rnd-20140430-1-src
[rocksndiamonds.git] / src / events.c
index d261a4db45f368f1ff27c8a4f8424a5662845a4a..17c39c0407a887342dbdca3060dcaaf5dc1af68c 100644 (file)
@@ -465,9 +465,11 @@ void HandleWindowEvent(WindowEvent *event)
       int new_xpercent = (100 * new_window_width  / video.width);
       int new_ypercent = (100 * new_window_height / video.height);
 
+#if 0
       printf("::: RESIZED from %d, %d to %d, %d\n",
             video.window_width, video.window_height,
             new_window_width, new_window_height);
+#endif
 
       setup.window_scaling_percent = video.window_scaling_percent =
        MIN(MAX(MIN_WINDOW_SCALING_PERCENT, MIN(new_xpercent, new_ypercent)),
@@ -476,11 +478,15 @@ void HandleWindowEvent(WindowEvent *event)
       video.window_width  = new_window_width;
       video.window_height = new_window_height;
 
+#if 0
       printf("::: setup.window_scaling_percent set to %d\n",
             setup.window_scaling_percent);
+#endif
 
       if (game_status == GAME_MODE_SETUP)
        RedrawSetupScreenAfterFullscreenToggle();
+
+      SetWindowTitle();
     }
 #else
     // prevent slightly wrong scaling factor due to rounding differences
@@ -533,10 +539,12 @@ void HandleFingerEvent(FingerEvent *event)
   static Key button_key = KSYM_UNDEFINED;
   static float motion_x1, motion_y1;
   static float button_x1, button_y1;
-  static SDL_FingerID motion_id = 0;
-  static SDL_FingerID button_id = 0;
-  int trigger_distance_percent = 1;    // percent of touchpad width/height
-  float trigger_distance = (float)trigger_distance_percent / 100;
+  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;
 
@@ -556,7 +564,13 @@ void HandleFingerEvent(FingerEvent *event)
   if (game_status != GAME_MODE_PLAYING)
     return;
 
-  if (1)
+#if 1
+  if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
+#else
+  boolean use_virtual_button_control = FALSE;
+
+  if (use_virtual_button_control)
+#endif
   {
     int key_status = (event->type == EVENT_FINGERRELEASE ? KEY_RELEASED :
                      KEY_PRESSED);
@@ -708,6 +722,8 @@ void HandleFingerEvent(FingerEvent *event)
     return;
   }
 
+  // use touch direction control
+
   if (event->type == EVENT_FINGERPRESS)
   {
     if (event_x > 1.0 / 3.0)
@@ -744,7 +760,7 @@ void HandleFingerEvent(FingerEvent *event)
   {
     if (event->fingerId == motion_id)
     {
-      motion_id = 0;
+      motion_id = -1;
 
       if (motion_key_x != KSYM_UNDEFINED)
        HandleKey(motion_key_x, KEY_RELEASED);
@@ -758,7 +774,7 @@ void HandleFingerEvent(FingerEvent *event)
     }
     else if (event->fingerId == button_id)
     {
-      button_id = 0;
+      button_id = -1;
 
       if (button_key != KSYM_UNDEFINED)
        HandleKey(button_key, KEY_RELEASED);
@@ -781,16 +797,16 @@ void HandleFingerEvent(FingerEvent *event)
                              event_y > motion_y1 ? setup.input[0].key.down :
                              KSYM_UNDEFINED);
 
-      if (distance_x < trigger_distance / 2 ||
+      if (distance_x < move_trigger_distance / 2 ||
          distance_x < distance_y)
        new_motion_key_x = KSYM_UNDEFINED;
 
-      if (distance_y < trigger_distance / 2 ||
+      if (distance_y < move_trigger_distance / 2 ||
          distance_y < distance_x)
        new_motion_key_y = KSYM_UNDEFINED;
 
-      if (distance_x > trigger_distance ||
-         distance_y > trigger_distance)
+      if (distance_x > move_trigger_distance ||
+         distance_y > move_trigger_distance)
       {
        if (new_motion_key_x != motion_key_x)
        {
@@ -822,8 +838,8 @@ void HandleFingerEvent(FingerEvent *event)
       float distance_x = ABS(event_x - button_x1);
       float distance_y = ABS(event_y - button_y1);
 
-      if (distance_x < trigger_distance / 2 &&
-         distance_y > trigger_distance)
+      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);