rnd-20001205-3-src
[rocksndiamonds.git] / src / events.c
index b9e4e9a2a5127bcd3a007623d04672f7aab6e3fb..1e2ca16841661450886d719a2f701e0c8eea49be 100644 (file)
@@ -1,26 +1,26 @@
 /***********************************************************
-*  Rocks'n'Diamonds -- McDuffin Strikes Back!              *
+* 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                *
+* (c) 1995-2000 Artsoft Entertainment                      *
+*               Holger Schemel                             *
+*               Detmolder Strasse 189                      *
+*               33604 Bielefeld                            *
+*               Germany                                    *
+*               e-mail: info@artsoft.org                   *
 *----------------------------------------------------------*
-*  events.c                                                *
+* events.c                                                 *
 ***********************************************************/
 
+#include "libgame/libgame.h"
+
 #include "events.h"
 #include "init.h"
 #include "screens.h"
 #include "tools.h"
 #include "game.h"
 #include "editor.h"
-#include "misc.h"
 #include "tape.h"
 #include "joystick.h"
-#include "buttons.h"
 #include "network.h"
 
 /* values for key_status */
 #define KEY_RELEASED           FALSE
 #define KEY_PRESSED            TRUE
 
+
+/* event filter especially needed for SDL event filtering due to
+   delay problems with lots of mouse motion events when mouse
+   button not pressed */
+
+int FilterMouseMotionEvents(const Event *event)
+{
+  if (event->type != EVENT_MOTIONNOTIFY)
+    return 1;
+
+  /* get mouse motion events without pressed button only in level editor */
+  if (button_status == MB_RELEASED && game_status != LEVELED)
+    return 0;
+  else
+    return 1;
+}
+
 void EventLoop(void)
 {
   while(1)
   {
-    if (XPending(display))     /* got event from X server */
+    if (PendingEvent())                /* got event */
     {
-      XEvent event;
+      Event event;
 
-      XNextEvent(display, &event);
+      NextEvent(&event);
 
-      switch(event.type)
+      if (FilterMouseMotionEvents(&event))
       {
-       case ButtonPress:
-       case ButtonRelease:
-         HandleButtonEvent((XButtonEvent *) &event);
-         break;
-
-       case MotionNotify:
-         HandleMotionEvent((XMotionEvent *) &event);
-         break;
-
-       case KeyPress:
-       case KeyRelease:
-         HandleKeyEvent((XKeyEvent *) &event);
-         break;
-
-       default:
-         HandleOtherEvents(&event);
-         break;
+       switch(event.type)
+       {
+         case EVENT_BUTTONPRESS:
+         case EVENT_BUTTONRELEASE:
+           HandleButtonEvent((ButtonEvent *) &event);
+           break;
+  
+         case EVENT_MOTIONNOTIFY:
+           HandleMotionEvent((MotionEvent *) &event);
+           break;
+  
+         case EVENT_KEYPRESS:
+         case EVENT_KEYRELEASE:
+           HandleKeyEvent((KeyEvent *) &event);
+           break;
+  
+         default:
+           HandleOtherEvents(&event);
+           break;
+       }
       }
     }
-
-    HandleNoXEvent();
+    else
+      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 != PLAYING)
+    if (game_status == PLAYING)
+      HandleGameActions();
+    else
     {
-      XSync(display, FALSE);
-      Delay(10);
+      SyncDisplay();
+      if (!PendingEvent())     /* delay only if no pending events */
+       Delay(10);
     }
 
     /* refresh window contents from drawing buffer, if needed */
@@ -79,27 +102,35 @@ void EventLoop(void)
   }
 }
 
-void HandleOtherEvents(XEvent *event)
+void HandleOtherEvents(Event *event)
 {
   switch(event->type)
   {
-    case Expose:
-      HandleExposeEvent((XExposeEvent *) event);
+    case EVENT_EXPOSE:
+      HandleExposeEvent((ExposeEvent *) event);
       break;
 
-    case UnmapNotify:
+    case EVENT_UNMAPNOTIFY:
       SleepWhileUnmapped();
       break;
 
-    case FocusIn:
-    case FocusOut:
-      HandleFocusEvent((XFocusChangeEvent *) event);
+    case EVENT_FOCUSIN:
+    case EVENT_FOCUSOUT:
+      HandleFocusEvent((FocusChangeEvent *) event);
       break;
 
