X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fevents.c;h=d42acf56eff9f1d436eef48395d162c97b1eaa9e;hb=cf41c74d18630924c1e32ad913d315a493402ef9;hp=7da6e5536c058fb79e9598f4a8a95e10de3cee7c;hpb=4c23826c2c9f8f6c7d1fec69769ba0d7254c9a7c;p=rocksndiamonds.git diff --git a/src/events.c b/src/events.c index 7da6e553..6066335d 100644 --- a/src/events.c +++ b/src/events.c @@ -1,15 +1,15 @@ -/*********************************************************** -* 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 * -*----------------------------------------------------------* -* events.c * -***********************************************************/ +// ============================================================================ +// Rocks'n'Diamonds - McDuffin Strikes Back! +// ---------------------------------------------------------------------------- +// (c) 1995-2014 by Artsoft Entertainment +// Holger Schemel +// info@artsoft.org +// http://www.artsoft.org/ +// ---------------------------------------------------------------------------- +// events.c +// ============================================================================ + +#include "libgame/libgame.h" #include "events.h" #include "init.h" @@ -17,181 +17,395 @@ #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 "anim.h" #include "network.h" -/* values for key_status */ -#define KEY_NOT_PRESSED FALSE -#define KEY_RELEASED FALSE -#define KEY_PRESSED TRUE +#define DEBUG_EVENTS 0 -/* event filter especially needed for SDL event filtering due to - delay problems with lots of mouse motion events when mouse - button not pressed */ +#define DEBUG_EVENTS_BUTTON (DEBUG_EVENTS * 0) +#define DEBUG_EVENTS_MOTION (DEBUG_EVENTS * 0) +#define DEBUG_EVENTS_WHEEL (DEBUG_EVENTS * 1) +#define DEBUG_EVENTS_WINDOW (DEBUG_EVENTS * 0) +#define DEBUG_EVENTS_FINGER (DEBUG_EVENTS * 0) +#define DEBUG_EVENTS_TEXT (DEBUG_EVENTS * 1) +#define DEBUG_EVENTS_KEY (DEBUG_EVENTS * 1) -int EventFilter(const Event *event) + +static boolean cursor_inside_playfield = FALSE; +static int cursor_mode_last = CURSOR_DEFAULT; +static unsigned int special_cursor_delay = 0; +static unsigned int special_cursor_delay_value = 1000; + +static boolean virtual_button_pressed = FALSE; +static boolean stop_processing_events = FALSE; + + +// forward declarations for internal use +static void HandleNoEvent(void); +static void HandleEventActions(void); + + +// event filter to set mouse x/y position (for pointer class global animations) +// (this is especially required to ensure smooth global animation mouse pointer +// movement when the screen is updated without handling events; this can happen +// when drawing door/envelope request animations, for example) + +int FilterMouseMotionEvents(void *userdata, Event *event) +{ + if (event->type == EVENT_MOTIONNOTIFY) + { + int mouse_x = ((MotionEvent *)event)->x; + int mouse_y = ((MotionEvent *)event)->y; + + UpdateRawMousePosition(mouse_x, mouse_y); + } + + return 1; +} + +// 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') + +// 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 FilterEvents(const Event *event) { + MotionEvent *motion; + + // skip repeated key press events if keyboard auto-repeat is disabled + if (event->type == EVENT_KEYPRESS && + event->key.repeat && + !keyrepeat_status) + return 0; + + if (event->type == EVENT_BUTTONPRESS || + event->type == EVENT_BUTTONRELEASE) + { + ((ButtonEvent *)event)->x -= video.screen_xoffset; + ((ButtonEvent *)event)->y -= video.screen_yoffset; + } + else if (event->type == EVENT_MOTIONNOTIFY) + { + ((MotionEvent *)event)->x -= video.screen_xoffset; + ((MotionEvent *)event)->y -= video.screen_yoffset; + } + + // 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); + + // set correct mouse x/y position (for pointer class global animations) + // (this is required in rare cases where the mouse x/y position calculated + // from raw values (to apply logical screen size scaling corrections) does + // not match the final mouse event x/y position -- this may happen because + // the SDL renderer's viewport position is internally represented as float, + // but only accessible as integer, which may lead to rounding errors) + gfx.mouse_x = motion->x; + gfx.mouse_y = motion->y; + + // do no reset mouse cursor before all pending events have been processed + if (gfx.cursor_mode == cursor_mode_last && + ((game_status == GAME_MODE_TITLE && + gfx.cursor_mode == CURSOR_NONE) || + (game_status == GAME_MODE_PLAYING && + gfx.cursor_mode == CURSOR_PLAYFIELD))) + { + SetMouseCursor(CURSOR_DEFAULT); + + DelayReached(&special_cursor_delay, 0); + + cursor_mode_last = CURSOR_DEFAULT; + } + + // skip mouse motion events without pressed button outside level editor + if (button_status == MB_RELEASED && + game_status != GAME_MODE_EDITOR && game_status != GAME_MODE_PLAYING) return 0; - else - return 1; + + return 1; } -void EventLoop(void) +// 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) + +static boolean SkipPressedMouseMotionEvent(const Event *event) { - while(1) + // nothing to do if the current event is not a mouse motion event + if (event->type != EVENT_MOTIONNOTIFY) + return FALSE; + + // only skip motion events with pressed button outside the game + if (button_status == MB_RELEASED || game_status == GAME_MODE_PLAYING) + return FALSE; + + if (PendingEvent()) { - if (PendingEvent()) /* got event */ - { - Event event; + Event next_event; - NextEvent(&event); + PeekEvent(&next_event); - if (EventFilter(&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 - HandleNoEvent(); + // if next event is also a mouse motion event, skip the current one + if (next_event.type == EVENT_MOTIONNOTIFY) + return TRUE; + } - /* don't use all CPU time when idle; the main loop while playing - has its own synchronization and is CPU friendly, too */ + return FALSE; +} - if (game_status == PLAYING) - HandleGameActions(); - else - { - SyncDisplay(); - if (!PendingEvent()) /* delay only if no pending events */ - Delay(10); - } +static boolean WaitValidEvent(Event *event) +{ + WaitEvent(event); - /* refresh window contents from drawing buffer, if needed */ - BackToFront(); + if (!FilterEvents(event)) + return FALSE; - if (game_status == EXITGAME) - return; - } + if (SkipPressedMouseMotionEvent(event)) + return FALSE; + + return TRUE; } -void HandleOtherEvents(Event *event) +/* this is especially needed for event modifications for the Android target: + if mouse coordinates should be modified in the event filter function, + using a properly installed SDL event filter does not work, because in + the event filter, mouse coordinates in the event structure are still + physical pixel positions, not logical (scaled) screen positions, so this + has to be handled at a later stage in the event processing functions + (when device pixel positions are already converted to screen positions) */ + +boolean NextValidEvent(Event *event) +{ + while (PendingEvent()) + if (WaitValidEvent(event)) + return TRUE; + + return FALSE; +} + +void StopProcessingEvents(void) +{ + stop_processing_events = TRUE; +} + +static void HandleEvents(void) { - switch(event->type) + Event event; + unsigned int event_frame_delay = 0; + unsigned int event_frame_delay_value = GAME_FRAME_DELAY; + + ResetDelayCounter(&event_frame_delay); + + stop_processing_events = FALSE; + + while (NextValidEvent(&event)) { - case EVENT_EXPOSE: - HandleExposeEvent((ExposeEvent *) event); - break; + switch (event.type) + { + case EVENT_BUTTONPRESS: + case EVENT_BUTTONRELEASE: + HandleButtonEvent((ButtonEvent *) &event); + break; - case EVENT_UNMAPNOTIFY: - SleepWhileUnmapped(); - break; + case EVENT_MOTIONNOTIFY: + HandleMotionEvent((MotionEvent *) &event); + break; + + case EVENT_WHEELMOTION: + HandleWheelEvent((WheelEvent *) &event); + break; + + 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; + + case EVENT_KEYPRESS: + case EVENT_KEYRELEASE: + HandleKeyEvent((KeyEvent *) &event); + break; + + case EVENT_USER: + HandleUserEvent((UserEvent *) &event); + break; - case EVENT_FOCUSIN: - case EVENT_FOCUSOUT: - HandleFocusEvent((FocusChangeEvent *) event); + default: + HandleOtherEvents(&event); + break; + } + + // do not handle events for longer than standard frame delay period + if (DelayReached(&event_frame_delay, event_frame_delay_value)) break; - case EVENT_CLIENTMESSAGE: - HandleClientMessageEvent((ClientMessageEvent *) event); + // do not handle any further events if triggered by a special flag + if (stop_processing_events) break; + } +} + +void HandleOtherEvents(Event *event) +{ + switch (event->type) + { + case SDL_CONTROLLERBUTTONDOWN: + case SDL_CONTROLLERBUTTONUP: + // for any game controller button event, disable overlay buttons + SetOverlayEnabled(FALSE); + + HandleSpecialGameControllerButtons(event); -#ifdef USE_SDL_JOYSTICK + // FALL THROUGH + case SDL_CONTROLLERDEVICEADDED: + case SDL_CONTROLLERDEVICEREMOVED: + case SDL_CONTROLLERAXISMOTION: case SDL_JOYAXISMOTION: case SDL_JOYBUTTONDOWN: case SDL_JOYBUTTONUP: HandleJoystickEvent(event); break; -#endif + + case SDL_DROPBEGIN: + case SDL_DROPCOMPLETE: + case SDL_DROPFILE: + case SDL_DROPTEXT: + HandleDropEvent(event); + break; + + case EVENT_QUIT: + CloseAllAndExit(0); + break; default: break; } } -void ClearEventQueue() +static void HandleMouseCursor(void) { - while (PendingEvent()) + if (game_status == GAME_MODE_TITLE) { - Event event; - - NextEvent(&event); + // when showing title screens, hide mouse pointer (if not moved) - switch(event.type) + if (gfx.cursor_mode != CURSOR_NONE && + DelayReached(&special_cursor_delay, special_cursor_delay_value)) { - case EVENT_BUTTONRELEASE: - button_status = MB_RELEASED; - break; - - case EVENT_KEYRELEASE: - key_joystick_mapping = 0; - break; + 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 - default: - HandleOtherEvents(&event); - break; + if (gfx.cursor_mode != CURSOR_PLAYFIELD && + cursor_inside_playfield && + DelayReached(&special_cursor_delay, special_cursor_delay_value)) + { + if (level.game_engine_type != GAME_ENGINE_TYPE_MM || + tile_cursor.enabled) + 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 SleepWhileUnmapped() +void EventLoop(void) { - boolean window_unmapped = TRUE; + while (1) + { + if (PendingEvent()) + HandleEvents(); + else + HandleNoEvent(); - KeyboardAutoRepeatOn(); + // execute event related actions after pending events have been processed + HandleEventActions(); - while(window_unmapped) + // 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(MenuFrameDelay); + + if (game_status == GAME_MODE_QUIT) + return; + } +} + +void ClearAutoRepeatKeyEvents(void) +{ + while (PendingEvent()) { - Event event; + Event next_event; + + PeekEvent(&next_event); + + // if event is repeated key press event, remove it from event queue + if (next_event.type == EVENT_KEYPRESS && + next_event.key.repeat) + WaitEvent(&next_event); + else + break; + } +} - NextEvent(&event); +void ClearEventQueue(void) +{ + Event event; - switch(event.type) + while (NextValidEvent(&event)) + { + switch (event.type) { case EVENT_BUTTONRELEASE: button_status = MB_RELEASED; break; case EVENT_KEYRELEASE: - key_joystick_mapping = 0; - break; - - case EVENT_MAPNOTIFY: - window_unmapped = FALSE; + ClearPlayerAction(); break; - case EVENT_UNMAPNOTIFY: - /* this is only to surely prevent the 'should not happen' case - * of recursively looping between 'SleepWhileUnmapped()' and - * 'HandleOtherEvents()' which usually calls this funtion. - */ + case SDL_CONTROLLERBUTTONUP: + HandleJoystickEvent(&event); + ClearPlayerAction(); break; default: @@ -199,52 +413,76 @@ void SleepWhileUnmapped() break; } } +} - if (game_status == PLAYING) - KeyboardAutoRepeatOff(); +static void ClearPlayerMouseAction(void) +{ + local_player->mouse_action.lx = 0; + local_player->mouse_action.ly = 0; + local_player->mouse_action.button = 0; } -void HandleExposeEvent(ExposeEvent *event) +void ClearPlayerAction(void) { -#ifndef USE_SDL_LIBRARY - int x = event->x, y = event->y; - int width = event->width, height = event->height; + int i; - if (setup.direct_draw && game_status==PLAYING) + // simulate key release events for still pressed keys + key_joystick_mapping = 0; + for (i = 0; i < MAX_PLAYERS; i++) { - int xx,yy; - int x1 = (x-SX)/TILEX, y1 = (y-SY)/TILEY; - int x2 = (x-SX+width)/TILEX, y2 = (y-SY+height)/TILEY; + stored_player[i].action = 0; + stored_player[i].snap_action = 0; + } + + ClearJoystickState(); + ClearPlayerMouseAction(); +} - SetDrawtoField(DRAW_BACKBUFFER); +static void SetPlayerMouseAction(int mx, int my, int button) +{ + int lx = getLevelFromScreenX(mx); + int ly = getLevelFromScreenY(my); + int new_button = (!local_player->mouse_action.button && button); - for(xx=0; xx=x1 && xx<=x2 && yy>=y1 && yy<=y2) - DrawScreenField(xx,yy); - DrawAllPlayers(); + if (local_player->mouse_action.button_hint) + button = local_player->mouse_action.button_hint; - SetDrawtoField(DRAW_DIRECT); - } + ClearPlayerMouseAction(); - if (setup.soft_scrolling && game_status == PLAYING) - { - int fx = FX, fy = FY; + if (!IN_GFX_FIELD_PLAY(mx, my) || !IN_LEV_FIELD(lx, ly)) + return; - fx += (ScreenMovDir & (MV_LEFT|MV_RIGHT) ? ScreenGfxPos : 0); - fy += (ScreenMovDir & (MV_UP|MV_DOWN) ? ScreenGfxPos : 0); + local_player->mouse_action.lx = lx; + local_player->mouse_action.ly = ly; + local_player->mouse_action.button = button; - BlitBitmap(fieldbuffer, backbuffer, fx,fy, SXSIZE,SYSIZE, SX,SY); + if (tape.recording && tape.pausing && tape.use_mouse) + { + // un-pause a paused game only if mouse button was newly pressed down + if (new_button) + TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); } - BlitBitmap(drawto, window, x,y, width,height, x,y); - - FlushDisplay(); -#endif + SetTileCursorXY(lx, ly); } void HandleButtonEvent(ButtonEvent *event) { +#if DEBUG_EVENTS_BUTTON + Error(ERR_DEBUG, "BUTTON EVENT: button %d %s, x/y %d/%d\n", + event->button, + event->type == EVENT_BUTTONPRESS ? "pressed" : "released", + event->x, event->y); +#endif + + // for any mouse button event, disable playfield tile cursor + SetTileCursorEnabled(FALSE); + +#if defined(HAS_SCREEN_KEYBOARD) + if (video.shifted_up) + event->y += video.shifted_up_pos; +#endif + motion_status = FALSE; if (event->type == EVENT_BUTTONPRESS) @@ -252,225 +490,1618 @@ void HandleButtonEvent(ButtonEvent *event) else button_status = MB_RELEASED; - HandleButton(event->x, event->y, button_status); + HandleButton(event->x, event->y, button_status, event->button); } void HandleMotionEvent(MotionEvent *event) { - if (!PointerInWindow(window)) - 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 motion_status = TRUE; - HandleButton(event->x, event->y, button_status); +#if DEBUG_EVENTS_MOTION + Error(ERR_DEBUG, "MOTION EVENT: button %d moved, x/y %d/%d\n", + button_status, event->x, event->y); +#endif + + HandleButton(event->x, event->y, button_status, button_status); } -void HandleKeyEvent(KeyEvent *event) +void HandleWheelEvent(WheelEvent *event) { - int key_status = (event->type==EVENT_KEYPRESS ? KEY_PRESSED : KEY_RELEASED); - boolean with_modifiers = (game_status == PLAYING ? FALSE : TRUE); - Key key = GetEventKey(event, with_modifiers); + int button_nr; - HandleKey(key, key_status); -} +#if DEBUG_EVENTS_WHEEL +#if 1 + Error(ERR_DEBUG, "WHEEL EVENT: mouse == %d, x/y == %d/%d\n", + event->which, event->x, event->y); +#else + // (SDL_MOUSEWHEEL_NORMAL/SDL_MOUSEWHEEL_FLIPPED needs SDL 2.0.4 or newer) + Error(ERR_DEBUG, "WHEEL EVENT: mouse == %d, x/y == %d/%d, direction == %s\n", + event->which, event->x, event->y, + (event->direction == SDL_MOUSEWHEEL_NORMAL ? "SDL_MOUSEWHEEL_NORMAL" : + "SDL_MOUSEWHEEL_FLIPPED")); +#endif +#endif -void HandleFocusEvent(FocusChangeEvent *event) -{ - static int old_joystick_status = -1; + button_nr = (event->x < 0 ? MB_WHEEL_LEFT : + event->x > 0 ? MB_WHEEL_RIGHT : + event->y < 0 ? MB_WHEEL_DOWN : + event->y > 0 ? MB_WHEEL_UP : 0); - if (event->type == EVENT_FOCUSOUT) - { - int i; +#if defined(PLATFORM_WIN32) || defined(PLATFORM_MACOSX) + // accelerated mouse wheel available on Mac and Windows + wheel_steps = (event->x ? ABS(event->x) : ABS(event->y)); +#else + // no accelerated mouse wheel available on Unix/Linux + wheel_steps = DEFAULT_WHEEL_STEPS; +#endif - KeyboardAutoRepeatOn(); - old_joystick_status = joystick_status; - joystick_status = JOYSTICK_OFF; + motion_status = FALSE; - /* simulate key release events for still pressed keys */ - key_joystick_mapping = 0; - for (i=0; itype == 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, - a 'FocusOut' event is generated for the window the pointer is - leaving and a 'FocusIn' event is generated for the window the - pointer is entering. In some cases, it can happen that the - 'FocusIn' event is handled by the one game process before the - 'FocusOut' event by the other game process. In this case the - X11 environment would end up with activated keyboard auto repeat, - 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 