X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fevents.c;h=d1880faee1297faa523d874dd3fda6c4b9ed28f4;hb=39d01b9327d78c44d36894a0a442a7c45a19849f;hp=d583d87305b3165cbc6663963f273d43391c79ae;hpb=61c3da024802ecc0268bab42d7499fc0346e4fd3;p=rocksndiamonds.git diff --git a/src/events.c b/src/events.c index d583d873..d1880fae 100644 --- a/src/events.c +++ b/src/events.c @@ -36,10 +36,21 @@ static unsigned int playfield_cursor_delay = 0; delay problems with lots of mouse motion events when mouse button not pressed (X11 can handle this with 'PointerMotionHintMask') */ -int FilterMouseMotionEvents(const Event *event) +/* event filter addition for SDL2: as SDL2 does not have a function to enable + or disable keyboard auto-repeat, filter repeated keyboard events instead */ + +static int FilterEventsExt(const Event *event) { MotionEvent *motion; +#if defined(TARGET_SDL2) + /* skip repeated key press events if keyboard auto-repeat is disabled */ + if (event->type == EVENT_KEYPRESS && + event->key.repeat && + !keyrepeat_status) + return 0; +#endif + /* non-motion events are directly passed to event handler functions */ if (event->type != EVENT_MOTIONNOTIFY) return 1; @@ -59,10 +70,22 @@ int FilterMouseMotionEvents(const Event *event) if (button_status == MB_RELEASED && game_status != GAME_MODE_EDITOR && game_status != GAME_MODE_PLAYING) return 0; - else - return 1; + + return 1; } +#if defined(TARGET_SDL2) +int FilterEvents(void *userdata, Event *event) +{ + return FilterEventsExt(event); +} +#else +int FilterEvents(const Event *event) +{ + return FilterEventsExt(event); +} +#endif + /* to prevent delay problems, skip mouse motion events if the very next event is also a mouse motion event (and therefore effectively only handling the last of a row of mouse motion events in the event queue) */ @@ -104,7 +127,7 @@ static boolean NextValidEvent(Event *event) NextEvent(event); - if (FilterMouseMotionEvents(event)) + if (FilterEventsExt(event)) handle_this_event = TRUE; if (SkipPressedMouseMotionEvent(event)) @@ -137,7 +160,15 @@ void EventLoop(void) case EVENT_MOTIONNOTIFY: HandleMotionEvent((MotionEvent *) &event); break; - + +#if defined(TARGET_SDL2) + case EVENT_FINGERPRESS: + case EVENT_FINGERRELEASE: + case EVENT_FINGERMOTION: + HandleFingerEvent((FingerEvent *) &event); + break; +#endif + case EVENT_KEYPRESS: case EVENT_KEYRELEASE: HandleKeyEvent((KeyEvent *) &event); @@ -318,7 +349,7 @@ void SleepWhileUnmapped() void HandleExposeEvent(ExposeEvent *event) { -#ifndef TARGET_SDL +#if !defined(TARGET_SDL) RedrawPlayfield(FALSE, event->x, event->y, event->width, event->height); FlushDisplay(); #endif @@ -354,6 +385,66 @@ void HandleMotionEvent(MotionEvent *event) HandleButton(event->x, event->y, button_status, button_status); } +#if defined(TARGET_SDL2) +void HandleFingerEvent(FingerEvent *event) +{ + static int num_events = 0; + int max_events = 10; + + // #if DEBUG_EVENTS + Error(ERR_DEBUG, "FINGER EVENT: finger was %s, touch ID %lld, finger ID %lld, x/y %f/%f, dx/dy %f/%f, pressure %f", + (event->type == EVENT_FINGERPRESS ? "pressed" : + event->type == EVENT_FINGERRELEASE ? "released" : "moved"), + event->touchId, + event->fingerId, + event->x, event->y, + event->dx, event->dy, + event->pressure); + // #endif + + int x = (int)(event->x * video.width); + int y = (int)(event->y * video.height); + int button = MB_LEFTBUTTON; + + Error(ERR_DEBUG, "=> screen x/y %d/%d", x, y); + +#if 0 + if (++num_events >= max_events) + CloseAllAndExit(0); +#endif + +#if 1 + if (event->type == EVENT_FINGERPRESS) + button_status = button; + else + button_status = MB_RELEASED; + + int max_x = SX + SXSIZE; + int max_y = SY + SYSIZE; + + if (game_status == GAME_MODE_PLAYING && + x < max_x) + { + int key_status = (event->type == EVENT_FINGERRELEASE ? KEY_RELEASED : + KEY_PRESSED); + Key key = (y < max_y / 3 ? setup.input[0].key.up : + y > 2 * max_y / 3 ? setup.input[0].key.down : + x < max_x / 3 ? setup.input[0].key.left : + x > 2 * max_x / 3 ? setup.input[0].key.right : + setup.input[0].key.drop); + + Error(ERR_DEBUG, "=> key == %d, key_status == %d", key, key_status); + + HandleKey(key, key_status); + } + else + { + HandleButton(x, y, button_status, button); + } +#endif +} +#endif + void HandleKeyEvent(KeyEvent *event) { int key_status = (event->type==EVENT_KEYPRESS ? KEY_PRESSED : KEY_RELEASED);