X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fevents.c;h=ffe1d4f0b09b306762c9560bab9a8ccf66a264c7;hb=e57078603232563176d90bb543ce2bc3a15b889e;hp=e97d0f9881607aafc7a84281114acabbf1d43507;hpb=aed278e72703016e2729b55d8b629b7e1b31469e;p=rocksndiamonds.git diff --git a/src/events.c b/src/events.c index e97d0f98..ffe1d4f0 100644 --- a/src/events.c +++ b/src/events.c @@ -29,16 +29,35 @@ #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 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 */ + motion = (MotionEvent *)event; + cursor_inside_playfield = (motion->x >= SX && motion->x < SX + SXSIZE && + motion->y >= SY && motion->y < SY + SYSIZE); + + 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 */ if (button_status == MB_RELEASED && game_status != LEVELED) return 0; else @@ -95,7 +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 */ @@ -127,6 +164,8 @@ void HandleOtherEvents(Event *event) 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; @@ -544,14 +583,14 @@ void HandleKey(Key key, int key_status) TapeTogglePause(TAPE_TOGGLE_MANUAL); } - +#if 0 #ifndef DEBUG if (game_status == PLAYING && (tape.playing || tape.pausing)) return; #endif - +#endif HandleGadgetsKeyInput(key);