1/10 second before - processing the 'FocusIn' event. - */ + button_status = button_nr; + HandleButton(0, 0, button_status, -button_nr); - if (game_status == PLAYING) - { - Delay(100); - KeyboardAutoRepeatOff(); - } - if (old_joystick_status != -1) - joystick_status = old_joystick_status; - } + button_status = MB_RELEASED; + HandleButton(0, 0, button_status, -button_nr); } -void HandleClientMessageEvent(ClientMessageEvent *event) +void HandleWindowEvent(WindowEvent *event) { -#ifdef USE_SDL_LIBRARY - CloseAllAndExit(0); /* the only possible message here is SDL_QUIT */ -#else -#ifndef MSDOS - if ((event->window == window) && - (event->data.l[0] == XInternAtom(display, "WM_DELETE_WINDOW", FALSE))) - CloseAllAndExit(0); +#if DEBUG_EVENTS_WINDOW + int subtype = event->event; + + char *event_name = + (subtype == SDL_WINDOWEVENT_SHOWN ? "SDL_WINDOWEVENT_SHOWN" : + subtype == SDL_WINDOWEVENT_HIDDEN ? "SDL_WINDOWEVENT_HIDDEN" : + subtype == SDL_WINDOWEVENT_EXPOSED ? "SDL_WINDOWEVENT_EXPOSED" : + subtype == SDL_WINDOWEVENT_MOVED ? "SDL_WINDOWEVENT_MOVED" : + subtype == SDL_WINDOWEVENT_SIZE_CHANGED ? "SDL_WINDOWEVENT_SIZE_CHANGED" : + subtype == SDL_WINDOWEVENT_RESIZED ? "SDL_WINDOWEVENT_RESIZED" : + subtype == SDL_WINDOWEVENT_MINIMIZED ? "SDL_WINDOWEVENT_MINIMIZED" : + subtype == SDL_WINDOWEVENT_MAXIMIZED ? "SDL_WINDOWEVENT_MAXIMIZED" : + subtype == SDL_WINDOWEVENT_RESTORED ? "SDL_WINDOWEVENT_RESTORED" : + subtype == SDL_WINDOWEVENT_ENTER ? "SDL_WINDOWEVENT_ENTER" : + subtype == SDL_WINDOWEVENT_LEAVE ? "SDL_WINDOWEVENT_LEAVE" : + subtype == SDL_WINDOWEVENT_FOCUS_GAINED ? "SDL_WINDOWEVENT_FOCUS_GAINED" : + subtype == SDL_WINDOWEVENT_FOCUS_LOST ? "SDL_WINDOWEVENT_FOCUS_LOST" : + subtype == SDL_WINDOWEVENT_CLOSE ? "SDL_WINDOWEVENT_CLOSE" : + "(UNKNOWN)"); + + Error(ERR_DEBUG, "WINDOW EVENT: '%s', %ld, %ld", + event_name, event->data1, event->data2); #endif -#endif -} -void HandleButton(int mx, int my, int button) -{ - static int old_mx = 0, old_my = 0; +#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 (button < 0) + if (event->event == SDL_WINDOWEVENT_RESIZED) { - mx = old_mx; - my = old_my; - button = -button; - } - else - { - old_mx = mx; - old_my = my; + if (!video.fullscreen_enabled) + { + int new_window_width = event->data1; + int new_window_height = event->data2; + + // if window size has changed after resizing, calculate new scaling factor + if (new_window_width != video.window_width || + new_window_height != video.window_height) + { + int new_xpercent = 100.0 * new_window_width / video.screen_width + .5; + int new_ypercent = 100.0 * new_window_height / video.screen_height + .5; + + // (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; + video.window_height = new_window_height; + + if (game_status == GAME_MODE_SETUP) + RedrawSetupScreenAfterFullscreenToggle(); + + UpdateMousePosition(); + + SetWindowTitle(); + } + } +#if defined(PLATFORM_ANDROID) + else + { + int new_display_width = event->data1; + int new_display_height = event->data2; + + // if fullscreen display size has changed, device has been rotated + if (new_display_width != video.display_width || + new_display_height != video.display_height) + { + int nr = GRID_ACTIVE_NR(); // previous screen orientation + + video.display_width = new_display_width; + video.display_height = new_display_height; + + SDLSetScreenProperties(); + + // check if screen orientation has changed (should always be true here) + if (nr != GRID_ACTIVE_NR()) + { + int x, y; + + if (game_status == GAME_MODE_SETUP) + RedrawSetupScreenAfterScreenRotation(nr); + + nr = GRID_ACTIVE_NR(); + + overlay.grid_xsize = setup.touch.grid_xsize[nr]; + overlay.grid_ysize = setup.touch.grid_ysize[nr]; + + for (x = 0; x < MAX_GRID_XSIZE; x++) + for (y = 0; y < MAX_GRID_YSIZE; y++) + overlay.grid_button[x][y] = setup.touch.grid_button[nr][x][y]; + } + } + } +#endif } +} - HandleGadgets(mx, my, button); +#define NUM_TOUCH_FINGERS 3 - switch(game_status) - { - case MAINMENU: - HandleMainMenu(mx,my, 0,0, button); - break; +static struct +{ + boolean touched; + SDL_FingerID finger_id; + int counter; + Key key; + byte action; +} touch_info[NUM_TOUCH_FINGERS]; + +static void HandleFingerEvent_VirtualButtons(FingerEvent *event) +{ + int x = event->x * overlay.grid_xsize; + int y = event->y * overlay.grid_ysize; + int grid_button = overlay.grid_button[x][y]; + int grid_button_action = GET_ACTION_FROM_GRID_BUTTON(grid_button); + Key key = (grid_button == CHAR_GRID_BUTTON_LEFT ? setup.input[0].key.left : + grid_button == CHAR_GRID_BUTTON_RIGHT ? setup.input[0].key.right : + grid_button == CHAR_GRID_BUTTON_UP ? setup.input[0].key.up : + grid_button == CHAR_GRID_BUTTON_DOWN ? setup.input[0].key.down : + grid_button == CHAR_GRID_BUTTON_SNAP ? setup.input[0].key.snap : + grid_button == CHAR_GRID_BUTTON_DROP ? setup.input[0].key.drop : + KSYM_UNDEFINED); + int key_status = (event->type == EVENT_FINGERRELEASE ? KEY_RELEASED : + KEY_PRESSED); + char *key_status_name = (key_status == KEY_RELEASED ? "KEY_RELEASED" : + "KEY_PRESSED"); + int i; - case TYPENAME: - HandleTypeName(0, KEY_Return); - break; + virtual_button_pressed = (key_status == KEY_PRESSED && key != KSYM_UNDEFINED); - case CHOOSELEVEL: - HandleChooseLevel(mx,my, 0,0, button); - break; + // for any touch input event, enable overlay buttons (if activated) + SetOverlayEnabled(TRUE); - case HALLOFFAME: - HandleHallOfFame(0,0, 0,0, button); - break; + Error(ERR_DEBUG, "::: key '%s' was '%s' [fingerId: %lld]", + getKeyNameFromKey(key), key_status_name, event->fingerId); - case LEVELED: - break; + if (key_status == KEY_PRESSED) + overlay.grid_button_action |= grid_button_action; + else + overlay.grid_button_action &= ~grid_button_action; - case HELPSCREEN: - HandleHelpScreen(button); - break; + // check if we already know this touch event's finger id + for (i = 0; i < NUM_TOUCH_FINGERS; i++) + { + if (touch_info[i].touched && + touch_info[i].finger_id == event->fingerId) + { + // Error(ERR_DEBUG, "MARK 1: %d", i); - case SETUP: - HandleSetupScreen(mx,my, 0,0, button); break; + } + } - case SETUPINPUT: - HandleSetupInputScreen(mx,my, 0,0, button); - break; + if (i >= NUM_TOUCH_FINGERS) + { + if (key_status == KEY_PRESSED) + { + int oldest_pos = 0, oldest_counter = touch_info[0].counter; - case PLAYING: -#ifdef DEBUG - if (button == MB_RELEASED) + // unknown finger id -- get new, empty slot, if available + for (i = 0; i < NUM_TOUCH_FINGERS; i++) { - int sx = (mx - SX) / TILEX; - int sy = (my - SY) / TILEY; - - if (IN_VIS_FIELD(sx,sy)) + if (touch_info[i].counter < oldest_counter) { - int x = LEVELX(sx); - int y = LEVELY(sy); - - printf("INFO: SCREEN(%d, %d), LEVEL(%d, %d)\n", sx, sy, x, y); - - if (!IN_LEV_FIELD(x, y)) - break; - - printf(" Feld[%d][%d] == %d\n", x,y, Feld[x][y]); - printf(" Store[%d][%d] == %d\n", x,y, Store[x][y]); - printf(" Store2[%d][%d] == %d\n", x,y, Store2[x][y]); - printf(" StorePlayer[%d][%d] == %d\n", x,y, StorePlayer[x][y]); - 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("\n"); + oldest_pos = i; + oldest_counter = touch_info[i].counter; + + // Error(ERR_DEBUG, "MARK 2: %d", i); } + + if (!touch_info[i].touched) + { + // Error(ERR_DEBUG, "MARK 3: %d", i); + + break; + } + } + + if (i >= NUM_TOUCH_FINGERS) + { + // all slots allocated -- use oldest slot + i = oldest_pos; + + // Error(ERR_DEBUG, "MARK 4: %d", i); + } + } + else + { + // release of previously unknown key (should not happen) + + if (key != KSYM_UNDEFINED) + { + HandleKey(key, KEY_RELEASED); + + Error(ERR_DEBUG, "=> key == '%s', key_status == '%s' [slot %d] [1]", + getKeyNameFromKey(key), "KEY_RELEASED", i); + } + } + } + + if (i < NUM_TOUCH_FINGERS) + { + if (key_status == KEY_PRESSED) + { + if (touch_info[i].key != key) + { + if (touch_info[i].key != KSYM_UNDEFINED) + { + HandleKey(touch_info[i].key, KEY_RELEASED); + + // undraw previous grid button when moving finger away + overlay.grid_button_action &= ~touch_info[i].action; + + Error(ERR_DEBUG, "=> key == '%s', key_status == '%s' [slot %d] [2]", + getKeyNameFromKey(touch_info[i].key), "KEY_RELEASED", i); + } + + if (key != KSYM_UNDEFINED) + { + HandleKey(key, KEY_PRESSED); + + Error(ERR_DEBUG, "=> key == '%s', key_status == '%s' [slot %d] [3]", + getKeyNameFromKey(key), "KEY_PRESSED", i); + } + } + + touch_info[i].touched = TRUE; + touch_info[i].finger_id = event->fingerId; + touch_info[i].counter = Counter(); + touch_info[i].key = key; + touch_info[i].action = grid_button_action; + } + else + { + if (touch_info[i].key != KSYM_UNDEFINED) + { + HandleKey(touch_info[i].key, KEY_RELEASED); + + Error(ERR_DEBUG, "=> key == '%s', key_status == '%s' [slot %d] [4]", + getKeyNameFromKey(touch_info[i].key), "KEY_RELEASED", i); + } + + touch_info[i].touched = FALSE; + touch_info[i].finger_id = 0; + touch_info[i].counter = 0; + touch_info[i].key = 0; + touch_info[i].action = JOY_NO_ACTION; + } + } +} + +static void HandleFingerEvent_WipeGestures(FingerEvent *event) +{ + static Key motion_key_x = KSYM_UNDEFINED; + static Key motion_key_y = KSYM_UNDEFINED; + static Key button_key = KSYM_UNDEFINED; + static float motion_x1, motion_y1; + static float button_x1, button_y1; + static SDL_FingerID motion_id = -1; + static SDL_FingerID button_id = -1; + int move_trigger_distance_percent = setup.touch.move_distance; + int drop_trigger_distance_percent = setup.touch.drop_distance; + float move_trigger_distance = (float)move_trigger_distance_percent / 100; + float drop_trigger_distance = (float)drop_trigger_distance_percent / 100; + float event_x = event->x; + float event_y = event->y; + + if (event->type == EVENT_FINGERPRESS) + { + if (event_x > 1.0 / 3.0) + { + // motion area + + motion_id = event->fingerId; + + motion_x1 = event_x; + motion_y1 = event_y; + + motion_key_x = KSYM_UNDEFINED; + motion_key_y = KSYM_UNDEFINED; + + Error(ERR_DEBUG, "---------- MOVE STARTED (WAIT) ----------"); + } + else + { + // button area + + button_id = event->fingerId; + + button_x1 = event_x; + button_y1 = event_y; + + button_key = setup.input[0].key.snap; + + HandleKey(button_key, KEY_PRESSED); + + Error(ERR_DEBUG, "---------- SNAP STARTED ----------"); + } + } + else if (event->type == EVENT_FINGERRELEASE) + { + if (event->fingerId == motion_id) + { + motion_id = -1; + + if (motion_key_x != KSYM_UNDEFINED) + HandleKey(motion_key_x, KEY_RELEASED); + if (motion_key_y != KSYM_UNDEFINED) + HandleKey(motion_key_y, KEY_RELEASED); + + motion_key_x = KSYM_UNDEFINED; + motion_key_y = KSYM_UNDEFINED; + + Error(ERR_DEBUG, "---------- MOVE STOPPED ----------"); + } + else if (event->fingerId == button_id) + { + button_id = -1; + + if (button_key != KSYM_UNDEFINED) + HandleKey(button_key, KEY_RELEASED); + + button_key = KSYM_UNDEFINED; + + Error(ERR_DEBUG, "---------- SNAP STOPPED ----------"); + } + } + else if (event->type == EVENT_FINGERMOTION) + { + if (event->fingerId == motion_id) + { + float distance_x = ABS(event_x - motion_x1); + float distance_y = ABS(event_y - motion_y1); + Key new_motion_key_x = (event_x < motion_x1 ? setup.input[0].key.left : + event_x > motion_x1 ? setup.input[0].key.right : + KSYM_UNDEFINED); + Key new_motion_key_y = (event_y < motion_y1 ? setup.input[0].key.up : + event_y > motion_y1 ? setup.input[0].key.down : + KSYM_UNDEFINED); + + if (distance_x < move_trigger_distance / 2 || + distance_x < distance_y) + new_motion_key_x = KSYM_UNDEFINED; + + if (distance_y < move_trigger_distance / 2 || + distance_y < distance_x) + new_motion_key_y = KSYM_UNDEFINED; + + if (distance_x > move_trigger_distance || + distance_y > move_trigger_distance) + { + if (new_motion_key_x != motion_key_x) + { + if (motion_key_x != KSYM_UNDEFINED) + HandleKey(motion_key_x, KEY_RELEASED); + if (new_motion_key_x != KSYM_UNDEFINED) + HandleKey(new_motion_key_x, KEY_PRESSED); + } + + if (new_motion_key_y != motion_key_y) + { + if (motion_key_y != KSYM_UNDEFINED) + HandleKey(motion_key_y, KEY_RELEASED); + if (new_motion_key_y != KSYM_UNDEFINED) + HandleKey(new_motion_key_y, KEY_PRESSED); + } + + motion_x1 = event_x; + motion_y1 = event_y; + + motion_key_x = new_motion_key_x; + motion_key_y = new_motion_key_y; + + Error(ERR_DEBUG, "---------- MOVE STARTED (MOVE) ----------"); + } + } + else if (event->fingerId == button_id) + { + float distance_x = ABS(event_x - button_x1); + float distance_y = ABS(event_y - button_y1); + + if (distance_x < drop_trigger_distance / 2 && + distance_y > drop_trigger_distance) + { + if (button_key == setup.input[0].key.snap) + HandleKey(button_key, KEY_RELEASED); + + button_x1 = event_x; + button_y1 = event_y; + + button_key = setup.input[0].key.drop; + + HandleKey(button_key, KEY_PRESSED); + + Error(ERR_DEBUG, "---------- DROP STARTED ----------"); + } + } + } +} + +void HandleFingerEvent(FingerEvent *event) +{ +#if DEBUG_EVENTS_FINGER + 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 + + runtime.uses_touch_device = TRUE; + + if (game_status != GAME_MODE_PLAYING) + return; + + if (level.game_engine_type == GAME_ENGINE_TYPE_MM) + { + if (strEqual(setup.touch.control_type, TOUCH_CONTROL_OFF)) + local_player->mouse_action.button_hint = + (event->type == EVENT_FINGERRELEASE ? MB_NOT_PRESSED : + event->x < 0.5 ? MB_LEFTBUTTON : + event->x > 0.5 ? MB_RIGHTBUTTON : + MB_NOT_PRESSED); + + return; + } + + if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS)) + HandleFingerEvent_VirtualButtons(event); + else if (strEqual(setup.touch.control_type, TOUCH_CONTROL_WIPE_GESTURES)) + HandleFingerEvent_WipeGestures(event); +} + +static void HandleButtonOrFinger_WipeGestures_MM(int mx, int my, int button) +{ + static int old_mx = 0, old_my = 0; + static int last_button = MB_LEFTBUTTON; + static boolean touched = FALSE; + static boolean tapped = FALSE; + + // screen tile was tapped (but finger not touching the screen anymore) + // (this point will also be reached without receiving a touch event) + if (tapped && !touched) + { + SetPlayerMouseAction(old_mx, old_my, MB_RELEASED); + + tapped = FALSE; + } + + // stop here if this function was not triggered by a touch event + if (button == -1) + return; + + if (button == MB_PRESSED && IN_GFX_FIELD_PLAY(mx, my)) + { + // finger started touching the screen + + touched = TRUE; + tapped = TRUE; + + if (!motion_status) + { + old_mx = mx; + old_my = my; + + ClearPlayerMouseAction(); + + Error(ERR_DEBUG, "---------- TOUCH ACTION STARTED ----------"); + } + } + else if (button == MB_RELEASED && touched) + { + // finger stopped touching the screen + + touched = FALSE; + + if (tapped) + SetPlayerMouseAction(old_mx, old_my, last_button); + else + SetPlayerMouseAction(old_mx, old_my, MB_RELEASED); + + Error(ERR_DEBUG, "---------- TOUCH ACTION STOPPED ----------"); + } + + if (touched) + { + // finger moved while touching the screen + + int old_x = getLevelFromScreenX(old_mx); + int old_y = getLevelFromScreenY(old_my); + int new_x = getLevelFromScreenX(mx); + int new_y = getLevelFromScreenY(my); + + if (new_x != old_x || new_y != old_y) + tapped = FALSE; + + if (new_x != old_x) + { + // finger moved left or right from (horizontal) starting position + + int button_nr = (new_x < old_x ? MB_LEFTBUTTON : MB_RIGHTBUTTON); + + SetPlayerMouseAction(old_mx, old_my, button_nr); + + last_button = button_nr; + + Error(ERR_DEBUG, "---------- TOUCH ACTION: ROTATING ----------"); + } + else + { + // finger stays at or returned to (horizontal) starting position + + SetPlayerMouseAction(old_mx, old_my, MB_RELEASED); + + Error(ERR_DEBUG, "---------- TOUCH ACTION PAUSED ----------"); + } + } +} + +static void HandleButtonOrFinger_FollowFinger_MM(int mx, int my, int button) +{ + static int old_mx = 0, old_my = 0; + static int last_button = MB_LEFTBUTTON; + static boolean touched = FALSE; + static boolean tapped = FALSE; + + // screen tile was tapped (but finger not touching the screen anymore) + // (this point will also be reached without receiving a touch event) + if (tapped && !touched) + { + SetPlayerMouseAction(old_mx, old_my, MB_RELEASED); + + tapped = FALSE; + } + + // stop here if this function was not triggered by a touch event + if (button == -1) + return; + + if (button == MB_PRESSED && IN_GFX_FIELD_PLAY(mx, my)) + { + // finger started touching the screen + + touched = TRUE; + tapped = TRUE; + + if (!motion_status) + { + old_mx = mx; + old_my = my; + + ClearPlayerMouseAction(); + + Error(ERR_DEBUG, "---------- TOUCH ACTION STARTED ----------"); + } + } + else if (button == MB_RELEASED && touched) + { + // finger stopped touching the screen + + touched = FALSE; + + if (tapped) + SetPlayerMouseAction(old_mx, old_my, last_button); + else + SetPlayerMouseAction(old_mx, old_my, MB_RELEASED); + + Error(ERR_DEBUG, "---------- TOUCH ACTION STOPPED ----------"); + } + + if (touched) + { + // finger moved while touching the screen + + int old_x = getLevelFromScreenX(old_mx); + int old_y = getLevelFromScreenY(old_my); + int new_x = getLevelFromScreenX(mx); + int new_y = getLevelFromScreenY(my); + + if (new_x != old_x || new_y != old_y) + { + // finger moved away from starting position + + int button_nr = getButtonFromTouchPosition(old_x, old_y, mx, my); + + // quickly alternate between clicking and releasing for maximum speed + if (FrameCounter % 2 == 0) + button_nr = MB_RELEASED; + + SetPlayerMouseAction(old_mx, old_my, button_nr); + + if (button_nr) + last_button = button_nr; + + tapped = FALSE; + + Error(ERR_DEBUG, "---------- TOUCH ACTION: ROTATING ----------"); + } + else + { + // finger stays at or returned to starting position + + SetPlayerMouseAction(old_mx, old_my, MB_RELEASED); + + Error(ERR_DEBUG, "---------- TOUCH ACTION PAUSED ----------"); + } + } +} + +static void HandleButtonOrFinger_FollowFinger(int mx, int my, int button) +{ + static int old_mx = 0, old_my = 0; + static Key motion_key_x = KSYM_UNDEFINED; + static Key motion_key_y = KSYM_UNDEFINED; + static boolean touched = FALSE; + static boolean started_on_player = FALSE; + static boolean player_is_dropping = FALSE; + static int player_drop_count = 0; + static int last_player_x = -1; + static int last_player_y = -1; + + if (button == MB_PRESSED && IN_GFX_FIELD_PLAY(mx, my)) + { + touched = TRUE; + + old_mx = mx; + old_my = my; + + if (!motion_status) + { + started_on_player = FALSE; + player_is_dropping = FALSE; + player_drop_count = 0; + last_player_x = -1; + last_player_y = -1; + + motion_key_x = KSYM_UNDEFINED; + motion_key_y = KSYM_UNDEFINED; + + Error(ERR_DEBUG, "---------- TOUCH ACTION STARTED ----------"); + } + } + else if (button == MB_RELEASED && touched) + { + touched = FALSE; + + old_mx = 0; + old_my = 0; + + if (motion_key_x != KSYM_UNDEFINED) + HandleKey(motion_key_x, KEY_RELEASED); + if (motion_key_y != KSYM_UNDEFINED) + HandleKey(motion_key_y, KEY_RELEASED); + + if (started_on_player) + { + if (player_is_dropping) + { + Error(ERR_DEBUG, "---------- DROP STOPPED ----------"); + + HandleKey(setup.input[0].key.drop, KEY_RELEASED); + } + else + { + Error(ERR_DEBUG, "---------- SNAP STOPPED ----------"); + + HandleKey(setup.input[0].key.snap, KEY_RELEASED); + } + } + + motion_key_x = KSYM_UNDEFINED; + motion_key_y = KSYM_UNDEFINED; + + Error(ERR_DEBUG, "---------- TOUCH ACTION STOPPED ----------"); + } + + if (touched) + { + int src_x = local_player->jx; + int src_y = local_player->jy; + int dst_x = getLevelFromScreenX(old_mx); + int dst_y = getLevelFromScreenY(old_my); + int dx = dst_x - src_x; + int dy = dst_y - src_y; + Key new_motion_key_x = (dx < 0 ? setup.input[0].key.left : + dx > 0 ? setup.input[0].key.right : + KSYM_UNDEFINED); + Key new_motion_key_y = (dy < 0 ? setup.input[0].key.up : + dy > 0 ? setup.input[0].key.down : + KSYM_UNDEFINED); + + if (dx != 0 && dy != 0 && ABS(dx) != ABS(dy) && + (last_player_x != local_player->jx || + last_player_y != local_player->jy)) + { + // in case of asymmetric diagonal movement, use "preferred" direction + + int last_move_dir = (ABS(dx) > ABS(dy) ? MV_VERTICAL : MV_HORIZONTAL); + + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + level.native_em_level->ply[0]->last_move_dir = last_move_dir; + else + local_player->last_move_dir = last_move_dir; + + // (required to prevent accidentally forcing direction for next movement) + last_player_x = local_player->jx; + last_player_y = local_player->jy; + } + + if (button == MB_PRESSED && !motion_status && dx == 0 && dy == 0) + { + started_on_player = TRUE; + player_drop_count = getPlayerInventorySize(0); + player_is_dropping = (player_drop_count > 0); + + if (player_is_dropping) + { + Error(ERR_DEBUG, "---------- DROP STARTED ----------"); + + HandleKey(setup.input[0].key.drop, KEY_PRESSED); + } + else + { + Error(ERR_DEBUG, "---------- SNAP STARTED ----------"); + + HandleKey(setup.input[0].key.snap, KEY_PRESSED); + } + } + else if (dx != 0 || dy != 0) + { + if (player_is_dropping && + player_drop_count == getPlayerInventorySize(0)) + { + Error(ERR_DEBUG, "---------- DROP -> SNAP ----------"); + + HandleKey(setup.input[0].key.drop, KEY_RELEASED); + HandleKey(setup.input[0].key.snap, KEY_PRESSED); + + player_is_dropping = FALSE; + } + } + + if (new_motion_key_x != motion_key_x) + { + Error(ERR_DEBUG, "---------- %s %s ----------", + started_on_player && !player_is_dropping ? "SNAPPING" : "MOVING", + dx < 0 ? "LEFT" : dx > 0 ? "RIGHT" : "PAUSED"); + + if (motion_key_x != KSYM_UNDEFINED) + HandleKey(motion_key_x, KEY_RELEASED); + if (new_motion_key_x != KSYM_UNDEFINED) + HandleKey(new_motion_key_x, KEY_PRESSED); + } + + if (new_motion_key_y != motion_key_y) + { + Error(ERR_DEBUG, "---------- %s %s ----------", + started_on_player && !player_is_dropping ? "SNAPPING" : "MOVING", + dy < 0 ? "UP" : dy > 0 ? "DOWN" : "PAUSED"); + + if (motion_key_y != KSYM_UNDEFINED) + HandleKey(motion_key_y, KEY_RELEASED); + if (new_motion_key_y != KSYM_UNDEFINED) + HandleKey(new_motion_key_y, KEY_PRESSED); + } + + motion_key_x = new_motion_key_x; + motion_key_y = new_motion_key_y; + } +} + +static void HandleButtonOrFinger(int mx, int my, int button) +{ + if (game_status != GAME_MODE_PLAYING) + return; + + if (level.game_engine_type == GAME_ENGINE_TYPE_MM) + { + if (strEqual(setup.touch.control_type, TOUCH_CONTROL_WIPE_GESTURES)) + HandleButtonOrFinger_WipeGestures_MM(mx, my, button); + else if (strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER)) + HandleButtonOrFinger_FollowFinger_MM(mx, my, button); + else if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS)) + SetPlayerMouseAction(mx, my, button); // special case + } + else + { + if (strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER)) + HandleButtonOrFinger_FollowFinger(mx, my, button); + } +} + +static boolean checkTextInputKeyModState(void) +{ + // when playing, only handle raw key events and ignore text input + if (game_status == GAME_MODE_PLAYING) + return FALSE; + + return ((GetKeyModState() & KMOD_TextInput) != KMOD_None); +} + +void HandleTextEvent(TextEvent *event) +{ + char *text = event->text; + Key key = getKeyFromKeyName(text); + +#if DEBUG_EVENTS_TEXT + Error(ERR_DEBUG, "TEXT EVENT: text == '%s' [%d byte(s), '%c'/%d], resulting key == %d (%s) [%04x]", + text, + strlen(text), + text[0], (int)(text[0]), + key, + getKeyNameFromKey(key), + GetKeyModState()); +#endif + +#if !defined(HAS_SCREEN_KEYBOARD) + // non-mobile devices: only handle key input with modifier keys pressed here + // (every other key input is handled directly as physical key input event) + if (!checkTextInputKeyModState()) + return; +#endif + + // process text input as "classic" (with uppercase etc.) key input event + HandleKey(key, KEY_PRESSED); + HandleKey(key, KEY_RELEASED); +} + +void HandlePauseResumeEvent(PauseResumeEvent *event) +{ + if (event->type == SDL_APP_WILLENTERBACKGROUND) + { + Mix_PauseMusic(); + } + else if (event->type == SDL_APP_DIDENTERFOREGROUND) + { + Mix_ResumeMusic(); + } +} + +void HandleKeyEvent(KeyEvent *event) +{ + 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); + Key keymod = (with_modifiers ? GetEventKey(event, FALSE) : key); + +#if DEBUG_EVENTS_KEY + Error(ERR_DEBUG, "KEY EVENT: key was %s, keysym.scancode == %d, keysym.sym == %d, keymod = %d, GetKeyModState() = 0x%04x, resulting key == %d (%s)", + event->type == EVENT_KEYPRESS ? "pressed" : "released", + event->keysym.scancode, + event->keysym.sym, + keymod, + GetKeyModState(), + key, + getKeyNameFromKey(key)); +#endif + +#if defined(PLATFORM_ANDROID) + if (key == KSYM_Back) + { + // always map the "back" button to the "escape" key on Android devices + key = KSYM_Escape; + } + else if (key == KSYM_Menu) + { + // the "menu" button can be used to toggle displaying virtual buttons + if (key_status == KEY_PRESSED) + SetOverlayEnabled(!GetOverlayEnabled()); + } + else + { + // for any other "real" key event, disable virtual buttons + SetOverlayEnabled(FALSE); + } +#endif + + HandleKeyModState(keymod, key_status); + + // only handle raw key input without text modifier keys pressed + if (!checkTextInputKeyModState()) + HandleKey(key, key_status); +} + +static int HandleDropFileEvent(char *filename) +{ + Error(ERR_DEBUG, "DROP FILE EVENT: '%s'", filename); + + // check and extract dropped zip files into correct user data directory + if (!strSuffixLower(filename, ".zip")) + { + Error(ERR_WARN, "file '%s' not supported", filename); + + return TREE_TYPE_UNDEFINED; + } + + TreeInfo *tree_node = NULL; + int tree_type = GetZipFileTreeType(filename); + char *directory = TREE_USERDIR(tree_type); + + if (directory == NULL) + { + Error(ERR_WARN, "zip file '%s' has invalid content!", filename); + + return TREE_TYPE_UNDEFINED; + } + + if (tree_type == TREE_TYPE_LEVEL_DIR && + game_status == GAME_MODE_LEVELS && + leveldir_current->node_parent != NULL) + { + // extract new level set next to currently selected level set + tree_node = leveldir_current; + + // get parent directory of currently selected level set directory + directory = getLevelDirFromTreeInfo(leveldir_current->node_parent); + + // use private level directory instead of top-level package level directory + if (strPrefix(directory, options.level_directory) && + strEqual(leveldir_current->node_parent->fullpath, ".")) + directory = getUserLevelDir(NULL); + } + + // extract level or artwork set from zip file to target directory + char *top_dir = ExtractZipFileIntoDirectory(filename, directory, tree_type); + + if (top_dir == NULL) + { + // error message already issued by "ExtractZipFileIntoDirectory()" + + return TREE_TYPE_UNDEFINED; + } + + // add extracted level or artwork set to tree info structure + AddTreeSetToTreeInfo(tree_node, directory, top_dir, tree_type); + + // update menu screen (and possibly change current level set) + DrawScreenAfterAddingSet(top_dir, tree_type); + + return tree_type; +} + +static void HandleDropTextEvent(char *text) +{ + Error(ERR_DEBUG, "DROP TEXT EVENT: '%s'", text); +} + +static void HandleDropCompleteEvent(int num_level_sets_succeeded, + int num_artwork_sets_succeeded, + int num_files_failed) +{ + // only show request dialog if no other request dialog already active + if (game.request_active) + return; + + // this case can happen with drag-and-drop with older SDL versions + if (num_level_sets_succeeded == 0 && + num_artwork_sets_succeeded == 0 && + num_files_failed == 0) + return; + + char message[100]; + + if (num_level_sets_succeeded > 0 || num_artwork_sets_succeeded > 0) + { + char message_part1[50]; + + sprintf(message_part1, "New %s set%s added", + (num_artwork_sets_succeeded == 0 ? "level" : + num_level_sets_succeeded == 0 ? "artwork" : "level and artwork"), + (num_level_sets_succeeded + + num_artwork_sets_succeeded > 1 ? "s" : "")); + + if (num_files_failed > 0) + sprintf(message, "%s, but %d dropped file%s failed!", + message_part1, num_files_failed, num_files_failed > 1 ? "s" : ""); + else + sprintf(message, "%s!", message_part1); + } + else if (num_files_failed > 0) + { + sprintf(message, "Failed to process dropped file%s!", + num_files_failed > 1 ? "s" : ""); + } + + Request(message, REQ_CONFIRM); +} + +void HandleDropEvent(Event *event) +{ + static boolean confirm_on_drop_complete = FALSE; + static int num_level_sets_succeeded = 0; + static int num_artwork_sets_succeeded = 0; + static int num_files_failed = 0; + + switch (event->type) + { + case SDL_DROPBEGIN: + { + confirm_on_drop_complete = TRUE; + num_level_sets_succeeded = 0; + num_artwork_sets_succeeded = 0; + num_files_failed = 0; + + break; + } + + case SDL_DROPFILE: + { + int tree_type = HandleDropFileEvent(event->drop.file); + + if (tree_type == TREE_TYPE_LEVEL_DIR) + num_level_sets_succeeded++; + else if (tree_type == TREE_TYPE_GRAPHICS_DIR || + tree_type == TREE_TYPE_SOUNDS_DIR || + tree_type == TREE_TYPE_MUSIC_DIR) + num_artwork_sets_succeeded++; + else + num_files_failed++; + + // SDL_DROPBEGIN / SDL_DROPCOMPLETE did not exist in older SDL versions + if (!confirm_on_drop_complete) + { + // process all remaining events, including further SDL_DROPFILE events + ClearEventQueue(); + + HandleDropCompleteEvent(num_level_sets_succeeded, + num_artwork_sets_succeeded, + num_files_failed); + + num_level_sets_succeeded = 0; + num_artwork_sets_succeeded = 0; + num_files_failed = 0; + } + + break; + } + + case SDL_DROPTEXT: + { + HandleDropTextEvent(event->drop.file); + + break; + } + + case SDL_DROPCOMPLETE: + { + HandleDropCompleteEvent(num_level_sets_succeeded, + num_artwork_sets_succeeded, + num_files_failed); + + break; + } + } + + if (event->drop.file != NULL) + SDL_free(event->drop.file); +} + +void HandleUserEvent(UserEvent *event) +{ + switch (event->code) + { + case USEREVENT_ANIM_DELAY_ACTION: + case USEREVENT_ANIM_EVENT_ACTION: + // execute action functions until matching action was found + if (DoKeysymAction(event->value1) || + DoGadgetAction(event->value1) || + DoScreenAction(event->value1)) + return; + break; + + default: + break; + } +} + +void HandleButton(int mx, int my, int button, int button_nr) +{ + static int old_mx = 0, old_my = 0; + boolean button_hold = FALSE; + boolean handle_gadgets = TRUE; + + if (button_nr < 0) + { + mx = old_mx; + my = old_my; + button_nr = -button_nr; + button_hold = TRUE; + } + else + { + old_mx = mx; + old_my = my; + } + +#if defined(PLATFORM_ANDROID) + // when playing, only handle gadgets when using "follow finger" controls + // or when using touch controls in combination with the MM game engine + // or when using gadgets that do not overlap with virtual buttons + handle_gadgets = + (game_status != GAME_MODE_PLAYING || + level.game_engine_type == GAME_ENGINE_TYPE_MM || + strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER) || + (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS) && + !virtual_button_pressed)); +#endif + + if (HandleGlobalAnimClicks(mx, my, button, FALSE)) + { + // do not handle this button event anymore + return; // force mouse event not to be handled at all + } + + if (handle_gadgets && HandleGadgets(mx, my, button)) + { + // do not handle this button event anymore + mx = my = -32; // force mouse event to be outside screen tiles + } + + if (button_hold && game_status == GAME_MODE_PLAYING && tape.pausing) + return; + + // do not use scroll wheel button events for anything other than gadgets + if (IS_WHEEL_BUTTON(button_nr)) + return; + + switch (game_status) + { + case GAME_MODE_TITLE: + HandleTitleScreen(mx, my, 0, 0, button); + break; + + case GAME_MODE_MAIN: + HandleMainMenu(mx, my, 0, 0, button); + break; + + case GAME_MODE_PSEUDO_TYPENAME: + HandleTypeName(0, KSYM_Return); + break; + + case GAME_MODE_LEVELS: + HandleChooseLevelSet(mx, my, 0, 0, button); + break; + + case GAME_MODE_LEVELNR: + HandleChooseLevelNr(mx, my, 0, 0, button); + break; + + case GAME_MODE_SCORES: + HandleHallOfFame(0, 0, 0, 0, button); + break; + + case GAME_MODE_EDITOR: + HandleLevelEditorIdle(); + break; + + case GAME_MODE_INFO: + HandleInfoScreen(mx, my, 0, 0, button); + break; + + case GAME_MODE_SETUP: + HandleSetupScreen(mx, my, 0, 0, button); + break; + + case GAME_MODE_PLAYING: + if (!strEqual(setup.touch.control_type, TOUCH_CONTROL_OFF)) + HandleButtonOrFinger(mx, my, button); + else + SetPlayerMouseAction(mx, my, button); + +#ifdef DEBUG + if (button == MB_PRESSED && !motion_status && !button_hold && + IN_GFX_FIELD_PLAY(mx, my) && GetKeyModState() & KMOD_Control) + DumpTileFromScreen(mx, my); +#endif + + break; + + default: + break; + } +} + +static boolean is_string_suffix(char *string, char *suffix) +{ + int string_len = strlen(string); + int suffix_len = strlen(suffix); + + if (suffix_len > string_len) + return FALSE; + + return (strEqual(&string[string_len - suffix_len], suffix)); +} + +#define MAX_CHEAT_INPUT_LEN 32 + +static void HandleKeysSpecial(Key key) +{ + static char cheat_input[2 * MAX_CHEAT_INPUT_LEN + 1] = ""; + char letter = getCharFromKey(key); + int cheat_input_len = strlen(cheat_input); + int i; + + if (letter == 0) + return; + + if (cheat_input_len >= 2 * MAX_CHEAT_INPUT_LEN) + { + for (i = 0; i < MAX_CHEAT_INPUT_LEN + 1; i++) + cheat_input[i] = cheat_input[MAX_CHEAT_INPUT_LEN + i]; + + cheat_input_len = MAX_CHEAT_INPUT_LEN; + } + + cheat_input[cheat_input_len++] = letter; + cheat_input[cheat_input_len] = '\0'; + +#if DEBUG_EVENTS_KEY + Error(ERR_DEBUG, "SPECIAL KEY '%s' [%d]\n", cheat_input, cheat_input_len); +#endif + + if (game_status == GAME_MODE_MAIN) + { + if (is_string_suffix(cheat_input, ":insert-solution-tape") || + is_string_suffix(cheat_input, ":ist")) + { + InsertSolutionTape(); + } + else if (is_string_suffix(cheat_input, ":play-solution-tape") || + is_string_suffix(cheat_input, ":pst")) + { + PlaySolutionTape(); + } + else if (is_string_suffix(cheat_input, ":reload-graphics") || + is_string_suffix(cheat_input, ":rg")) + { + ReloadCustomArtwork(1 << ARTWORK_TYPE_GRAPHICS); + DrawMainMenu(); + } + else if (is_string_suffix(cheat_input, ":reload-sounds") || + is_string_suffix(cheat_input, ":rs")) + { + ReloadCustomArtwork(1 << ARTWORK_TYPE_SOUNDS); + DrawMainMenu(); + } + else