-    case ClientMessage:
-      HandleClientMessageEvent((XClientMessageEvent *) event);
+    case EVENT_CLIENTMESSAGE:
+      HandleClientMessageEvent((ClientMessageEvent *) event);
       break;
 
+#if defined(TARGET_SDL)
+    case SDL_JOYAXISMOTION:
+    case SDL_JOYBUTTONDOWN:
+    case SDL_JOYBUTTONUP:
+      HandleJoystickEvent(event);
+      break;
+#endif
+
     default:
       break;
   }
@@ -107,19 +138,19 @@ void HandleOtherEvents(XEvent *event)
 
 void ClearEventQueue()
 {
-  while(XPending(display))
+  while (PendingEvent())
   {
-    XEvent event;
+    Event event;
 
-    XNextEvent(display, &event);
+    NextEvent(&event);
 
     switch(event.type)
     {
-      case ButtonRelease:
+      case EVENT_BUTTONRELEASE:
        button_status = MB_RELEASED;
        break;
 
-      case KeyRelease:
+      case EVENT_KEYRELEASE:
        key_joystick_mapping = 0;
        break;
 
@@ -134,29 +165,29 @@ void SleepWhileUnmapped()
 {
   boolean window_unmapped = TRUE;
 
-  XAutoRepeatOn(display);
+  KeyboardAutoRepeatOn();
 
   while(window_unmapped)
   {
-    XEvent event;
+    Event event;
 
-    XNextEvent(display, &event);
+    NextEvent(&event);
 
     switch(event.type)
     {
-      case ButtonRelease:
+      case EVENT_BUTTONRELEASE:
        button_status = MB_RELEASED;
        break;
 
-      case KeyRelease:
+      case EVENT_KEYRELEASE:
        key_joystick_mapping = 0;
        break;
 
-      case MapNotify:
+      case EVENT_MAPNOTIFY:
        window_unmapped = FALSE;
        break;
 
-      case UnmapNotify:
+      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.
@@ -169,12 +200,13 @@ void SleepWhileUnmapped()
     }
   }
 
-  if (game_status==PLAYING)
-    XAutoRepeatOff(display);
+  if (game_status == PLAYING)
+    KeyboardAutoRepeatOff();
 }
 
-void HandleExposeEvent(XExposeEvent *event)
+void HandleExposeEvent(ExposeEvent *event)
 {
+#ifndef TARGET_SDL
   int x = event->x, y = event->y;
   int width = event->width, height = event->height;
 
@@ -202,21 +234,20 @@ void HandleExposeEvent(XExposeEvent *event)
     fx += (ScreenMovDir & (MV_LEFT|MV_RIGHT) ? ScreenGfxPos : 0);
     fy += (ScreenMovDir & (MV_UP|MV_DOWN)    ? ScreenGfxPos : 0);
 
-    XCopyArea(display,fieldbuffer,backbuffer,gc,
-             fx,fy, SXSIZE,SYSIZE,
-             SX,SY);
+    BlitBitmap(fieldbuffer, backbuffer, fx,fy, SXSIZE,SYSIZE, SX,SY);
   }
 
-  XCopyArea(display,drawto,window,gc, x,y, width,height, x,y);
+  BlitBitmap(drawto, window, x,y, width,height, x,y);
 
-  XFlush(display);
+  FlushDisplay();
+#endif
 }
 
-void HandleButtonEvent(XButtonEvent *event)
+void HandleButtonEvent(ButtonEvent *event)
 {
   motion_status = FALSE;
 
-  if (event->type==ButtonPress)
+  if (event->type == EVENT_BUTTONPRESS)
     button_status = event->button;
   else
     button_status = MB_RELEASED;
@@ -224,65 +255,79 @@ void HandleButtonEvent(XButtonEvent *event)
   HandleButton(event->x, event->y, button_status);
 }
 
-void HandleMotionEvent(XMotionEvent *event)
+void HandleMotionEvent(MotionEvent *event)
 {
+  if (!PointerInWindow(window))
+    return;    /* window and pointer are on different screens */
+
+#if 1
+  if (button_status == MB_RELEASED && game_status != LEVELED)
+    return;
+#endif
+
   motion_status = TRUE;
 
