fixed handling global animation key event actions multiple times
[rocksndiamonds.git] / src / events.c
index 0fa609aa4b8146850fe1bb10c1fba0e3ca6156fd..11fd28f40035daab17fc49caf6e05a0995b8262c 100644 (file)
@@ -74,6 +74,9 @@ static int FilterEvents(const Event *event)
   {
     ((MotionEvent *)event)->x -= video.screen_xoffset;
     ((MotionEvent *)event)->y -= video.screen_yoffset;
+
+    gfx.mouse_x = ((MotionEvent *)event)->x;
+    gfx.mouse_y = ((MotionEvent *)event)->y;
   }
 
   // non-motion events are directly passed to event handler functions
@@ -215,6 +218,10 @@ static void HandleEvents(void)
        HandleKeyEvent((KeyEvent *) &event);
        break;
 
+      case EVENT_USER:
+       HandleUserEvent((UserEvent *) &event);
+       break;
+
       default:
        HandleOtherEvents(&event);
        break;
@@ -230,27 +237,6 @@ 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;
-
     case SDL_CONTROLLERBUTTONDOWN:
     case SDL_CONTROLLERBUTTONUP:
       // for any game controller button event, disable overlay buttons
@@ -268,14 +254,16 @@ void HandleOtherEvents(Event *event)
       HandleJoystickEvent(event);
       break;
 
-#if defined(USE_DRAG_AND_DROP)
     case SDL_DROPBEGIN:
     case SDL_DROPCOMPLETE:
     case SDL_DROPFILE:
     case SDL_DROPTEXT:
       HandleDropEvent(event);
       break;
-#endif
+
+    case EVENT_QUIT:
+      CloseAllAndExit(0);
+      break;
 
     default:
       break;
@@ -442,58 +430,6 @@ static void SetPlayerMouseAction(int mx, int my, int button)
   SetTileCursorXY(lx, ly);
 }
 
-void SleepWhileUnmapped(void)
-{
-  boolean window_unmapped = TRUE;
-
-  KeyboardAutoRepeatOn();
-
-  while (window_unmapped)
-  {
-    Event event;
-
-    if (!WaitValidEvent(&event))
-      continue;
-
-    switch (event.type)
-    {
-      case EVENT_BUTTONRELEASE:
-       button_status = MB_RELEASED;
-       break;
-
-      case EVENT_KEYRELEASE:
-       key_joystick_mapping = 0;
-       break;
-
-      case SDL_CONTROLLERBUTTONUP:
-       HandleJoystickEvent(&event);
-       key_joystick_mapping = 0;
-       break;
-
-      case EVENT_MAPNOTIFY:
-       window_unmapped = FALSE;
-       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.
-       break;
-
-      default:
-       HandleOtherEvents(&event);
-       break;
-    }
-  }
-
-  if (game_status == GAME_MODE_PLAYING)
-    KeyboardAutoRepeatOffUnlessAutoplay();
-}
-
-void HandleExposeEvent(ExposeEvent *event)
-{
-}
-
 void HandleButtonEvent(ButtonEvent *event)
 {
 #if DEBUG_EVENTS_BUTTON
@@ -1018,6 +954,8 @@ void HandleFingerEvent(FingerEvent *event)
        event->pressure);
 #endif
 
+  runtime.uses_touch_device = TRUE;
+
   if (game_status != GAME_MODE_PLAYING)
     return;
 
@@ -1490,54 +1428,7 @@ void HandleKeyEvent(KeyEvent *event)
     HandleKey(key, key_status);
 }
 
-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);
-}
-
-#if defined(USE_DRAG_AND_DROP)
-static boolean HandleDropFileEvent(char *filename)
+static int HandleDropFileEvent(char *filename)
 {
   Error(ERR_DEBUG, "DROP FILE EVENT: '%s'", filename);
 
@@ -1546,7 +1437,7 @@ static boolean HandleDropFileEvent(char *filename)
   {
     Error(ERR_WARN, "file '%s' not supported", filename);
 
