added first version of simple click events for global animations
[rocksndiamonds.git] / src / events.c
index b2bf0979495a2b8e139f49bd043c5cfef18641e3..20c6e3432e3dff614ea005e59cda0fb70c92a371 100644 (file)
@@ -19,6 +19,7 @@
 #include "editor.h"
 #include "files.h"
 #include "tape.h"
+#include "anim.h"
 #include "network.h"
 
 
@@ -26,6 +27,7 @@
 
 #define DEBUG_EVENTS_BUTTON    (DEBUG_EVENTS   * 0)
 #define DEBUG_EVENTS_MOTION    (DEBUG_EVENTS   * 0)
+#define DEBUG_EVENTS_WHEEL     (DEBUG_EVENTS   * 1)
 #define DEBUG_EVENTS_WINDOW    (DEBUG_EVENTS   * 0)
 #define DEBUG_EVENTS_FINGER    (DEBUG_EVENTS   * 0)
 #define DEBUG_EVENTS_TEXT      (DEBUG_EVENTS   * 1)
@@ -44,7 +46,7 @@ static unsigned int special_cursor_delay_value = 1000;
 /* event filter addition for SDL2: as SDL2 does not have a function to enable
    or disable keyboard auto-repeat, filter repeated keyboard events instead */
 
-static int FilterEventsExt(const Event *event)
+static int FilterEvents(const Event *event)
 {
   MotionEvent *motion;
 
@@ -56,6 +58,18 @@ static int FilterEventsExt(const Event *event)
     return 0;
 #endif
 
+  if (event->type == EVENT_BUTTONPRESS ||
+      event->type == EVENT_BUTTONRELEASE)
+  {
+    ((ButtonEvent *)event)->x -= video.screen_xoffset;
+    ((ButtonEvent *)event)->y -= video.screen_yoffset;
+  }
+  else if (event->type == EVENT_MOTIONNOTIFY)
+  {
+    ((MotionEvent *)event)->x -= video.screen_xoffset;
+    ((MotionEvent *)event)->y -= video.screen_yoffset;
+  }
+
   /* non-motion events are directly passed to event handler functions */
   if (event->type != EVENT_MOTIONNOTIFY)
     return 1;
@@ -66,7 +80,7 @@ static int FilterEventsExt(const Event *event)
 
   /* do no reset mouse cursor before all pending events have been processed */
   if (gfx.cursor_mode == cursor_mode_last &&
-      ((effectiveGameStatus() == GAME_MODE_TITLE &&
+      ((game_status == GAME_MODE_TITLE &&
        gfx.cursor_mode == CURSOR_NONE) ||
        (game_status == GAME_MODE_PLAYING &&
        gfx.cursor_mode == CURSOR_PLAYFIELD)))
@@ -86,31 +100,18 @@ static int FilterEventsExt(const Event *event)
   return 1;
 }
 
-#if defined(TARGET_SDL2)
-int FilterEvents(void *userdata, Event *event)
-{
-  return FilterEventsExt(event);
-}
-#else
-int FilterEvents(const Event *event)
-{
-  return FilterEventsExt(event);
-}
-#endif
-
 /* to prevent delay problems, skip mouse motion events if the very next
    event is also a mouse motion event (and therefore effectively only
    handling the last of a row of mouse motion events in the event queue) */
 
-boolean SkipPressedMouseMotionEvent(const Event *event)
+static boolean SkipPressedMouseMotionEvent(const Event *event)
 {
   /* nothing to do if the current event is not a mouse motion event */
   if (event->type != EVENT_MOTIONNOTIFY)
     return FALSE;
 
-  /* only skip motion events with pressed button outside level editor */
-  if (button_status == MB_RELEASED ||
-      game_status == GAME_MODE_EDITOR || game_status == GAME_MODE_PLAYING)
+  /* only skip motion events with pressed button outside the game */
+  if (button_status == MB_RELEASED || game_status == GAME_MODE_PLAYING)
     return FALSE;
 
   if (PendingEvent())
@@ -127,9 +128,13 @@ boolean SkipPressedMouseMotionEvent(const Event *event)
   return FALSE;
 }
 