   HandleButton(event->x, event->y, button_status);
 }
 
-void HandleKeyEvent(XKeyEvent *event)
+void HandleKeyEvent(KeyEvent *event)
 {
-  int key_status = (event->type == KeyPress ? KEY_PRESSED : KEY_RELEASED);
-  KeySym key;
-
-  if (game_status == PLAYING)
-  {
-    /* use '0' instead of 'event->state' to get the key without modifiers */
-    key = XLookupKeysym(event, 0);
-  }
-  else
-  {
-    /* get the key with all modifiers */
-    char buffer[10];
-    int buffer_size = 10;
-    XComposeStatus compose;
-    int char_count;
-
-    char_count = XLookupString(event, buffer, buffer_size, &key, &compose);
-    buffer[char_count] = '\0';
-  }
+  int key_status = (event->type==EVENT_KEYPRESS ? KEY_PRESSED : KEY_RELEASED);
+  boolean with_modifiers = (game_status == PLAYING ? FALSE : TRUE);
+  Key key = GetEventKey(event, with_modifiers);
 
   HandleKey(key, key_status);
 }
 
-void HandleFocusEvent(XFocusChangeEvent *event)
+void HandleFocusEvent(FocusChangeEvent *event)
 {
   static int old_joystick_status = -1;
 
-  if (event->type == FocusOut)
+  if (event->type == EVENT_FOCUSOUT)
   {
-    XAutoRepeatOn(display);
+    int i;
+
+    KeyboardAutoRepeatOn();
     old_joystick_status = joystick_status;
     joystick_status = JOYSTICK_OFF;
+
+    /* simulate key release events for still pressed keys */
     key_joystick_mapping = 0;
+    for (i=0; i<MAX_PLAYERS; i++)
+      stored_player[i].action = 0;
   }
-  else if (event->type == FocusIn)
+  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 == PLAYING), which is not desired.
+       To avoid this special case, we just wait 1/10 second before
+       processing the 'FocusIn' event.
+    */
+
     if (game_status == PLAYING)
-      XAutoRepeatOff(display);
+    {
+      Delay(100);
+      KeyboardAutoRepeatOff();
+    }
     if (old_joystick_status != -1)
       joystick_status = old_joystick_status;
   }
 }
 
-void HandleClientMessageEvent(XClientMessageEvent *event)
+void HandleClientMessageEvent(ClientMessageEvent *event)
 {
-#ifndef MSDOS
-  if ((event->window == window) &&
-      (event->data.l[0] == XInternAtom(display, "WM_DELETE_WINDOW", FALSE)))
+  if (CheckCloseWindowEvent(event))
     CloseAllAndExit(0);
-#endif
 }
 
 void HandleButton(int mx, int my, int button)
@@ -299,10 +344,6 @@ void HandleButton(int mx, int my, int button)
   {
     old_mx = mx;
     old_my = my;
-
-    HandleVideoButtons(mx,my, button);
-    HandleSoundButtons(mx,my, button);
-    HandleGameButtons(mx,my, button);
   }
 
   HandleGadgets(mx, my, button);
@@ -314,7 +355,7 @@ void HandleButton(int mx, int my, int button)
       break;
 
     case TYPENAME:
-      HandleTypeName(0, XK_Return);
+      HandleTypeName(0, KSYM_Return);
       break;
 
     case CHOOSELEVEL:
@@ -322,11 +363,10 @@ void HandleButton(int mx, int my, int button)
       break;
 
     case HALLOFFAME:
-      HandleHallOfFame(button);
+      HandleHallOfFame(0,0, 0,0, button);
       break;
 
     case LEVELED:
-      LevelEd(mx,my, button);
       break;
 
     case HELPSCREEN:
@@ -376,14 +416,15 @@ void HandleButton(int mx, int my, int button)
   }
 }
 