if (is_string_suffix(cheat_input, ":reload-music") || + is_string_suffix(cheat_input, ":rm")) + { + ReloadCustomArtwork(1 << ARTWORK_TYPE_MUSIC); + DrawMainMenu(); + } + else if (is_string_suffix(cheat_input, ":reload-artwork") || + is_string_suffix(cheat_input, ":ra")) + { + ReloadCustomArtwork(1 << ARTWORK_TYPE_GRAPHICS | + 1 << ARTWORK_TYPE_SOUNDS | + 1 << ARTWORK_TYPE_MUSIC); + DrawMainMenu(); + } + else if (is_string_suffix(cheat_input, ":dump-level") || + is_string_suffix(cheat_input, ":dl")) + { + DumpLevel(&level); + } + else if (is_string_suffix(cheat_input, ":dump-tape") || + is_string_suffix(cheat_input, ":dt")) + { + DumpTape(&tape); + } + else if (is_string_suffix(cheat_input, ":fix-tape") || + is_string_suffix(cheat_input, ":ft")) + { + /* fix single-player tapes that contain player input for more than one + player (due to a bug in 3.3.1.2 and earlier versions), which results + in playing levels with more than one player in multi-player mode, + even though the tape was originally recorded in single-player mode */ + + // remove player input actions for all players but the first one + for (i = 1; i < MAX_PLAYERS; i++) + tape.player_participates[i] = FALSE; + + tape.changed = TRUE; + } + else if (is_string_suffix(cheat_input, ":save-native-level") || + is_string_suffix(cheat_input, ":snl")) + { + SaveNativeLevel(&level); + } + else if (is_string_suffix(cheat_input, ":frames-per-second") || + is_string_suffix(cheat_input, ":fps")) + { + global.show_frames_per_second = !global.show_frames_per_second; + } + } + else if (game_status == GAME_MODE_PLAYING) + { +#ifdef DEBUG + if (is_string_suffix(cheat_input, ".q")) + DEBUG_SetMaximumDynamite(); +#endif + } + else if (game_status == GAME_MODE_EDITOR) + { + if (is_string_suffix(cheat_input, ":dump-brush") || + is_string_suffix(cheat_input, ":DB")) + { + DumpBrush(); + } + else if (is_string_suffix(cheat_input, ":DDB")) + { + DumpBrush_Small(); + } + + if (GetKeyModState() & (KMOD_Control | KMOD_Meta)) + { + if (letter == 'x') // copy brush to clipboard (small size) + { + CopyBrushToClipboard_Small(); + } + else if (letter == 'c') // copy brush to clipboard (normal size) + { + CopyBrushToClipboard(); + } + else if (letter == 'v') // paste brush from Clipboard + { + CopyClipboardToBrush(); + } + else if (letter == 'z') // undo or redo last operation + { + if (GetKeyModState() & KMOD_Shift) + RedoLevelEditorOperation(); + else + UndoLevelEditorOperation(); + } + } + } + + // special key shortcuts for all game modes + if (is_string_suffix(cheat_input, ":dump-event-actions") || + is_string_suffix(cheat_input, ":dea") || + is_string_suffix(cheat_input, ":DEA")) + { + DumpGadgetIdentifiers(); + DumpScreenIdentifiers(); + } +} + +boolean HandleKeysDebug(Key key, int key_status) +{ +#ifdef DEBUG + int i; + + if (key_status != KEY_PRESSED) + return FALSE; + + if (game_status == GAME_MODE_PLAYING || !setup.debug.frame_delay_game_only) + { + boolean mod_key_pressed = ((GetKeyModState() & KMOD_Valid) != KMOD_None); + + for (i = 0; i < NUM_DEBUG_FRAME_DELAY_KEYS; i++) + { + if (key == setup.debug.frame_delay_key[i] && + (mod_key_pressed == setup.debug.frame_delay_use_mod_key)) + { + GameFrameDelay = (GameFrameDelay != setup.debug.frame_delay[i] ? + setup.debug.frame_delay[i] : setup.game_frame_delay); + + if (!setup.debug.frame_delay_game_only) + MenuFrameDelay = GameFrameDelay; + + SetVideoFrameDelay(GameFrameDelay); + + if (GameFrameDelay > ONE_SECOND_DELAY) + Error(ERR_INFO, "frame delay == %d ms", GameFrameDelay); + else if (GameFrameDelay != 0) + Error(ERR_INFO, "frame delay == %d ms (max. %d fps / %d %%)", + GameFrameDelay, ONE_SECOND_DELAY / GameFrameDelay, + GAME_FRAME_DELAY * 100 / GameFrameDelay); + else + Error(ERR_INFO, "frame delay == 0 ms (maximum speed)"); + + return TRUE; } + } + } + + if (game_status == GAME_MODE_PLAYING) + { + if (key == KSYM_d) + { + options.debug = !options.debug; + + Error(ERR_INFO, "debug mode %s", + (options.debug ? "enabled" : "disabled")); + + return TRUE; + } + else if (key == KSYM_v) + { + Error(ERR_INFO, "currently using game engine version %d", + game.engine_version); + + return TRUE; + } + } #endif - break; - default: - break; - } + return FALSE; } void HandleKey(Key key, int key_status) { - int joy = 0; - static struct SetupKeyboardInfo custom_key; + boolean anyTextGadgetActiveOrJustFinished = anyTextGadgetActive(); + static boolean ignore_repeated_key = FALSE; + static struct SetupKeyboardInfo ski; + static struct SetupShortcutInfo ssi; static struct { Key *key_custom; + Key *key_snap; Key key_default; byte action; } key_info[] = { - { &custom_key.left, DEFAULT_KEY_LEFT, JOY_LEFT }, - { &custom_key.right, DEFAULT_KEY_RIGHT, JOY_RIGHT }, - { &custom_key.up, DEFAULT_KEY_UP, JOY_UP }, - { &custom_key.down, DEFAULT_KEY_DOWN, JOY_DOWN }, - { &custom_key.snap, DEFAULT_KEY_SNAP, JOY_BUTTON_1 }, - { &custom_key.bomb, DEFAULT_KEY_BOMB, JOY_BUTTON_2 } + { &ski.left, &ssi.snap_left, DEFAULT_KEY_LEFT, JOY_LEFT }, + { &ski.right, &ssi.snap_right, DEFAULT_KEY_RIGHT, JOY_RIGHT }, + { &ski.up, &ssi.snap_up, DEFAULT_KEY_UP, JOY_UP }, + { &ski.down, &ssi.snap_down, DEFAULT_KEY_DOWN, JOY_DOWN }, + { &ski.snap, NULL, DEFAULT_KEY_SNAP, JOY_BUTTON_SNAP }, + { &ski.drop, NULL, DEFAULT_KEY_DROP, JOY_BUTTON_DROP } }; + int joy = 0; + int i; + + if (HandleKeysDebug(key, key_status)) + return; // do not handle already processed keys again - if (game_status == PLAYING) + // map special keys (media keys / remote control buttons) to default keys + if (key == KSYM_PlayPause) + key = KSYM_space; + else if (key == KSYM_Select) + key = KSYM_Return; + + HandleSpecialGameControllerKeys(key, key_status); + + if (game_status == GAME_MODE_PLAYING) { + // only needed for single-step tape recording mode + static boolean has_snapped[MAX_PLAYERS] = { FALSE, FALSE, FALSE, FALSE }; int pnr; - for (pnr=0; pnr MAX_WINDOW_SCALING_PERCENT) + setup.window_scaling_percent = MAX_WINDOW_SCALING_PERCENT; + + ToggleFullscreenOrChangeWindowScalingIfNeeded(); + if (game_status == GAME_MODE_SETUP) + RedrawSetupScreenAfterFullscreenToggle(); -#ifndef DEBUG + UpdateMousePosition(); - if (game_status == PLAYING && (tape.playing || tape.pausing)) return; + } -#endif + // some key events are handled like clicks for global animations + boolean click = (key == KSYM_space || + key == KSYM_Return || + key == KSYM_Escape); + if (click && HandleGlobalAnimClicks(-1, -1, MB_LEFTBUTTON, TRUE)) + { + // do not handle this key event anymore + if (key != KSYM_Escape) // always allow ESC key to be handled + return; + } + if (game_status == GAME_MODE_PLAYING && game.all_players_gone && + (key == KSYM_Return || key == setup.shortcut.toggle_pause)) + { + GameEnd(); - HandleGadgetsKeyInput(key); + return; + } - switch(game_status) + if (game_status == GAME_MODE_MAIN && + (key == setup.shortcut.toggle_pause || key == KSYM_space)) { - case TYPENAME: - HandleTypeName(0, key); - break; + StartGameActions(network.enabled, setup.autorecord, level.random_seed); - case MAINMENU: - case CHOOSELEVEL: - case SETUP: - case SETUPINPUT: - switch(key) - { - case KEY_Return: - case KEY_space: - if (game_status == MAINMENU) - HandleMainMenu(0,0, 0,0, MB_MENU_CHOICE); - else if (game_status == CHOOSELEVEL) - HandleChooseLevel(0,0, 0,0, MB_MENU_CHOICE); - else if (game_status == SETUP) - HandleSetupScreen(0,0, 0,0, MB_MENU_CHOICE); - else if (game_status == SETUPINPUT) - HandleSetupInputScreen(0,0, 0,0, MB_MENU_CHOICE); - break; + return; + } - case KEY_Page_Up: - if (game_status == CHOOSELEVEL) - HandleChooseLevel(0,0, 0,-SCR_FIELDY, MB_MENU_MARK); - break; + 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 | TAPE_TOGGLE_PLAY_PAUSE); + + HandleTapeButtonKeys(key); + HandleSoundButtonKeys(key); + } - case KEY_Page_Down: - if (game_status == CHOOSELEVEL) - HandleChooseLevel(0,0, 0,SCR_FIELDY, MB_MENU_MARK); - break; + if (game_status == GAME_MODE_PLAYING && !network_playing) + { + int centered_player_nr_next = -999; - default: - break; - } - break; + if (key == setup.shortcut.focus_player_all) + centered_player_nr_next = -1; + else + for (i = 0; i < MAX_PLAYERS; i++) + if (key == setup.shortcut.focus_player[i]) + centered_player_nr_next = i; - case HELPSCREEN: - HandleHelpScreen(MB_RELEASED); - break; + if (centered_player_nr_next != -999) + { + game.centered_player_nr_next = centered_player_nr_next; + game.set_centered_player = TRUE; - case HALLOFFAME: - switch(key) + if (tape.recording) { - case