-/* this is only really needed for non-SDL targets to filter unwanted events;
-   when using SDL with properly installed event filter, this function can be
-   replaced with a simple "NextEvent()" call, but it doesn't hurt either */
+/* this is especially needed for event modifications for the Android target:
+   if mouse coordinates should be modified in the event filter function,
+   using a properly installed SDL event filter does not work, because in
+   the event filter, mouse coordinates in the event structure are still
+   physical pixel positions, not logical (scaled) screen positions, so this
+   has to be handled at a later stage in the event processing functions
+   (when device pixel positions are already converted to screen positions) */
 
 boolean NextValidEvent(Event *event)
 {
@@ -139,7 +144,7 @@ boolean NextValidEvent(Event *event)
 
     NextEvent(event);
 
-    if (FilterEventsExt(event))
+    if (FilterEvents(event))
       handle_this_event = TRUE;
 
     if (SkipPressedMouseMotionEvent(event))
@@ -152,114 +157,67 @@ boolean NextValidEvent(Event *event)
   return FALSE;
 }
 
-void EventLoop(void)
+void HandleEvents()
 {
-  while (1)
+  Event event;
+  unsigned int event_frame_delay = 0;
+  unsigned int event_frame_delay_value = GAME_FRAME_DELAY;
+
+  ResetDelayCounter(&event_frame_delay);
+
+  while (NextValidEvent(&event))
   {
-    if (PendingEvent())                /* got event */
+    switch (event.type)
     {
-      Event event;
+      case EVENT_BUTTONPRESS:
+      case EVENT_BUTTONRELEASE:
+       HandleButtonEvent((ButtonEvent *) &event);
+       break;
 
-      while (NextValidEvent(&event))
-      {
-       switch (event.type)
-       {
-         case EVENT_BUTTONPRESS:
-         case EVENT_BUTTONRELEASE:
-           HandleButtonEvent((ButtonEvent *) &event);
-           break;
-  
-         case EVENT_MOTIONNOTIFY:
-           HandleMotionEvent((MotionEvent *) &event);
-           break;
+      case EVENT_MOTIONNOTIFY:
+       HandleMotionEvent((MotionEvent *) &event);
+       break;
 
 #if defined(TARGET_SDL2)
-         case SDL_WINDOWEVENT:
-           HandleWindowEvent((WindowEvent *) &event);
-           break;
-
-         case EVENT_FINGERPRESS:
-         case EVENT_FINGERRELEASE:
-         case EVENT_FINGERMOTION:
-           HandleFingerEvent((FingerEvent *) &event);
-           break;
-
-         case EVENT_TEXTINPUT:
-           HandleTextEvent((TextEvent *) &event);
-           break;
-
-         case SDL_APP_WILLENTERBACKGROUND:
-         case SDL_APP_DIDENTERBACKGROUND:
-         case SDL_APP_WILLENTERFOREGROUND:
-         case SDL_APP_DIDENTERFOREGROUND:
-           HandlePauseResumeEvent((PauseResumeEvent *) &event);
-           break;
-#endif
-
-         case EVENT_KEYPRESS:
-         case EVENT_KEYRELEASE:
-           HandleKeyEvent((KeyEvent *) &event);
-           break;
-
-         default:
-           HandleOtherEvents(&event);
-           break;
-       }
-      }
-    }
-    else
-    {
-      if (effectiveGameStatus() == GAME_MODE_TITLE)
-      {
-       /* when showing title screens, hide mouse pointer (if not moved) */
+      case EVENT_WHEELMOTION:
+       HandleWheelEvent((WheelEvent *) &event);
+       break;
 
-       if (gfx.cursor_mode != CURSOR_NONE &&
-           DelayReached(&special_cursor_delay, special_cursor_delay_value))
-       {
-         SetMouseCursor(CURSOR_NONE);
-       }
-      }
-      else if (game_status == GAME_MODE_PLAYING && !tape.pausing)
-      {
-       /* when playing, display a special mouse pointer inside the playfield */
+      case SDL_WINDOWEVENT:
+       HandleWindowEvent((WindowEvent *) &event);
+       break;
 
-       if (gfx.cursor_mode != CURSOR_PLAYFIELD &&
-           cursor_inside_playfield &&
-           DelayReached(&special_cursor_delay, special_cursor_delay_value))
-       {
-         SetMouseCursor(CURSOR_PLAYFIELD);
-       }
-      }
-      else if (gfx.cursor_mode != CURSOR_DEFAULT)
-      {
-       SetMouseCursor(CURSOR_DEFAULT);
-      }
+      case EVENT_FINGERPRESS:
+      case EVENT_FINGERRELEASE:
+      case EVENT_FINGERMOTION:
+       HandleFingerEvent((FingerEvent *) &event);
+       break;
 