-    return FALSE;
+    return TREE_TYPE_UNDEFINED;
   }
 
   TreeInfo *tree_node = NULL;
@@ -1557,7 +1448,7 @@ static boolean HandleDropFileEvent(char *filename)
   {
     Error(ERR_WARN, "zip file '%s' has invalid content!", filename);
 
-    return FALSE;
+    return TREE_TYPE_UNDEFINED;
   }
 
   if (tree_type == TREE_TYPE_LEVEL_DIR &&
@@ -1583,7 +1474,7 @@ static boolean HandleDropFileEvent(char *filename)
   {
     // error message already issued by "ExtractZipFileIntoDirectory()"
 
-    return FALSE;
+    return TREE_TYPE_UNDEFINED;
   }
 
   // add extracted level or artwork set to tree info structure
@@ -1592,7 +1483,7 @@ static boolean HandleDropFileEvent(char *filename)
   // update menu screen (and possibly change current level set)
   DrawScreenAfterAddingSet(top_dir, tree_type);
 
-  return TRUE;
+  return tree_type;
 }
 
 static void HandleDropTextEvent(char *text)
@@ -1600,29 +1491,93 @@ 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 int files_succeeded = 0;
-  static int files_failed = 0;
+  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:
     {
-      files_succeeded = 0;
-      files_failed = 0;
+      confirm_on_drop_complete = TRUE;
+      num_level_sets_succeeded = 0;
+      num_artwork_sets_succeeded = 0;
+      num_files_failed = 0;
 
       break;
     }
 
     case SDL_DROPFILE:
     {
-      boolean success = HandleDropFileEvent(event->drop.file);
-
-      if (success)
-       files_succeeded++;
+      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
-       files_failed++;
+       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;
     }
@@ -1636,17 +1591,9 @@ void HandleDropEvent(Event *event)
 
     case SDL_DROPCOMPLETE:
     {
-      // only show request dialog if no other request dialog already active
-      if (!game.request_active)
-      {
-       if (files_succeeded > 0 && files_failed > 0)
-         Request("New level or artwork set(s) added, "
-                 "but some dropped file(s) failed!", REQ_CONFIRM);
-       else if (files_succeeded > 0)
-         Request("New level or artwork set(s) added!", REQ_CONFIRM);
-       else if (files_failed > 0)
-         Request("Failed to process dropped file(s)!", REQ_CONFIRM);
-      }
+      HandleDropCompleteEvent(num_level_sets_succeeded,
+                             num_artwork_sets_succeeded,
+                             num_files_failed);
 
       break;
     }
@@ -1655,7 +1602,15 @@ void HandleDropEvent(Event *event)
   if (event->drop.file != NULL)
     SDL_free(event->drop.file);
 }
-#endif
+
+void HandleUserEvent(UserEvent *event)
+{
+  switch (event->code)
+  {
+    default:
+      break;
+  }
+}
 
 void HandleButton(int mx, int my, int button, int button_nr)
 {
@@ -1688,7 +1643,7 @@ void HandleButton(int mx, int my, int button, int button_nr)
       !virtual_button_pressed));
 #endif
 
-  if (HandleGlobalAnimClicks(mx, my, button))
+  if (HandleGlobalAnimClicks(mx, my, button, FALSE))
   {
     // do not handle this button event anymore
     return;            // force mouse event not to be handled at all
@@ -2190,9 +2145,12 @@ void HandleKey(Key key, int key_status)
     return;
   }
 
-  if (HandleGlobalAnimClicks(-1, -1, (key == KSYM_space ||
-                                     key == KSYM_Return ||
-                                     key == KSYM_Escape)))
+  // 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
@@ -2503,7 +2461,7 @@ void HandleJoystick(void)
   int dy       = (up   ? -1    : down  ? 1     : 0);
   boolean use_delay_value_first = (joytest != joytest_last);
 
-  if (HandleGlobalAnimClicks(-1, -1, newbutton))
+  if (HandleGlobalAnimClicks(-1, -1, newbutton, FALSE))
   {
     // do not handle this button event anymore
     return;