KEY_Return: - case KEY_space: - game_status = MAINMENU; - DrawMainMenu(); - BackToFront(); - break; + tape.centered_player_nr_next = game.centered_player_nr_next; + tape.set_centered_player = TRUE; + } + } + } - case KEY_Page_Up: - HandleHallOfFame(0,0, 0,-SCR_FIELDY, MB_MENU_MARK); - break; + HandleKeysSpecial(key); - case KEY_Page_Down: - HandleHallOfFame(0,0, 0,SCR_FIELDY, MB_MENU_MARK); - break; + if (HandleGadgetsKeyInput(key)) + return; // do not handle already processed keys again - default: - break; - } + switch (game_status) + { + case GAME_MODE_PSEUDO_TYPENAME: + HandleTypeName(0, key); break; - case LEVELED: - HandleLevelEditorKeyInput(key); - break; + case GAME_MODE_TITLE: + case GAME_MODE_MAIN: + case GAME_MODE_LEVELS: + case GAME_MODE_LEVELNR: + case GAME_MODE_SETUP: + case GAME_MODE_INFO: + case GAME_MODE_SCORES: - case PLAYING: - { - switch(key) - { + if (anyTextGadgetActiveOrJustFinished && key != KSYM_Escape) + break; -#ifdef DEBUG - case KEY_0: - case KEY_1: - case KEY_2: - case KEY_3: - case KEY_4: - case KEY_5: - case KEY_6: - case KEY_7: - case KEY_8: - case KEY_9: - if (key == KEY_0) - { - if (GameFrameDelay == 500) - GameFrameDelay = GAME_FRAME_DELAY; - else - GameFrameDelay = 500; - } - else - GameFrameDelay = (key - KEY_0) * 10; - printf("Game speed == %d%% (%d ms delay between two frames)\n", - GAME_FRAME_DELAY * 100 / GameFrameDelay, GameFrameDelay); + switch (key) + { + case KSYM_space: + case KSYM_Return: + if (game_status == GAME_MODE_TITLE) + HandleTitleScreen(0, 0, 0, 0, MB_MENU_CHOICE); + else if (game_status == GAME_MODE_MAIN) + HandleMainMenu(0, 0, 0, 0, MB_MENU_CHOICE); + else if (game_status == GAME_MODE_LEVELS) + HandleChooseLevelSet(0, 0, 0, 0, MB_MENU_CHOICE); + else if (game_status == GAME_MODE_LEVELNR) + HandleChooseLevelNr(0, 0, 0, 0, MB_MENU_CHOICE); + else if (game_status == GAME_MODE_SETUP) + HandleSetupScreen(0, 0, 0, 0, MB_MENU_CHOICE); + else if (game_status == GAME_MODE_INFO) + HandleInfoScreen(0, 0, 0, 0, MB_MENU_CHOICE); + else if (game_status == GAME_MODE_SCORES) + HandleHallOfFame(0, 0, 0, 0, MB_MENU_CHOICE); break; - case KEY_d: - if (options.debug) - { - options.debug = FALSE; - printf("debug mode disabled\n"); - } - else - { - options.debug = TRUE; - printf("debug mode enabled\n"); - } + case KSYM_Escape: + if (game_status != GAME_MODE_MAIN) + FadeSkipNextFadeIn(); + + if (game_status == GAME_MODE_TITLE) + HandleTitleScreen(0, 0, 0, 0, MB_MENU_LEAVE); + else if (game_status == GAME_MODE_LEVELS) + HandleChooseLevelSet(0, 0, 0, 0, MB_MENU_LEAVE); + else if (game_status == GAME_MODE_LEVELNR) + HandleChooseLevelNr(0, 0, 0, 0, MB_MENU_LEAVE); + else if (game_status == GAME_MODE_SETUP) + HandleSetupScreen(0, 0, 0, 0, MB_MENU_LEAVE); + else if (game_status == GAME_MODE_INFO) + HandleInfoScreen(0, 0, 0, 0, MB_MENU_LEAVE); + else if (game_status == GAME_MODE_SCORES) + HandleHallOfFame(0, 0, 0, 0, MB_MENU_LEAVE); break; - case KEY_s: - if (!global.fps_slowdown) - { - global.fps_slowdown = TRUE; - global.fps_slowdown_factor = 2; - printf("fps slowdown enabled -- display only every 2nd frame\n"); - } - else if (global.fps_slowdown_factor == 2) - { - global.fps_slowdown_factor = 4; - printf("fps slowdown enabled -- display only every 4th frame\n"); - } - else - { - global.fps_slowdown = FALSE; - global.fps_slowdown_factor = 1; - printf("fps slowdown disabled\n"); - } + case KSYM_Page_Up: + if (game_status == GAME_MODE_LEVELS) + HandleChooseLevelSet(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK); + else if (game_status == GAME_MODE_LEVELNR) + HandleChooseLevelNr(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK); + else if (game_status == GAME_MODE_SETUP) + HandleSetupScreen(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK); + else if (game_status == GAME_MODE_INFO) + HandleInfoScreen(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK); + else if (game_status == GAME_MODE_SCORES) + HandleHallOfFame(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK); break; -#if 0 - case KEY_a: - if (ScrollStepSize == TILEX/8) - ScrollStepSize = TILEX/4; - else - ScrollStepSize = TILEX/8; - printf("ScrollStepSize == %d\n", ScrollStepSize); + case KSYM_Page_Down: + if (game_status == GAME_MODE_LEVELS) + HandleChooseLevelSet(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK); + else if (game_status == GAME_MODE_LEVELNR) + HandleChooseLevelNr(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK); + else if (game_status == GAME_MODE_SETUP) + HandleSetupScreen(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK); + else if (game_status == GAME_MODE_INFO) + HandleInfoScreen(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK); + else if (game_status == GAME_MODE_SCORES) + HandleHallOfFame(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK); break; -#endif -#if 0 - case KEY_m: - if (MoveSpeed == 8) - { - MoveSpeed = 4; - ScrollStepSize = TILEX/4; - } - else - { - MoveSpeed = 8; - ScrollStepSize = TILEX/8; - } - printf("MoveSpeed == %d\n", MoveSpeed); + default: break; -#endif + } + break; - case KEY_f: - ScrollStepSize = TILEX/8; - printf("ScrollStepSize == %d (1/8)\n", ScrollStepSize); - break; + case GAME_MODE_EDITOR: + if (!anyTextGadgetActiveOrJustFinished || key == KSYM_Escape) + HandleLevelEditorKeyInput(key); + break; - case KEY_g: - ScrollStepSize = TILEX/4; - printf("ScrollStepSize == %d (1/4)\n", ScrollStepSize); + case GAME_MODE_PLAYING: + { + switch (key) + { + case KSYM_Escape: + RequestQuitGame(setup.ask_on_escape); break; - case KEY_h: - ScrollStepSize = TILEX/2; - printf("ScrollStepSize == %d (1/2)\n", ScrollStepSize); + default: break; + } + break; + } - case KEY_l: - ScrollStepSize = TILEX; - printf("ScrollStepSize == %d (1/1)\n", ScrollStepSize); - break; + default: + if (key == KSYM_Escape) + { + SetGameStatus(GAME_MODE_MAIN); -#ifndef MSDOS - case KEY_Q: -#endif - case KEY_q: - local_player->dynamite = 1000; - break; + DrawMainMenu(); + return; + } + } +} +void HandleNoEvent(void) +{ + HandleMouseCursor(); -#if 0 + switch (game_status) + { + case GAME_MODE_PLAYING: + HandleButtonOrFinger(-1, -1, -1); + break; + } +} - case KEY_z: - { - int i; - - for(i=0; i 0 ? MB_RIGHTBUTTON : MB_RELEASED)); } + else if (!tile_cursor.moving) + { + int old_xpos = tile_cursor.xpos; + int old_ypos = tile_cursor.ypos; + int new_xpos = old_xpos; + int new_ypos = old_ypos; -#if !defined(MSDOS) && !defined(WIN32) - if (options.network) - HandleNetworking(); -#endif + if (IN_LEV_FIELD(old_xpos + dx, old_ypos)) + new_xpos = old_xpos + dx; + + if (IN_LEV_FIELD(old_xpos, old_ypos + dy)) + new_ypos = old_ypos + dy; - HandleJoystick(); + SetTileCursorTargetXY(new_xpos, new_ypos); + } } -static int HandleJoystickForAllPlayers() +static int HandleJoystickForAllPlayers(void) { int i; int result = 0; + boolean no_joysticks_configured = TRUE; + boolean use_as_joystick_nr = (game_status != GAME_MODE_PLAYING); + static byte joy_action_last[MAX_PLAYERS]; + + for (i = 0; i < MAX_PLAYERS; i++) + if (setup.input[i].use_joystick) + no_joysticks_configured = FALSE; - for (i=0; itype) + { + case SDL_CONTROLLERBUTTONDOWN: + key_status = KEY_PRESSED; + break; + + case SDL_CONTROLLERBUTTONUP: + key_status = KEY_RELEASED; break; default: + return; + } + + switch (event->cbutton.button) + { + case SDL_CONTROLLER_BUTTON_START: + key = KSYM_space; + break; + + case SDL_CONTROLLER_BUTTON_BACK: + key = KSYM_Escape; break; + + default: + return; + } + + HandleKey(key, key_status); +} + +void HandleSpecialGameControllerKeys(Key key, int key_status) +{ +#if defined(KSYM_Rewind) && defined(KSYM_FastForward) + int button = SDL_CONTROLLER_BUTTON_INVALID; + + // map keys to joystick buttons (special hack for Amazon Fire TV remote) + if (key == KSYM_Rewind) + button = SDL_CONTROLLER_BUTTON_A; + else if (key == KSYM_FastForward || key == KSYM_Menu) + button = SDL_CONTROLLER_BUTTON_B; + + if (button != SDL_CONTROLLER_BUTTON_INVALID) + { + Event event; + + event.type = (key_status == KEY_PRESSED ? SDL_CONTROLLERBUTTONDOWN : + SDL_CONTROLLERBUTTONUP); + + event.cbutton.which = 0; // first joystick (Amazon Fire TV remote) + event.cbutton.button = button; + event.cbutton.state = (key_status == KEY_PRESSED ? SDL_PRESSED : + SDL_RELEASED); + + HandleJoystickEvent(&event); + } +#endif +} + +boolean DoKeysymAction(int keysym) +{ + if (keysym < 0) + { + Key key = (Key)(-keysym); + + HandleKey(key, KEY_PRESSED); + HandleKey(key, KEY_RELEASED); + + return TRUE; } + + return FALSE; }