X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fevents.c;h=ffd028953a4a7073ca1729af01a631f96e42081c;hb=b645a25fff77d62a36c744fa4047a3c0e5929341;hp=7da6e5536c058fb79e9598f4a8a95e10de3cee7c;hpb=4c23826c2c9f8f6c7d1fec69769ba0d7254c9a7c;p=rocksndiamonds.git diff --git a/src/events.c b/src/events.c index 7da6e553..ffd02895 100644 --- a/src/events.c +++ b/src/events.c @@ -1,61 +1,91 @@ /*********************************************************** -* 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 */ -#define KEY_NOT_PRESSED FALSE -#define KEY_RELEASED FALSE -#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 EventFilter(const Event *event) +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 && + game_status != GAME_MODE_PLAYING) return 0; else return 1; } +/* 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 */ + +static boolean NextValidEvent(Event *event) +{ + while (PendingEvent()) + { + NextEvent(event); + + if (FilterMouseMotionEvents(event)) + return TRUE; + } + + return FALSE; +} + void EventLoop(void) { - while(1) + while (1) { if (PendingEvent()) /* got event */ { Event event; - NextEvent(&event); - - if (EventFilter(&event)) + if (NextValidEvent(&event)) { switch(event.type) { @@ -80,12 +110,30 @@ 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 { @@ -97,7 +145,7 @@ void EventLoop(void) /* refresh window contents from drawing buffer, if needed */ BackToFront(); - if (game_status == EXITGAME) + if (game_status == GAME_MODE_QUIT) return; } } @@ -111,7 +159,11 @@ 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: @@ -123,7 +175,7 @@ void HandleOtherEvents(Event *event) HandleClientMessageEvent((ClientMessageEvent *) event); break; -#ifdef USE_SDL_JOYSTICK +#if defined(TARGET_SDL) case SDL_JOYAXISMOTION: case SDL_JOYBUTTONDOWN: case SDL_JOYBUTTONUP: @@ -161,13 +213,23 @@ void ClearEventQueue() } } +void ClearPlayerAction() +{ + int i; + + /* simulate key release events for still pressed keys */ + key_joystick_mapping = 0; + for (i = 0; i < MAX_PLAYERS; i++) + stored_player[i].action = 0; +} + void SleepWhileUnmapped() { boolean window_unmapped = TRUE; KeyboardAutoRepeatOn(); - while(window_unmapped) + while (window_unmapped) { Event event; @@ -200,45 +262,14 @@ void SleepWhileUnmapped() } } - if (game_status == PLAYING) - KeyboardAutoRepeatOff(); + if (game_status == GAME_MODE_PLAYING) + KeyboardAutoRepeatOffUnlessAutoplay(); } void HandleExposeEvent(ExposeEvent *event) { -#ifndef USE_SDL_LIBRARY - int x = event->x, 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); - +#ifndef TARGET_SDL + RedrawPlayfield(FALSE, event->x, event->y, event->width, event->height); FlushDisplay(); #endif } @@ -261,7 +292,7 @@ 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 @@ -273,9 +304,11 @@ 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); + Key keymod = (with_modifiers ? GetEventKey(event, FALSE) : key); + HandleKeyModState(keymod, key_status); HandleKey(key, key_status); } @@ -285,16 +318,11 @@ 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) { @@ -309,32 +337,25 @@ 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; } } void HandleClientMessageEvent(ClientMessageEvent *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))) + if (CheckCloseWindowEvent(event)) CloseAllAndExit(0); -#endif -#endif } void HandleButton(int mx, int my, int button) @@ -353,50 +374,49 @@ void HandleButton(int mx, int my, int button) old_my = my; } - HandleGadgets(mx, my, button); + if (HandleGadgets(mx, my, button)) + { + /* do not handle this button event anymore */ + mx = my = -32; /* force mouse event to be outside screen tiles */ + } switch(game_status) { - case MAINMENU: + case GAME_MODE_MAIN: HandleMainMenu(mx,my, 0,0, button); break; - case TYPENAME: - HandleTypeName(0, KEY_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: + case GAME_MODE_SCORES: HandleHallOfFame(0,0, 0,0, button); break; - case LEVELED: + case GAME_MODE_EDITOR: break; - case HELPSCREEN: - HandleHelpScreen(button); + case GAME_MODE_INFO: + HandleInfoScreen(mx,my, 0,0, 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) { - int sx = (mx - SX) / TILEX; - int sy = (my - SY) / TILEY; - - if (IN_VIS_FIELD(sx,sy)) + if (IN_GFX_SCREEN(mx, my)) { + int sx = (mx - SX) / TILEX; + int sy = (my - SY) / TILEY; int x = LEVELX(sx); int y = LEVELY(sy); @@ -405,13 +425,19 @@ void HandleButton(int mx, int my, int button) if (!IN_LEV_FIELD(x, y)) break; - printf(" Feld[%d][%d] == %d\n", x,y, Feld[x][y]); + printf(" Feld[%d][%d] == %d ('%s')\n", x,y, Feld[x][y], + element_info[Feld[x][y]].token_name); + printf(" Back[%d][%d] == %d\n", x,y, Back[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(" ChangeDelay[%d][%d] == %d\n", x,y, ChangeDelay[x][y]); + printf(" GfxElement[%d][%d] == %d\n", x,y, GfxElement[x][y]); + printf(" GfxAction[%d][%d] == %d\n", x,y, GfxAction[x][y]); + printf(" GfxFrame[%d][%d] == %d\n", x,y, GfxFrame[x][y]); printf("\n"); } } @@ -426,6 +452,7 @@ void HandleButton(int mx, int my, int button) void HandleKey(Key key, int key_status) { int joy = 0; + boolean anyTextGadgetActiveOrJustFinished = anyTextGadgetActive(); static struct SetupKeyboardInfo custom_key; static struct { @@ -442,11 +469,14 @@ 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; pnrdynamite = 1000; - break; + case KSYM_Q: + case KSYM_q: + { + int i; + for (i = 0; i < MAX_INVENTORY_SIZE; i++) + if (local_player->inventory_size < MAX_INVENTORY_SIZE) + local_player->inventory_element[local_player->inventory_size++] = + EL_DYNAMITE; + } + + break; #if 0 - case KEY_z: + case KSYM_z: { int i; - for(i=0; i