-void HandleKey(KeySym key, int key_status)
+void HandleKey(Key key, int key_status)
 {
   int joy = 0;
+  boolean anyTextGadgetActiveOrJustFinished = anyTextGadgetActive();
   static struct SetupKeyboardInfo custom_key;
   static struct
   {
-    KeySym *keysym_custom;
-    KeySym keysym_default;
+    Key *key_custom;
+    Key key_default;
     byte action;
   } key_info[] =
   {
@@ -410,7 +451,7 @@ void HandleKey(KeySym key, int key_status)
       custom_key = setup.input[pnr].key;
 
       for (i=0; i<6; i++)
-       if (key == *key_info[i].keysym_custom)
+       if (key == *key_info[i].key_custom)
          key_action |= key_info[i].action;
 
       if (key_status == KEY_PRESSED)
@@ -424,7 +465,7 @@ void HandleKey(KeySym key, int key_status)
     int i;
 
     for (i=0; i<6; i++)
-      if (key == key_info[i].keysym_default)
+      if (key == key_info[i].key_default)
        joy |= key_info[i].action;
   }
 
@@ -444,7 +485,8 @@ void HandleKey(KeySym key, int key_status)
   if (key_status == KEY_RELEASED)
     return;
 
-  if (key == XK_Return && game_status == PLAYING && AllPlayersGone)
+  if ((key == KSYM_Return || key == KSYM_space) &&
+      game_status == PLAYING && AllPlayersGone)
   {
     CloseDoor(DOOR_CLOSE_1);
     game_status = MAINMENU;
@@ -453,18 +495,8 @@ void HandleKey(KeySym key, int key_status)
   }
 
   /* allow quick escape to the main menu with the Escape key */
-  if (key == XK_Escape && game_status != MAINMENU)
+  if (key == KSYM_Escape && game_status != MAINMENU)
   {
-    if (game_status == LEVELED)
-    {
-      /* draw smaller door */
-      XCopyArea(display, pix[PIX_DOOR], drawto, gc,
-               DOOR_GFX_PAGEX7, 64,
-               108, 64,
-               EX - 4, EY - 12);
-      redraw_mask |= REDRAW_ALL;
-    }
-
     CloseDoor(DOOR_CLOSE_1 | DOOR_OPEN_2 | DOOR_NO_DELAY);
     game_status = MAINMENU;
     DrawMainMenu();
@@ -496,7 +528,8 @@ void HandleKey(KeySym key, int key_status)
     case SETUPINPUT:
       switch(key)
       {
-       case XK_Return:
+       case KSYM_Return:
+       case KSYM_space:
          if (game_status == MAINMENU)
            HandleMainMenu(0,0, 0,0, MB_MENU_CHOICE);
           else if (game_status == CHOOSELEVEL)
@@ -507,6 +540,16 @@ void HandleKey(KeySym key, int key_status)
            HandleSetupInputScreen(0,0, 0,0, MB_MENU_CHOICE);
          break;
 
+        case KSYM_Page_Up:
+          if (game_status == CHOOSELEVEL)
+            HandleChooseLevel(0,0, 0,-SCR_FIELDY, MB_MENU_MARK);
+         break;
+
+        case KSYM_Page_Down:
+          if (game_status == CHOOSELEVEL)
+            HandleChooseLevel(0,0, 0,SCR_FIELDY, MB_MENU_MARK);
+         break;
+
        default:
          break;
       }
@@ -519,20 +562,29 @@ void HandleKey(KeySym key, int key_status)
     case HALLOFFAME:
       switch(key)
       {
-       case XK_Return:
+       case KSYM_Return:
+       case KSYM_space:
          game_status = MAINMENU;
          DrawMainMenu();
          BackToFront();
          break;
 
+        case KSYM_Page_Up:
+         HandleHallOfFame(0,0, 0,-SCR_FIELDY, MB_MENU_MARK);
+         break;
+
+        case KSYM_Page_Down:
+         HandleHallOfFame(0,0, 0,SCR_FIELDY, MB_MENU_MARK);
+         break;
+
        default:
          break;
       }
       break;
 
     case LEVELED:
-      HandleLevelEditorKeyInput(key);
-      LevelNameTyping(key);
+      if (!anyTextGadgetActiveOrJustFinished)
+       HandleLevelEditorKeyInput(key);
       break;
 
     case PLAYING:
@@ -541,17 +593,17 @@ void HandleKey(KeySym key, int key_status)
       {
 
