if (XPending(display)) /* got event from X server */ - { - XEvent event; + SetMouseCursor(CURSOR_DEFAULT); + playfield_cursor_set = FALSE; + DelayReached(&playfield_cursor_delay, 0); + } - XNextEvent(display, &event); + /* 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; +} - switch(event.type) - { - case ButtonPress: - case ButtonRelease: - HandleButtonEvent((XButtonEvent *) &event); - break; +/* 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 */ - case MotionNotify: - HandleMotionEvent((XMotionEvent *) &event); - break; +static boolean NextValidEvent(Event *event) +{ + while (PendingEvent()) + { + NextEvent(event); - case KeyPress: - case KeyRelease: - HandleKeyEvent((XKeyEvent *) &event); - break; + if (FilterMouseMotionEvents(event)) + return TRUE; + } - default: - HandleOtherEvents(&event); - break; + return FALSE; +} + +void EventLoop(void) +{ + while(1) + { + if (PendingEvent()) /* got event */ + { + Event event; + + if (NextValidEvent(&event)) + { + switch(event.type) + { + case EVENT_BUTTONPRESS: + case EVENT_BUTTONRELEASE: + HandleButtonEvent((ButtonEvent *) &event); + break; + + case EVENT_MOTIONNOTIFY: + HandleMotionEvent((MotionEvent *) &event); + break; + + case EVENT_KEYPRESS: + case EVENT_KEYRELEASE: + HandleKeyEvent((KeyEvent *) &event); + break; + + default: + HandleOtherEvents(&event); + break; + } } } + 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; + } - HandleNoXEvent(); + 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 { - XSync(display, FALSE); - Delay(10); + SyncDisplay(); + if (!PendingEvent()) /* delay only if no pending events */ + Delay(10); } /* refresh window contents from drawing buffer, if needed */ BackToFront(); - if (game_status == EXITGAME) + if (game_status == GAME_MODE_QUIT) return; } } -void HandleOtherEvents(XEvent *event) +void HandleOtherEvents(Event *event) { switch(event->type) { - case Expose: - HandleExposeEvent((XExposeEvent *) event); + case EVENT_EXPOSE: + HandleExposeEvent((ExposeEvent *) event); break; - case UnmapNotify: + 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 FocusIn: - case FocusOut: - HandleFocusEvent((XFocusChangeEvent *) event); + case EVENT_FOCUSIN: + case EVENT_FOCUSOUT: + HandleFocusEvent((FocusChangeEvent *) event); break; - case ClientMessage: - HandleClientMessageEvent((XClientMessageEvent *) event); + case EVENT_CLIENTMESSAGE: + HandleClientMessageEvent((ClientMessageEvent *) event); break; +#if defined(TARGET_SDL) + case SDL_JOYAXISMOTION: + case SDL_JOYBUTTONDOWN: + case SDL_JOYBUTTONUP: + HandleJoystickEvent(event); + break; +#endif + default: break; } @@ -107,19 +194,19 @@ void HandleOtherEvents(XEvent *event) void ClearEventQueue() { - while(XPending(display)) + while (PendingEvent()) { - XEvent event; + Event event; - XNextEvent(display, &event); + NextEvent(&event); switch(event.type) { - case ButtonRelease: + case EVENT_BUTTONRELEASE: button_status = MB_RELEASED; break; - case KeyRelease: + case EVENT_KEYRELEASE: key_joystick_mapping = 0; break; @@ -130,33 +217,43 @@ 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); - - XCopyArea(display,fieldbuffer,backbuffer,gc, - fx,fy, SXSIZE,SYSIZE, - SX,SY); - } - - XCopyArea(display,drawto,window,gc, x,y, width,height, x,y); - - XFlush(display); +#ifndef TARGET_SDL + RedrawPlayfield(FALSE, event->x, event->y, event->width, event->height); + FlushDisplay(); +#endif } -void HandleButtonEvent(XButtonEvent *event) +void HandleButtonEvent(ButtonEvent *event) { motion_status = FALSE; - if (event->type == ButtonPress) + if (event->type == EVENT_BUTTONPRESS) button_status = event->button; else button_status = MB_RELEASED; @@ -224,68 +290,43 @@ void HandleButtonEvent(XButtonEvent *event) HandleButton(event->x, event->y, button_status); } -void HandleMotionEvent(XMotionEvent *event) +void HandleMotionEvent(MotionEvent *event) { - Window root, child; - int root_x, root_y; - int win_x, win_y; - unsigned int mask; + if (!PointerInWindow(window)) + return; /* window and pointer are on different screens */ - if (!XQueryPointer(display, window, &root, &child, &root_x, &root_y, - &win_x, &win_y, &mask)) - return; - - if (!button_status && game_status != LEVELED) +#if 1 + if (button_status == MB_RELEASED && game_status != GAME_MODE_EDITOR) return; +#endif motion_status = TRUE; - HandleButton(win_x, win_y, button_status); + HandleButton(event->x, event->y, button_status); } -void HandleKeyEvent(XKeyEvent *event) +void HandleKeyEvent(KeyEvent *event) { - int key_status = (event->type == KeyPress ? KEY_PRESSED : KEY_RELEASED); - KeySym key; - - if (game_status == PLAYING) - { - /* use '0' instead of 'event->state' to get the key without modifiers */ - key = XLookupKeysym(event, 0); - } - else - { - /* get the key with all modifiers */ - char buffer[10]; - int buffer_size = 10; - XComposeStatus compose; - int char_count; - - char_count = XLookupString(event, buffer, buffer_size, &key, &compose); - buffer[char_count] = '\0'; - } + int key_status = (event->type==EVENT_KEYPRESS ? KEY_PRESSED : KEY_RELEASED); + boolean with_modifiers = (game_status == GAME_MODE_PLAYING ? FALSE : TRUE); + Key key = GetEventKey(event, with_modifiers); HandleKey(key, key_status); } -void HandleFocusEvent(XFocusChangeEvent *event) +void HandleFocusEvent(FocusChangeEvent *event) { static int old_joystick_status = -1; - if (event->type == FocusOut) + if (event->type == EVENT_FOCUSOUT) { - int i; - - XAutoRepeatOn(display); - old_joystick_status = joystick_status; - joystick_status = JOYSTICK_OFF; + KeyboardAutoRepeatOn(); + 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 == FocusIn) + else if (event->type == EVENT_FOCUSIN) { /* When there are two Rocks'n'Diamonds windows which overlap and the player moves the pointer from one game window to the other, @@ -298,26 +339,25 @@ void HandleFocusEvent(XFocusChangeEvent *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. - To avoid this special case, we just wait 1/50 second before + (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. */ - Delay(20); - if (game_status == PLAYING) - XAutoRepeatOff(display); + if (game_status == GAME_MODE_PLAYING) + { + Delay(100); + KeyboardAutoRepeatOffUnlessAutoplay(); + } if (old_joystick_status != -1) - joystick_status = old_joystick_status; + joystick.status = old_joystick_status; } } -void HandleClientMessageEvent(XClientMessageEvent *event) +void HandleClientMessageEvent(ClientMessageEvent *event) { -#ifndef MSDOS - if ((event->window == window) && - (event->data.l[0] == XInternAtom(display, "WM_DELETE_WINDOW", FALSE))) + if (CheckCloseWindowEvent(event)) CloseAllAndExit(0); -#endif } void HandleButton(int mx, int my, int button) @@ -340,38 +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: - HandleTypeName(0, XK_Return); + 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: - HandleHallOfFame(button); + 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) { @@ -395,6 +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"); } } @@ -406,14 +443,15 @@ void HandleButton(int mx, int my, int button) } } -void HandleKey(KeySym key, int key_status) +void HandleKey(Key key, int key_status) { int joy = 0; + boolean anyTextGadgetActiveOrJustFinished = anyTextGadgetActive(); static struct SetupKeyboardInfo custom_key; static struct { - KeySym *keysym_custom; - KeySym keysym_default; + Key *key_custom; + Key key_default; byte action; } key_info[] = { @@ -425,8 +463,11 @@ void HandleKey(KeySym 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; pnrdynamite = 1000; break; @@ -651,7 +799,7 @@ void HandleKey(KeySym key, int key_status) #if 0 - case XK_z: + case KSYM_z: { int i; @@ -680,23 +828,20 @@ void HandleKey(KeySym key, int key_status) } } -void HandleNoXEvent() +void HandleNoEvent() { - if (button_status && game_status != PLAYING) + if (button_status && game_status != GAME_MODE_PLAYING) { HandleButton(0, 0, -button_status); return; } -#ifndef MSDOS +#if defined(PLATFORM_UNIX) if (options.network) HandleNetworking(); #endif HandleJoystick(); - - if (game_status == PLAYING) - HandleGameActions(); } static int HandleJoystickForAllPlayers() @@ -716,11 +861,9 @@ static int HandleJoystickForAllPlayers() joy_action = Joystick(i); result |= joy_action; - if (!setup.input[i].use_joystick) continue; - stored_player[i].action = joy_action; } @@ -743,10 +886,9 @@ void HandleJoystick() switch(game_status) { - case MAINMENU: - case CHOOSELEVEL: - case SETUP: - case SETUPINPUT: + case GAME_MODE_MAIN: + case GAME_MODE_LEVELS: + case GAME_MODE_SETUP: { static unsigned long joystickmove_delay = 0; @@ -754,34 +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); - else if (game_status==SETUPINPUT) - HandleSetupInputScreen(0,0,dx,dy, - newbutton ? MB_MENU_CHOICE : MB_MENU_MARK); break; } - case HALLOFFAME: - HandleHallOfFame(!newbutton); + 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; }