X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fevents.c;h=ffd028953a4a7073ca1729af01a631f96e42081c;hb=e43c14095cf443505e6c0d0bc140eab2993c98a4;hp=e77b7510ea1c02ec2b30d74378ac34dc0cfc21ea;hpb=57562a0f29074feea1dc01ddf1b1d5e4e6d59730;p=rocksndiamonds.git diff --git a/src/events.c b/src/events.c index e77b7510..e82d3667 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" @@ -17,670 +17,1544 @@ #include "tools.h" #include "game.h" #include "editor.h" -#include "misc.h" +#include "files.h" #include "tape.h" -#include "joystick.h" #include "network.h" + +#define DEBUG_EVENTS 0 + +#define DEBUG_EVENTS_BUTTON (DEBUG_EVENTS * 0) +#define DEBUG_EVENTS_MOTION (DEBUG_EVENTS * 0) +#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) + + +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; + +/* 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 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; + + motion = (MotionEvent *)event; + cursor_inside_playfield = (motion->x >= SX && motion->x < SX + SXSIZE && + motion->y >= SY && motion->y < SY + SYSIZE); + + /* 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; + + 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) */ + +boolean SkipPressedMouseMotionEvent(const Event *event) +{ + /* 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()) + { + Event next_event; + + PeekEvent(&next_event); + + /* if next event is also a mouse motion event, skip the current one */ + if (next_event.type == EVENT_MOTIONNOTIFY) + return TRUE; + } + + return FALSE; +} + +/* 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 */ + +boolean NextValidEvent(Event *event) +{ + while (PendingEvent()) + { + boolean handle_this_event = FALSE; + + NextEvent(event); + + if (FilterEventsExt(event)) + handle_this_event = TRUE; + + if (SkipPressedMouseMotionEvent(event)) + handle_this_event = FALSE; + + if (handle_this_event) + return TRUE; + } + + return FALSE; +} + void EventLoop(void) { - while(1) + while (1) { - if (XPending(display)) /* got event from X server */ + if (PendingEvent()) /* got event */ { - XEvent event; - - XNextEvent(display, &event); + Event event; - switch(event.type) + while (NextValidEvent(&event)) { - case Expose: - HandleExposeEvent((XExposeEvent *) &event); - break; - case UnmapNotify: - SleepWhileUnmapped(); - break; - case ButtonPress: - case ButtonRelease: - HandleButtonEvent((XButtonEvent *) &event); - break; - case MotionNotify: - HandleMotionEvent((XMotionEvent *) &event); - break; - case KeyPress: - case KeyRelease: - HandleKeyEvent((XKeyEvent *) &event); - break; - case FocusIn: - case FocusOut: - HandleFocusEvent((XFocusChangeEvent *) &event); - break; - case ClientMessage: - HandleClientMessageEvent((XClientMessageEvent *) &event); - break; - default: - break; + switch (event.type) + { + case EVENT_BUTTONPRESS: + case EVENT_BUTTONRELEASE: + HandleButtonEvent((ButtonEvent *) &event); + break; + + case EVENT_MOTIONNOTIFY: + HandleMotionEvent((MotionEvent *) &event); + break; + +#if defined(TARGET_SDL2) + 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; +#endif + + case EVENT_KEYPRESS: + case EVENT_KEYRELEASE: + HandleKeyEvent((KeyEvent *) &event); + break; + + default: + HandleOtherEvents(&event); + break; + } } } - else /* got no event, but don't be lazy... */ + else { - HandleNoXEvent(); - - /* 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_TITLE) + { + /* when showing title screens, hide mouse pointer (if not moved) */ - if (game_status != PLAYING) + if (gfx.cursor_mode != CURSOR_NONE && + DelayReached(&special_cursor_delay, special_cursor_delay_value)) + { + SetMouseCursor(CURSOR_NONE); + } + } + else if (game_status == GAME_MODE_PLAYING && (!tape.pausing || + tape.single_step)) { - XSync(display, FALSE); - Delay(10); + /* when playing, display a special mouse pointer inside the playfield */ + + if (gfx.cursor_mode != CURSOR_PLAYFIELD && + cursor_inside_playfield && + DelayReached(&special_cursor_delay, special_cursor_delay_value)) + { + 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; + } + + /* also execute after pending events have been processed before */ + 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 == GAME_MODE_PLAYING) + { + HandleGameActions(); + } + else + { + if (!PendingEvent()) /* delay only if no pending events */ + Delay(10); } - if (game_status == EXITGAME) + /* refresh window contents from drawing buffer, if needed */ + BackToFront(); + + if (game_status == GAME_MODE_QUIT) return; } } +void HandleOtherEvents(Event *event) +{ + switch (event->type) + { + case EVENT_EXPOSE: + HandleExposeEvent((ExposeEvent *) 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: + case EVENT_FOCUSOUT: + HandleFocusEvent((FocusChangeEvent *) event); + break; + + case EVENT_CLIENTMESSAGE: + HandleClientMessageEvent((ClientMessageEvent *) event); + break; + +#if defined(TARGET_SDL) + case SDL_JOYAXISMOTION: + case SDL_JOYBUTTONDOWN: + case SDL_JOYBUTTONUP: + HandleJoystickEvent(event); + break; + + case SDL_SYSWMEVENT: + HandleWindowManagerEvent(event); + break; +#endif + + default: + break; + } +} + void ClearEventQueue() { - while(XPending(display)) + while (PendingEvent()) { - XEvent event; + Event event; - XNextEvent(display, &event); + NextEvent(&event); - switch(event.type) + switch (event.type) { - case Expose: - HandleExposeEvent((XExposeEvent *) &event); + case EVENT_BUTTONRELEASE: + button_status = MB_RELEASED; + break; + + case EVENT_KEYRELEASE: + ClearPlayerAction(); break; - case UnmapNotify: - SleepWhileUnmapped(); + + default: + HandleOtherEvents(&event); break; - case ButtonRelease: + } + } +} + +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) + { + Event event; + + NextEvent(&event); + + switch (event.type) + { + case EVENT_BUTTONRELEASE: button_status = MB_RELEASED; break; - case KeyRelease: + + case EVENT_KEYRELEASE: key_joystick_mapping = 0; break; - case FocusIn: - case FocusOut: - HandleFocusEvent((XFocusChangeEvent *) &event); + + case EVENT_MAPNOTIFY: + window_unmapped = FALSE; break; - case ClientMessage: - HandleClientMessageEvent((XClientMessageEvent *) &event); + + 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. + */ break; + default: + HandleOtherEvents(&event); break; } } + + if (game_status == GAME_MODE_PLAYING) + KeyboardAutoRepeatOffUnlessAutoplay(); } -void SleepWhileUnmapped() +void HandleExposeEvent(ExposeEvent *event) +{ +} + +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 + + motion_status = FALSE; + + if (event->type == EVENT_BUTTONPRESS) + button_status = event->button; + else + button_status = MB_RELEASED; + + HandleButton(event->x, event->y, button_status, event->button); +} + +void HandleMotionEvent(MotionEvent *event) +{ + if (button_status == MB_RELEASED && game_status != GAME_MODE_EDITOR) + return; + + motion_status = TRUE; + +#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); +} + +#if defined(TARGET_SDL2) + +void HandleWindowEvent(WindowEvent *event) +{ +#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 + + if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED || + event->event == SDL_WINDOWEVENT_RESIZED || + event->event == SDL_WINDOWEVENT_EXPOSED) + SDLRedrawWindow(); + + if (event->event == SDL_WINDOWEVENT_RESIZED && !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 * new_window_width / video.width); + int new_ypercent = (100 * new_window_height / video.height); + + setup.window_scaling_percent = video.window_scaling_percent = + MIN(MAX(MIN_WINDOW_SCALING_PERCENT, MIN(new_xpercent, new_ypercent)), + MAX_WINDOW_SCALING_PERCENT); + + video.window_width = new_window_width; + video.window_height = new_window_height; + + if (game_status == GAME_MODE_SETUP) + RedrawSetupScreenAfterFullscreenToggle(); + + SetWindowTitle(); + } + } +} + +#define NUM_TOUCH_FINGERS 3 + +static struct { - BOOL window_unmapped = TRUE; + boolean touched; + SDL_FingerID finger_id; + int counter; + Key key; +} touch_info[NUM_TOUCH_FINGERS]; + +void HandleFingerEvent(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 = 2; // percent of touchpad width/height + int drop_trigger_distance_percent = 5; // percent of touchpad width/height + 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 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 + + if (game_status != GAME_MODE_PLAYING) + return; + + if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS)) + { + int key_status = (event->type == EVENT_FINGERRELEASE ? KEY_RELEASED : + KEY_PRESSED); + Key key = (event->x < 1.0 / 3.0 ? + (event->y < 1.0 / 2.0 ? setup.input[0].key.snap : + setup.input[0].key.drop) : + event->x > 2.0 / 3.0 ? + (event->y < 1.0 / 3.0 ? setup.input[0].key.up : + event->y > 2.0 / 3.0 ? setup.input[0].key.down : + event->x < 5.0 / 6.0 ? setup.input[0].key.left : + setup.input[0].key.right) : + KSYM_UNDEFINED); + char *key_status_name = (key_status == KEY_RELEASED ? "KEY_RELEASED" : + "KEY_PRESSED"); + int i; + + Error(ERR_DEBUG, "::: key '%s' was '%s' [fingerId: %lld]", + getKeyNameFromKey(key), key_status_name, event->fingerId); + + // 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); + + break; + } + } - XAutoRepeatOn(display); + if (i >= NUM_TOUCH_FINGERS) + { + if (key_status == KEY_PRESSED) + { + int oldest_pos = 0, oldest_counter = touch_info[0].counter; + + // unknown finger id -- get new, empty slot, if available + for (i = 0; i < NUM_TOUCH_FINGERS; i++) + { + if (touch_info[i].counter < oldest_counter) + { + 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); + + 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); - while(window_unmapped) + 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; + } + 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; + } + } + + return; + } + + // use touch direction control + + 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 ----------"); + } + } + } +} + +static boolean checkTextInputKeyModState() +{ + // 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(PLATFORM_ANDROID) + if (game_status == GAME_MODE_PSEUDO_TYPENAME) + { + HandleTypeName(0, key); + + return; + } +#endif + + // only handle key input with text modifier keys pressed + if (checkTextInputKeyModState()) + { + 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(); + } +} + +#endif + +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) + // always map the "back" button to the "escape" key on Android devices + if (key == KSYM_Back) + key = KSYM_Escape; +#endif + + HandleKeyModState(keymod, key_status); + +#if defined(TARGET_SDL2) + // only handle raw key input without text modifier keys pressed + if (!checkTextInputKeyModState()) + HandleKey(key, key_status); +#else + HandleKey(key, key_status); +#endif +} + +void HandleFocusEvent(FocusChangeEvent *event) +{ + static int old_joystick_status = -1; + + if (event->type == EVENT_FOCUSOUT) + { + KeyboardAutoRepeatOn(); + old_joystick_status = joystick.status; + joystick.status = JOYSTICK_NOT_AVAILABLE; + + ClearPlayerAction(); + } + 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, + 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 == 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 == GAME_MODE_PLAYING) + { + Delay(100); + KeyboardAutoRepeatOffUnlessAutoplay(); + } + + if (old_joystick_status != -1) + joystick.status = old_joystick_status; + } +} + +void HandleClientMessageEvent(ClientMessageEvent *event) +{ + if (CheckCloseWindowEvent(event)) + CloseAllAndExit(0); +} + +void HandleWindowManagerEvent(Event *event) +{ +#if defined(TARGET_SDL) + SDLHandleWindowManagerEvent(event); +#endif +} + +void HandleButton(int mx, int my, int button, int button_nr) +{ + static int old_mx = 0, old_my = 0; + boolean button_hold = FALSE; + + if (button < 0) + { + mx = old_mx; + my = old_my; + button = -button; + button_hold = TRUE; + } + else + { + old_mx = mx; + old_my = my; + } + +#if defined(PLATFORM_ANDROID) + // !!! for now, do not handle gadgets when playing -- maybe fix this !!! + if (game_status != GAME_MODE_PLAYING && + HandleGadgets(mx, my, button)) + { + /* do not handle this button event anymore */ + mx = my = -32; /* force mouse event to be outside screen tiles */ + } +#else + if (HandleGadgets(mx, my, button)) + { + /* do not handle this button event anymore */ + mx = my = -32; /* force mouse event to be outside screen tiles */ + } +#endif + + 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: +#ifdef DEBUG + if (button == MB_PRESSED && !motion_status && IN_GFX_FIELD_PLAY(mx, my)) + DumpTile(LEVELX((mx - SX) / TILESIZE_VAR), + LEVELY((my - SY) / TILESIZE_VAR)); + // DumpTile(LEVELX((mx - SX) / TILEX), LEVELY((my - SY) / TILEY)); +#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, ":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 (game_status == GAME_MODE_PLAYING) + { +#ifdef DEBUG + if (is_string_suffix(cheat_input, ".q")) + DEBUG_SetMaximumDynamite(); +#endif + } + else if (game_status == GAME_MODE_EDITOR) { - XEvent event; - - XNextEvent(display, &event); - - switch(event.type) + if (is_string_suffix(cheat_input, ":dump-brush") || + is_string_suffix(cheat_input, ":DB")) { - case Expose: - HandleExposeEvent((XExposeEvent *) &event); - break; - case ButtonRelease: - button_status = MB_RELEASED; - break; - case KeyRelease: - key_joystick_mapping = 0; - break; - case MapNotify: - window_unmapped = FALSE; - break; - case ClientMessage: - HandleClientMessageEvent((XClientMessageEvent *) &event); - break; - default: - break; + DumpBrush(); + } + else if (is_string_suffix(cheat_input, ":DDB")) + { + DumpBrush_Small(); } } - - if (game_status==PLAYING) - XAutoRepeatOff(display); } -void HandleExposeEvent(XExposeEvent *event) +void HandleKey(Key key, int key_status) { - int x = event->x, y = event->y; - int width = event->width, height = event->height; + boolean anyTextGadgetActiveOrJustFinished = anyTextGadgetActive(); + static struct SetupKeyboardInfo ski; + static struct SetupShortcutInfo ssi; + static struct + { + Key *key_custom; + Key *key_snap; + Key key_default; + byte action; + } key_info[] = + { + { &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 (direct_draw_on && game_status==PLAYING) + if (game_status == GAME_MODE_PLAYING) { - int xx,yy; - int x1 = (x-SX)/TILEX, y1 = (y-SY)/TILEY; - int x2 = (x-SX+width)/TILEX, y2 = (y-SY+height)/TILEY; + /* only needed for single-step tape recording mode */ + static boolean clear_snap_button[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE }; + static boolean clear_drop_button[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE }; + static boolean element_snapped[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE }; + static boolean element_dropped[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE }; + int pnr; + + for (pnr = 0; pnr < MAX_PLAYERS; pnr++) + { + byte key_action = 0; - SetDrawtoField(DRAW_BACKBUFFER); + if (setup.input[pnr].use_joystick) + continue; - for(xx=0; xx=x1 && xx<=x2 && yy>=y1 && yy<=y2) - DrawScreenField(xx,yy); - DrawAllPlayers(); + ski = setup.input[pnr].key; - SetDrawtoField(DRAW_DIRECT); - } + for (i = 0; i < NUM_PLAYER_ACTIONS; i++) + if (key == *key_info[i].key_custom) + key_action |= key_info[i].action; - if (soft_scrolling_on && game_status == PLAYING) - { - int fx = FX, fy = FY; + /* use combined snap+direction keys for the first player only */ + if (pnr == 0) + { + ssi = setup.shortcut; - fx += (ScreenMovDir & (MV_LEFT|MV_RIGHT) ? ScreenGfxPos : 0); - fy += (ScreenMovDir & (MV_UP|MV_DOWN) ? ScreenGfxPos : 0); + for (i = 0; i < NUM_DIRECTIONS; i++) + if (key == *key_info[i].key_snap) + key_action |= key_info[i].action | JOY_BUTTON_SNAP; + } - XCopyArea(display,fieldbuffer,backbuffer,gc, - fx,fy, SXSIZE,SYSIZE, - SX,SY); - } + /* clear delayed snap and drop actions in single step mode (see below) */ + if (tape.single_step) + { + if (clear_snap_button[pnr]) + { + stored_player[pnr].action &= ~KEY_BUTTON_SNAP; + clear_snap_button[pnr] = FALSE; + } + + if (clear_drop_button[pnr]) + { + stored_player[pnr].action &= ~KEY_BUTTON_DROP; + clear_drop_button[pnr] = FALSE; + } + } - XCopyArea(display,drawto,window,gc, x,y, width,height, x,y); + if (key_status == KEY_PRESSED) + stored_player[pnr].action |= key_action; + else + stored_player[pnr].action &= ~key_action; - XFlush(display); -} + if (tape.single_step && tape.recording && tape.pausing) + { + if (key_status == KEY_PRESSED && key_action & KEY_MOTION) + { + TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); + + /* if snap key already pressed, don't snap when releasing (below) */ + if (stored_player[pnr].action & KEY_BUTTON_SNAP) + element_snapped[pnr] = TRUE; + + /* if drop key already pressed, don't drop when releasing (below) */ + if (stored_player[pnr].action & KEY_BUTTON_DROP) + element_dropped[pnr] = TRUE; + } + else if (key_status == KEY_PRESSED && key_action & KEY_BUTTON_DROP) + { + if (level.game_engine_type == GAME_ENGINE_TYPE_EM || + level.game_engine_type == GAME_ENGINE_TYPE_SP) + { -void HandleButtonEvent(XButtonEvent *event) -{ - motion_status = FALSE; + if (level.game_engine_type == GAME_ENGINE_TYPE_SP && + getRedDiskReleaseFlag_SP() == 0) + stored_player[pnr].action &= ~KEY_BUTTON_DROP; - if (event->type==ButtonPress) - button_status = event->button; - else - button_status = MB_RELEASED; + TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); + } + } + else if (key_status == KEY_RELEASED && key_action & KEY_BUTTON) + { + if (key_action & KEY_BUTTON_SNAP) + { + /* if snap key was released without moving (see above), snap now */ + if (!element_snapped[pnr]) + { + TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); - HandleButton(event->x, event->y, button_status); -} + stored_player[pnr].action |= KEY_BUTTON_SNAP; -void HandleMotionEvent(XMotionEvent *event) -{ - motion_status = TRUE; + /* clear delayed snap button on next event */ + clear_snap_button[pnr] = TRUE; + } - HandleButton(event->x, event->y, button_status); -} + element_snapped[pnr] = FALSE; + } -void HandleKeyEvent(XKeyEvent *event) -{ - int key_status = (event->type == KeyPress ? KEY_PRESSED : KEY_RELEASED); - unsigned int event_state = (game_status != PLAYING ? event->state : 0); - KeySym key = XLookupKeysym(event, event_state); + if (key_action & KEY_BUTTON_DROP && + level.game_engine_type == GAME_ENGINE_TYPE_RND) + { + /* if drop key was released without moving (see above), drop now */ + if (!element_dropped[pnr]) + { + TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); - HandleKey(key, key_status); -} + if (level.game_engine_type != GAME_ENGINE_TYPE_SP || + getRedDiskReleaseFlag_SP() != 0) + stored_player[pnr].action |= KEY_BUTTON_DROP; -void HandleFocusEvent(XFocusChangeEvent *event) -{ - static int old_joystick_status = -1; + /* clear delayed drop button on next event */ + clear_drop_button[pnr] = TRUE; + } - if (event->type == FocusOut) - { - XAutoRepeatOn(display); - old_joystick_status = joystick_status; - joystick_status = JOYSTICK_OFF; - key_joystick_mapping = 0; + element_dropped[pnr] = FALSE; + } + } + } + else if (tape.recording && tape.pausing) + { + /* prevent key release events from un-pausing a paused game */ + if (key_status == KEY_PRESSED && key_action & KEY_ACTION) + TapeTogglePause(TAPE_TOGGLE_MANUAL); + } + } } - else if (event->type == FocusIn) + else { - if (game_status == PLAYING) - XAutoRepeatOff(display); - if (old_joystick_status != -1) - joystick_status = old_joystick_status; + for (i = 0; i < NUM_PLAYER_ACTIONS; i++) + if (key == key_info[i].key_default) + joy |= key_info[i].action; } -} - -void HandleClientMessageEvent(XClientMessageEvent *event) -{ - if ((event->window == window) && - (event->data.l[0] == XInternAtom(display, "WM_DELETE_WINDOW", FALSE))) - game_status = EXITGAME; -} -void HandleButton(int mx, int my, int button) -{ - static int old_mx = 0, old_my = 0; - - if (mx<0 || my<0) - { - mx = old_mx; - my = old_my; - } - else + if (joy) { - old_mx = mx; - old_my = my; + if (key_status == KEY_PRESSED) + key_joystick_mapping |= joy; + else + key_joystick_mapping &= ~joy; - HandleVideoButtons(mx,my,button); - HandleSoundButtons(mx,my,button); - HandleGameButtons(mx,my,button); + HandleJoystick(); } -#ifdef DEBUG - if (game_status == PLAYING && !button) - { - int sx = (mx - SX) / TILEX; - int sy = (my - SY) / TILEY; - - if (IN_VIS_FIELD(sx,sy)) - { - int x = LEVELX(sx); - int y = LEVELY(sy); + if (game_status != GAME_MODE_PLAYING) + key_joystick_mapping = 0; - printf("INFO: 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"); - } - } -#endif + if (key_status == KEY_RELEASED) + return; - switch(game_status) + if ((key == KSYM_F11 || + ((key == KSYM_Return || + key == KSYM_KP_Enter) && (GetKeyModState() & KMOD_Alt))) && + video.fullscreen_available) { - case MAINMENU: - HandleMainMenu(mx,my,0,0,button); - break; - case TYPENAME: - HandleTypeName(0,XK_Return); - break; - case CHOOSELEVEL: - HandleChooseLevel(mx,my,0,0,button); - break; - case HALLOFFAME: - HandleHallOfFame(button); - break; - case LEVELED: - LevelEd(mx,my,button); - break; - case HELPSCREEN: - HandleHelpScreen(button); - break; - case SETUP: - HandleSetupScreen(mx,my,0,0,button); - break; - case PLAYING: - HandleGameActions(0); - break; - default: - break; - } -} + setup.fullscreen = !setup.fullscreen; -void HandleKey(KeySym key, int key_status) -{ - int joy = 0; + ToggleFullscreenOrChangeWindowScalingIfNeeded(); - /* Map cursor keys to joystick directions */ + if (game_status == GAME_MODE_SETUP) + RedrawSetupScreenAfterFullscreenToggle(); - switch(key) - { - case XK_Left: /* normale Richtungen */ -#ifdef XK_KP_Left - case XK_KP_Left: -#endif - case XK_KP_4: -#ifndef MSDOS - case XK_J: -#endif - case XK_j: - joy |= JOY_LEFT; - break; - case XK_Right: -#ifdef XK_KP_Right - case XK_KP_Right: -#endif - case XK_KP_6: -#ifndef MSDOS - case XK_K: -#endif - case XK_k: - joy |= JOY_RIGHT; - break; - case XK_Up: -#ifdef XK_KP_Up - case XK_KP_Up: -#endif - case XK_KP_8: -#ifndef MSDOS - case XK_I: -#endif - case XK_i: - joy |= JOY_UP; - break; - case XK_Down: -#ifdef XK_KP_Down - case XK_KP_Down: -#endif - case XK_KP_2: -#ifndef MSDOS - case XK_M: -#endif - case XK_m: - joy |= JOY_DOWN; - break; -#ifdef XK_KP_Home - case XK_KP_Home: /* Diagonalrichtungen */ -#endif - case XK_KP_7: - joy |= JOY_UP | JOY_LEFT; - break; -#ifdef XK_KP_Page_Up - case XK_KP_Page_Up: -#endif - case XK_KP_9: - joy = JOY_UP | JOY_RIGHT; - break; -#ifdef XK_KP_End - case XK_KP_End: -#endif - case XK_KP_1: - joy |= JOY_DOWN | JOY_LEFT; - break; -#ifdef XK_KP_Page_Down - case XK_KP_Page_Down: -#endif - case XK_KP_3: - joy |= JOY_DOWN | JOY_RIGHT; - break; -#ifndef MSDOS - case XK_S: /* Feld entfernen */ -#endif - case XK_s: - joy |= JOY_BUTTON_1 | JOY_LEFT; - break; -#ifndef MSDOS - case XK_D: -#endif - case XK_d: - joy |= JOY_BUTTON_1 | JOY_RIGHT; - break; -#ifndef MSDOS - case XK_E: -#endif - case XK_e: - joy |= JOY_BUTTON_1 | JOY_UP; - break; -#ifndef MSDOS - case XK_X: -#endif - case XK_x: - joy |= JOY_BUTTON_1 | JOY_DOWN; - break; - case XK_Shift_L: /* Linker Feuerknopf */ -#ifndef MSDOS - case XK_Control_L: - case XK_Alt_L: - case XK_Meta_L: -#endif - joy |= JOY_BUTTON_1; - break; - case XK_Shift_R: /* Rechter Feuerknopf */ -#ifndef MSDOS - case XK_Control_R: - case XK_Alt_R: - case XK_Meta_R: - case XK_Mode_switch: - case XK_Multi_key: - case XK_B: /* (Bombe legen) */ -#endif - case XK_b: - joy |= JOY_BUTTON_2; - break; - default: - break; + return; } - if (joy) + if ((key == KSYM_minus || + key == KSYM_plus || + key == KSYM_0) && + ((GetKeyModState() & KMOD_Control) || + (GetKeyModState() & KMOD_Alt)) && + video.window_scaling_available && + !video.fullscreen_enabled) { - if (key_status == KEY_PRESSED) - key_joystick_mapping |= joy; + if (key == KSYM_0) + setup.window_scaling_percent = STD_WINDOW_SCALING_PERCENT; else - key_joystick_mapping &= ~joy; + setup.window_scaling_percent += + (key == KSYM_minus ? -1 : +1) * STEP_WINDOW_SCALING_PERCENT; - HandleJoystick(); - } + if (setup.window_scaling_percent < MIN_WINDOW_SCALING_PERCENT) + setup.window_scaling_percent = MIN_WINDOW_SCALING_PERCENT; + else if (setup.window_scaling_percent > MAX_WINDOW_SCALING_PERCENT) + setup.window_scaling_percent = MAX_WINDOW_SCALING_PERCENT; - if (game_status != PLAYING) - key_joystick_mapping = 0; + ToggleFullscreenOrChangeWindowScalingIfNeeded(); + + if (game_status == GAME_MODE_SETUP) + RedrawSetupScreenAfterFullscreenToggle(); - if (key_status == KEY_RELEASED) return; + } - if (key==XK_Return && game_status==PLAYING && AllPlayersGone) + if (game_status == GAME_MODE_PLAYING && AllPlayersGone && + (key == KSYM_Return || key == setup.shortcut.toggle_pause)) { - CloseDoor(DOOR_CLOSE_1); - game_status = MAINMENU; - DrawMainMenu(); + GameEnd(); + return; } - if (key==XK_Escape && game_status!=MAINMENU) /* quick quit to MAINMENU */ + if (game_status == GAME_MODE_MAIN && + (key == setup.shortcut.toggle_pause || key == KSYM_space)) { - CloseDoor(DOOR_CLOSE_1 | DOOR_NO_DELAY); - game_status = MAINMENU; - DrawMainMenu(); + StartGameActions(options.network, setup.autorecord, level.random_seed); + return; } - if (game_status==PLAYING && (tape.playing || tape.pausing)) - return; + 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); + + HandleTapeButtonKeys(key); + HandleSoundButtonKeys(key); + } - switch(game_status) + if (game_status == GAME_MODE_PLAYING && !network_playing) { - case TYPENAME: - HandleTypeName(0,key); - break; - case MAINMENU: - case CHOOSELEVEL: - case SETUP: + int centered_player_nr_next = -999; + + 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; + + if (centered_player_nr_next != -999) { - switch(key) + game.centered_player_nr_next = centered_player_nr_next; + game.set_centered_player = TRUE; + + if (tape.recording) { - case XK_Return: - 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); - break; - default: - break; + tape.centered_player_nr_next = game.centered_player_nr_next; + tape.set_centered_player = TRUE; } - break; } - case HELPSCREEN: - HandleHelpScreen(MB_RELEASED); + } + + HandleKeysSpecial(key); + + if (HandleGadgetsKeyInput(key)) + { + if (key != KSYM_Escape) /* always allow ESC key to be handled */ + key = KSYM_UNDEFINED; + } + + switch (game_status) + { + case GAME_MODE_PSEUDO_TYPENAME: + HandleTypeName(0, key); break; - case HALLOFFAME: - switch(key) + + 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: + switch (key) { - case XK_Return: - game_status = MAINMENU; - DrawMainMenu(); - BackToFront(); + 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; - default: - break; - } - break; - case LEVELED: - LevelNameTyping(key); - break; - case PLAYING: - { - switch(key) - { -#ifdef DEBUG - case XK_0: - case XK_1: - case XK_2: - case XK_3: - case XK_4: - case XK_5: - case XK_6: - case XK_7: - case XK_8: - case XK_9: - if (key == XK_0) - GameFrameDelay = 500; - else - GameFrameDelay = (key - XK_0) * 10; - printf("Game speed == %d%% (%d ms delay between two frames)\n", - GAME_FRAME_DELAY * 100 / GameFrameDelay, GameFrameDelay); + 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 XK_a: - if (ScrollStepSize == TILEX/8) - ScrollStepSize = TILEX/4; - else - ScrollStepSize = TILEX/8; - printf("ScrollStepSize == %d\n", ScrollStepSize); + 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; - case XK_f: - ScrollStepSize = TILEX/8; - printf("ScrollStepSize == %d (1/8)\n", ScrollStepSize); - break; - case XK_g: - ScrollStepSize = TILEX/4; - printf("ScrollStepSize == %d (1/4)\n", ScrollStepSize); - break; - case XK_h: - ScrollStepSize = TILEX/2; - printf("ScrollStepSize == %d (1/2)\n", ScrollStepSize); - break; - case XK_l: - ScrollStepSize = TILEX; - printf("ScrollStepSize == %d (1/1)\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; -#ifndef MSDOS - case XK_Q: -#endif - case XK_q: - local_player->dynamite = 1000; +#ifdef DEBUG + case KSYM_0: + GameFrameDelay = (GameFrameDelay == 500 ? GAME_FRAME_DELAY : 500); break; - case XK_x: - - { - int i,j,k, num_steps = 8, step_size = TILEX / num_steps; - static long scroll_delay=0; - long scroll_delay_value = 4*4 / num_steps; + case KSYM_b: + setup.sp_show_border_elements = !setup.sp_show_border_elements; + printf("Supaplex border elements %s\n", + setup.sp_show_border_elements ? "enabled" : "disabled"); + break; +#endif - printf("Scroll test\n"); + default: + break; + } + break; - for(i=0;i<3;i++) - { - for(j=0;j