 #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)
+       case KSYM_0:
+       case KSYM_1:
+       case KSYM_2:
+       case KSYM_3:
+       case KSYM_4:
+       case KSYM_5:
+       case KSYM_6:
+       case KSYM_7:
+       case KSYM_8:
+       case KSYM_9:
+         if (key == KSYM_0)
          {
            if (GameFrameDelay == 500)
              GameFrameDelay = GAME_FRAME_DELAY;
@@ -559,14 +611,46 @@ void HandleKey(KeySym key, int key_status)
              GameFrameDelay = 500;
          }
          else
-           GameFrameDelay = (key - XK_0) * 10;
+           GameFrameDelay = (key - KSYM_0) * 10;
          printf("Game speed == %d%% (%d ms delay between two frames)\n",
                 GAME_FRAME_DELAY * 100 / GameFrameDelay, GameFrameDelay);
          break;
 
+       case KSYM_d:
+         if (options.debug)
+         {
+           options.debug = FALSE;
+           printf("debug mode disabled\n");
+         }
+         else
+         {
+           options.debug = TRUE;
+           printf("debug mode enabled\n");
+         }
+         break;
+
+       case KSYM_s:
+         if (!global.fps_slowdown)
+         {
+           global.fps_slowdown = TRUE;
+           global.fps_slowdown_factor = 2;
+           printf("fps slowdown enabled -- display only every 2nd frame\n");
+         }
+         else if (global.fps_slowdown_factor == 2)
+         {
+           global.fps_slowdown_factor = 4;
+           printf("fps slowdown enabled -- display only every 4th frame\n");
+         }
+         else
+         {
+           global.fps_slowdown = FALSE;
+           global.fps_slowdown_factor = 1;
+           printf("fps slowdown disabled\n");
+         }
+         break;
 
 #if 0
-       case XK_a:
+       case KSYM_a:
          if (ScrollStepSize == TILEX/8)
            ScrollStepSize = TILEX/4;
          else
@@ -575,8 +659,8 @@ void HandleKey(KeySym key, int key_status)
          break;
 #endif
 
-#if 1
-       case XK_m:
+#if 0
+       case KSYM_m:
          if (MoveSpeed == 8)
          {
            MoveSpeed = 4;
@@ -591,30 +675,28 @@ void HandleKey(KeySym key, int key_status)
          break;
 #endif
 
-       case XK_f:
+       case KSYM_f:
          ScrollStepSize = TILEX/8;
          printf("ScrollStepSize == %d (1/8)\n", ScrollStepSize);
          break;
 
-       case XK_g:
+       case KSYM_g:
          ScrollStepSize = TILEX/4;
          printf("ScrollStepSize == %d (1/4)\n", ScrollStepSize);
          break;
 
-       case XK_h:
+       case KSYM_h:
          ScrollStepSize = TILEX/2;
          printf("ScrollStepSize == %d (1/2)\n", ScrollStepSize);
          break;
 
-       case XK_l:
+       case KSYM_l:
          ScrollStepSize = TILEX;
          printf("ScrollStepSize == %d (1/1)\n", ScrollStepSize);
          break;
 
-#ifndef MSDOS
-       case XK_Q:
-#endif
-       case XK_q:
+       case KSYM_Q:
+       case KSYM_q:
          local_player->dynamite = 1000;
          break;
 
@@ -622,7 +704,7 @@ void HandleKey(KeySym key, int key_status)
 
 #if 0
 
-       case XK_z:
+       case KSYM_z:
          {
            int i;
 
@@ -651,7 +733,7 @@ void HandleKey(KeySym key, int key_status)
   }
 }
 
-void HandleNoXEvent()
+void HandleNoEvent()
 {
   if (button_status && game_status != PLAYING)
   {
@@ -659,15 +741,12 @@ void HandleNoXEvent()
     return;
   }
 
-#ifndef MSDOS
+#if defined(PLATFORM_UNIX)
   if (options.network)
     HandleNetworking();
 #endif
 
   HandleJoystick();
-
-  if (game_status == PLAYING)
-    HandleGameActions();
 }
 
 static int HandleJoystickForAllPlayers()
@@ -738,7 +817,7 @@ void HandleJoystick()
     }
 
     case HALLOFFAME:
-      HandleHallOfFame(!newbutton);
+      HandleHallOfFame(0,0, dx,dy, !newbutton);
       break;
 
     case HELPSCREEN: