X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fevents.c;h=ffe1d4f0b09b306762c9560bab9a8ccf66a264c7;hb=e57078603232563176d90bb543ce2bc3a15b889e;hp=b5be2a1610394fd4e33fa3078d2e3e5124eeff8c;hpb=de8b3ae622eae10f1caf96872fb1790f7bd9644b;p=rocksndiamonds.git diff --git a/src/events.c b/src/events.c index b5be2a16..ffe1d4f0 100644 --- a/src/events.c +++ b/src/events.c @@ -29,29 +29,32 @@ #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 (X11 can handle this with 'PointerMotionHintMask') */ int FilterMouseMotionEvents(const Event *event) { + MotionEvent *motion; + /* non-motion events are directly passed to event handler functions */ if (event->type != EVENT_MOTIONNOTIFY) return 1; - /* when playing, display a different mouse pointer inside the playfield */ - if (game_status == PLAYING) - { - static boolean inside_field = FALSE; - MotionEvent *motion = (MotionEvent *)event; + motion = (MotionEvent *)event; + cursor_inside_playfield = (motion->x >= SX && motion->x < SX + SXSIZE && + motion->y >= SY && motion->y < SY + SYSIZE); - if ((motion->x >= SX && motion->x < SX + SXSIZE && - motion->y >= SY && motion->y < SY + SYSIZE) != inside_field) - { - inside_field = !inside_field; - - SetMouseCursor(inside_field ? CURSOR_PLAYFIELD : CURSOR_DEFAULT); - } + if (game_status == 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 */ @@ -111,7 +114,25 @@ void EventLoop(void) } } else + { + /* when playing, display a special mouse pointer inside the playfield */ + if (game_status == 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 */