-      /* this is set after all pending events have been processed */
-      cursor_mode_last = gfx.cursor_mode;
-    }
+      case EVENT_TEXTINPUT:
+       HandleTextEvent((TextEvent *) &event);
+       break;
 
-    /* also execute after pending events have been processed before */
-    HandleNoEvent();
+      case SDL_APP_WILLENTERBACKGROUND:
+      case SDL_APP_DIDENTERBACKGROUND:
+      case SDL_APP_WILLENTERFOREGROUND:
+      case SDL_APP_DIDENTERFOREGROUND:
+       HandlePauseResumeEvent((PauseResumeEvent *) &event);
+       break;
+#endif
 
-    /* don't use all CPU time when idle; the main loop while playing
-       has its own synchronization and is CPU friendly, too */
+      case EVENT_KEYPRESS:
+      case EVENT_KEYRELEASE:
+       HandleKeyEvent((KeyEvent *) &event);
+       break;
 
-    if (game_status == GAME_MODE_PLAYING)
-    {
-      HandleGameActions();
-    }
-    else
-    {
-      if (!PendingEvent())     /* delay only if no pending events */
-       Delay(10);
+      default:
+       HandleOtherEvents(&event);
+       break;
     }
 
-    /* refresh window contents from drawing buffer, if needed */
-    BackToFront();
-
-    if (game_status == GAME_MODE_QUIT)
-      return;
+    // do not handle events for longer than standard frame delay period
+    if (DelayReached(&event_frame_delay, event_frame_delay_value))
+      break;
   }
 }
 
@@ -305,6 +263,68 @@ void HandleOtherEvents(Event *event)
   }
 }
 
+void HandleMouseCursor()
+{
+  if (game_status == GAME_MODE_TITLE)
+  {
+    /* when showing title screens, hide mouse pointer (if not moved) */
+
+    if (gfx.cursor_mode != CURSOR_NONE &&
+       DelayReached(&special_cursor_delay, special_cursor_delay_value))
+    {
+      SetMouseCursor(CURSOR_NONE);
+    }
+  }
+  else if (game_status == GAME_MODE_PLAYING && (!tape.pausing ||
+                                               tape.single_step))
+  {
+    /* when playing, display a special mouse pointer inside the playfield */
+
+    if (gfx.cursor_mode != CURSOR_PLAYFIELD &&
+       cursor_inside_playfield &&
+       DelayReached(&special_cursor_delay, special_cursor_delay_value))
+    {
+      SetMouseCursor(CURSOR_PLAYFIELD);
+    }
+  }
+  else if (gfx.cursor_mode != CURSOR_DEFAULT)
+  {
+    SetMouseCursor(CURSOR_DEFAULT);
+  }
+
+  /* this is set after all pending events have been processed */
+  cursor_mode_last = gfx.cursor_mode;
+}
+
+void EventLoop(void)
+{
+  while (1)
+  {
+    if (PendingEvent())
+      HandleEvents();
+    else
+      HandleMouseCursor();
+
+    /* also execute after pending events have been processed before */
+    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 == GAME_MODE_PLAYING)
+      HandleGameActions();
+
+    /* always copy backbuffer to visible screen for every video frame */
+    BackToFront();
+
+    /* reset video frame delay to default (may change again while playing) */
+    SetVideoFrameDelay(MenuFrameDelay);
+
+    if (game_status == GAME_MODE_QUIT)
+      return;
+  }
+}
+
 void ClearEventQueue()
 {
   while (PendingEvent())
@@ -396,6 +416,11 @@ void HandleButtonEvent(ButtonEvent *event)
        event->x, event->y);
 #endif
 
+#if defined(HAS_SCREEN_KEYBOARD)
+  if (video.shifted_up)
+    event->y += video.shifted_up_pos;
+#endif
+
   motion_status = FALSE;
 
   if (event->type == EVENT_BUTTONPRESS)
@@ -408,9 +433,6 @@ void HandleButtonEvent(ButtonEvent *event)
 
 void HandleMotionEvent(MotionEvent *event)
 {
-  if (!PointerInWindow(window))
-    return;    /* window and pointer are on different screens */
-
   if (button_status == MB_RELEASED && game_status != GAME_MODE_EDITOR)
     return;
 
@@ -426,6 +448,45 @@ void HandleMotionEvent(MotionEvent *event)
 
 #if defined(TARGET_SDL2)
 
+void HandleWheelEvent(WheelEvent *event)
+{
+  int button_nr;
+
+#if DEBUG_EVENTS_WHEEL
+#if 1
+  Error(ERR_DEBUG, "WHEEL EVENT: mouse == %d, x/y == %d/%d\n",
+       event->which, event->x, event->y);
+#else
+  // (SDL_MOUSEWHEEL_NORMAL/SDL_MOUSEWHEEL_FLIPPED needs SDL 2.0.4 or newer)
+  Error(ERR_DEBUG, "WHEEL EVENT: mouse == %d, x/y == %d/%d, direction == %s\n",
+       event->which, event->x, event->y,
+       (event->direction == SDL_MOUSEWHEEL_NORMAL ? "SDL_MOUSEWHEEL_NORMAL" :
+        "SDL_MOUSEWHEEL_FLIPPED"));
+#endif
+#endif
+
+  button_nr = (event->x < 0 ? MB_WHEEL_LEFT :
+              event->x > 0 ? MB_WHEEL_RIGHT :
+              event->y < 0 ? MB_WHEEL_DOWN :
+              event->y > 0 ? MB_WHEEL_UP : 0);
+
+#if defined(PLATFORM_WIN32) || defined(PLATFORM_MACOSX)
+  // accelerated mouse wheel available on Mac and Windows
+  wheel_steps = (event->x ? ABS(event->x) : ABS(event->y));
+#else
+  // no accelerated mouse wheel available on Unix/Linux
+  wheel_steps = DEFAULT_WHEEL_STEPS;
+#endif
+
+  motion_status = FALSE;
+
+  button_status = button_nr;
+  HandleButton(0, 0, button_status, -button_nr);
+
+  button_status = MB_RELEASED;
+  HandleButton(0, 0, button_status, -button_nr);
+}
+
 void HandleWindowEvent(WindowEvent *event)
 {
 #if DEBUG_EVENTS_WINDOW
@@ -452,35 +513,60 @@ void HandleWindowEvent(WindowEvent *event)
        event_name, event->data1, event->data2);
 #endif
 
+#if 0
+  // (not needed, as the screen gets redrawn every 20 ms anyway)
   if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED ||
       event->event == SDL_WINDOWEVENT_RESIZED ||
       event->event == SDL_WINDOWEVENT_EXPOSED)
     SDLRedrawWindow();
+#endif
 
-  if (event->event == SDL_WINDOWEVENT_RESIZED && !video.fullscreen_enabled)
+  if (event->event == SDL_WINDOWEVENT_RESIZED)
   {
-    int new_window_width  = event->data1;
-    int new_window_height = event->data2;
-
-    // if window size has changed after resizing, calculate new scaling factor
-    if (new_window_width  != video.window_width ||
-       new_window_height != video.window_height)
+    if (!video.fullscreen_enabled)
     {
-      int new_xpercent = (100 * new_window_width  / video.width);
-      int new_ypercent = (100 * new_window_height / video.height);
+      int new_window_width  = event->data1;
+      int new_window_height = event->data2;
 
-      setup.window_scaling_percent = video.window_scaling_percent =
-       MIN(MAX(MIN_WINDOW_SCALING_PERCENT, MIN(new_xpercent, new_ypercent)),
-           MAX_WINDOW_SCALING_PERCENT);
+      // if window size has changed after resizing, calculate new scaling factor
+      if (new_window_width  != video.window_width ||
+         new_window_height != video.window_height)
+      {
+       int new_xpercent = 100.0 * new_window_width  / video.screen_width  + .5;
+       int new_ypercent = 100.0 * new_window_height / video.screen_height + .5;
+
+       // (extreme window scaling allowed, but cannot be saved permanently)
+       video.window_scaling_percent = MIN(new_xpercent, new_ypercent);
+       setup.window_scaling_percent =
+         MIN(MAX(MIN_WINDOW_SCALING_PERCENT, video.window_scaling_percent),
+             MAX_WINDOW_SCALING_PERCENT);
+
+       video.window_width  = new_window_width;
+       video.window_height = new_window_height;
 
-      video.window_width  = new_window_width;
-      video.window_height = new_window_height;
+       if (game_status == GAME_MODE_SETUP)
+         RedrawSetupScreenAfterFullscreenToggle();
+
+       SetWindowTitle();
+      }
+    }
+#if defined(PLATFORM_ANDROID)
+    else
+    {
+      int new_display_width  = event->data1;
+      int new_display_height = event->data2;
 
-      if (game_status == GAME_MODE_SETUP)
-       RedrawSetupScreenAfterFullscreenToggle();
+      // if fullscreen display size has changed, device has been rotated
+      if (new_display_width  != video.display_width ||
+         new_display_height != video.display_height)
+      {
+       video.display_width  = new_display_width;
+       video.display_height = new_display_height;
 
-      SetWindowTitle();
+       SDLSetScreenProperties();
+      }
     }
+#endif
   }
 }
 
@@ -503,8 +589,8 @@ void HandleFingerEvent(FingerEvent *event)
   static float button_x1, button_y1;
   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
+  int move_trigger_distance_percent = setup.touch.move_distance;
+  int drop_trigger_distance_percent = setup.touch.drop_distance;
   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;
@@ -524,19 +610,37 @@ void HandleFingerEvent(FingerEvent *event)
   if (game_status != GAME_MODE_PLAYING)
     return;
 
+  if (strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER))
+    return;
+
   if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
   {
     int key_status = (event->type == EVENT_FINGERRELEASE ? KEY_RELEASED :
                      KEY_PRESSED);
-    Key key = (event->x < 1.0 / 3.0 ?
-              (event->y < 1.0 / 2.0 ? setup.input[0].key.snap :
-               setup.input[0].key.drop) :
-              event->x > 2.0 / 3.0 ?
-              (event->y < 1.0 / 3.0 ? setup.input[0].key.up :
-               event->y > 2.0 / 3.0 ? setup.input[0].key.down :
-               event->x < 5.0 / 6.0 ? setup.input[0].key.left :
-               setup.input[0].key.right) :
+    float ypos = 1.0 - 1.0 / 3.0 * video.display_width / video.display_height;
+
+    event_y = (event_y - ypos) / (1 - ypos);
+
+    Key key = (event_x > 0         && event_x < 1.0 / 6.0 &&
+              event_y > 2.0 / 3.0 && event_y < 1 ?
+              setup.input[0].key.snap :
+              event_x > 1.0 / 6.0 && event_x < 1.0 / 3.0 &&
+              event_y > 2.0 / 3.0 && event_y < 1 ?
+              setup.input[0].key.drop :
+              event_x > 7.0 / 9.0 && event_x < 8.0 / 9.0 &&
+              event_y > 0         && event_y < 1.0 / 3.0 ?
+              setup.input[0].key.up :
+              event_x > 6.0 / 9.0 && event_x < 7.0 / 9.0 &&
+              event_y > 1.0 / 3.0 && event_y < 2.0 / 3.0 ?
+              setup.input[0].key.left :
+              event_x > 8.0 / 9.0 && event_x < 1 &&
+              event_y > 1.0 / 3.0 && event_y < 2.0 / 3.0 ?
+              setup.input[0].key.right :
+              event_x > 7.0 / 9.0 && event_x < 8.0 / 9.0 &&
+              event_y > 2.0 / 3.0 && event_y < 1 ?
+              setup.input[0].key.down :
               KSYM_UNDEFINED);
+
     char *key_status_name = (key_status == KEY_RELEASED ? "KEY_RELEASED" :
                             "KEY_PRESSED");
     int i;
@@ -786,6 +890,172 @@ void HandleFingerEvent(FingerEvent *event)
   }
 }
 
+static void HandleFollowFinger(int mx, int my, int button)
+{
+  static int old_mx = 0, old_my = 0;
+  static Key motion_key_x = KSYM_UNDEFINED;
+  static Key motion_key_y = KSYM_UNDEFINED;
+  static boolean started_on_player = FALSE;
+  static boolean player_is_dropping = FALSE;
+  static int player_drop_count = 0;
+  static int last_player_x = -1;
+  static int last_player_y = -1;
+
+  if (!strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER))
+    return;
+
+  if (button == MB_PRESSED && IN_GFX_FIELD_PLAY(mx, my))
+  {
+    touch_info[0].touched = TRUE;
+    touch_info[0].key = 0;
+
+    old_mx = mx;
+    old_my = my;
+
+    if (!motion_status)
+    {
+      started_on_player = FALSE;
+      player_is_dropping = FALSE;
+      player_drop_count = 0;
+      last_player_x = -1;
+      last_player_y = -1;
+
+      motion_key_x = KSYM_UNDEFINED;
+      motion_key_y = KSYM_UNDEFINED;
+
+      Error(ERR_DEBUG, "---------- TOUCH ACTION STARTED ----------");
+    }
+  }
+  else if (button == MB_RELEASED && touch_info[0].touched)
+  {
+    touch_info[0].touched = FALSE;
+    touch_info[0].key = 0;
+
+    old_mx = 0;
+    old_my = 0;
+
+    if (motion_key_x != KSYM_UNDEFINED)
+      HandleKey(motion_key_x, KEY_RELEASED);
+    if (motion_key_y != KSYM_UNDEFINED)
+      HandleKey(motion_key_y, KEY_RELEASED);
+
+    if (started_on_player)
+    {
+      if (player_is_dropping)
+      {
+       Error(ERR_DEBUG, "---------- DROP STOPPED ----------");
+
+       HandleKey(setup.input[0].key.drop, KEY_RELEASED);
+      }
+      else
+      {
+       Error(ERR_DEBUG, "---------- SNAP STOPPED ----------");
+
+       HandleKey(setup.input[0].key.snap, KEY_RELEASED);
+      }
+    }
+
+    motion_key_x = KSYM_UNDEFINED;
+    motion_key_y = KSYM_UNDEFINED;
+
+    Error(ERR_DEBUG, "---------- TOUCH ACTION STOPPED ----------");
+  }
+
+  if (touch_info[0].touched)
+  {
+    int src_x = local_player->jx;
+    int src_y = local_player->jy;
+    int dst_x = getLevelFromScreenX(old_mx);
+    int dst_y = getLevelFromScreenY(old_my);
+    int dx = dst_x - src_x;
+    int dy = dst_y - src_y;
+    Key new_motion_key_x = (dx < 0 ? setup.input[0].key.left :
+                           dx > 0 ? setup.input[0].key.right :
+                           KSYM_UNDEFINED);
+    Key new_motion_key_y = (dy < 0 ? setup.input[0].key.up :
+                           dy > 0 ? setup.input[0].key.down :
+                           KSYM_UNDEFINED);
+
+    if (dx != 0 && dy != 0 && ABS(dx) != ABS(dy) &&
+       (last_player_x != local_player->jx ||
+        last_player_y != local_player->jy))
+    {
+      // in case of asymmetric diagonal movement, use "preferred" direction
+
+      int last_move_dir = (ABS(dx) > ABS(dy) ? MV_VERTICAL : MV_HORIZONTAL);
+
+      if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+       level.native_em_level->ply[0]->last_move_dir = last_move_dir;
+      else
+       local_player->last_move_dir = last_move_dir;
+
+      // (required to prevent accidentally forcing direction for next movement)
+      last_player_x = local_player->jx;
+      last_player_y = local_player->jy;
+    }
+
+    if (button == MB_PRESSED && !motion_status && dx == 0 && dy == 0)
+    {
+      started_on_player = TRUE;
+      player_drop_count = getPlayerInventorySize(0);
+      player_is_dropping = (player_drop_count > 0);
+
+      if (player_is_dropping)
+      {
+       Error(ERR_DEBUG, "---------- DROP STARTED ----------");
+
+       HandleKey(setup.input[0].key.drop, KEY_PRESSED);
+      }
+      else
+      {
+       Error(ERR_DEBUG, "---------- SNAP STARTED ----------");
+
+       HandleKey(setup.input[0].key.snap, KEY_PRESSED);
+      }
+    }
+    else if (dx != 0 || dy != 0)
+    {
+      if (player_is_dropping &&
+         player_drop_count == getPlayerInventorySize(0))
+      {
+       Error(ERR_DEBUG, "---------- DROP -> SNAP ----------");
+
+       HandleKey(setup.input[0].key.drop, KEY_RELEASED);
+       HandleKey(setup.input[0].key.snap, KEY_PRESSED);
+
+       player_is_dropping = FALSE;
+      }
+    }
+
+    if (new_motion_key_x != motion_key_x)
+    {
+      Error(ERR_DEBUG, "---------- %s %s ----------",
+           started_on_player && !player_is_dropping ? "SNAPPING" : "MOVING",
+           dx < 0 ? "LEFT" : dx > 0 ? "RIGHT" : "PAUSED");
+
+      if (motion_key_x != KSYM_UNDEFINED)
+       HandleKey(motion_key_x, KEY_RELEASED);
+      if (new_motion_key_x != KSYM_UNDEFINED)
+       HandleKey(new_motion_key_x, KEY_PRESSED);
+    }
+
+    if (new_motion_key_y != motion_key_y)
+    {
+      Error(ERR_DEBUG, "---------- %s %s ----------",
+           started_on_player && !player_is_dropping ? "SNAPPING" : "MOVING",
+           dy < 0 ? "UP" : dy > 0 ? "DOWN" : "PAUSED");
+
+      if (motion_key_y != KSYM_UNDEFINED)
+       HandleKey(motion_key_y, KEY_RELEASED);
+      if (new_motion_key_y != KSYM_UNDEFINED)
+       HandleKey(new_motion_key_y, KEY_PRESSED);
+    }
+
+    motion_key_x = new_motion_key_x;
+    motion_key_y = new_motion_key_y;
+  }
+}
+
 static boolean checkTextInputKeyModState()
 {
   // when playing, only handle raw key events and ignore text input
@@ -810,21 +1080,16 @@ void HandleTextEvent(TextEvent *event)
        GetKeyModState());
 #endif
 
-#if defined(PLATFORM_ANDROID)
-  if (game_status == GAME_MODE_PSEUDO_TYPENAME)
-  {
-    HandleTypeName(0, key);
-
+#if !defined(HAS_SCREEN_KEYBOARD)
+  // non-mobile devices: only handle key input with modifier keys pressed here
+  // (every other key input is handled directly as physical key input event)
+  if (!checkTextInputKeyModState())
     return;
-  }
 #endif
 
-  // only handle key input with text modifier keys pressed
-  if (checkTextInputKeyModState())
-  {
-    HandleKey(key, KEY_PRESSED);
-    HandleKey(key, KEY_RELEASED);
-  }
+  // process text input as "classic" (with uppercase etc.) key input event
+  HandleKey(key, KEY_PRESSED);
+  HandleKey(key, KEY_RELEASED);
 }
 
 void HandlePauseResumeEvent(PauseResumeEvent *event)
@@ -933,12 +1198,14 @@ void HandleWindowManagerEvent(Event *event)
 void HandleButton(int mx, int my, int button, int button_nr)
 {
   static int old_mx = 0, old_my = 0;
+  boolean button_hold = FALSE;
 
-  if (button < 0)
+  if (button_nr < 0)
   {
     mx = old_mx;
     my = old_my;
-    button = -button;
+    button_nr = -button_nr;
+    button_hold = TRUE;
   }
   else
   {
@@ -947,7 +1214,12 @@ void HandleButton(int mx, int my, int button, int button_nr)
   }
 
 #if defined(PLATFORM_ANDROID)
-  if (game_status != GAME_MODE_PLAYING &&
+  // when playing, only handle gadgets when using "follow finger" controls
+  boolean handle_gadgets =
+    (game_status != GAME_MODE_PLAYING ||
+     strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER));
+
+  if (handle_gadgets &&
       HandleGadgets(mx, my, button))
   {
     /* do not handle this button event anymore */
@@ -961,6 +1233,11 @@ void HandleButton(int mx, int my, int button, int button_nr)
   }
 #endif
 
+  HandleGlobalAnimClicks(mx, my, button);
+
+  if (button_hold && game_status == GAME_MODE_PLAYING && tape.pausing)
+    return;
+
   /* do not use scroll wheel button events for anything other than gadgets */
   if (IS_WHEEL_BUTTON(button_nr))
     return;
@@ -1003,13 +1280,17 @@ void HandleButton(int mx, int my, int button, int button_nr)
       HandleSetupScreen(mx, my, 0, 0, button);
       break;
 
+#if defined(TARGET_SDL2)
     case GAME_MODE_PLAYING:
+      HandleFollowFinger(mx, my, button);
+#endif
+
 #ifdef DEBUG
-      if (button == MB_PRESSED && !motion_status && IN_GFX_FIELD_PLAY(mx, my))
-       DumpTile(LEVELX((mx - SX) / TILESIZE_VAR),
-                LEVELY((my - SY) / TILESIZE_VAR));
-        // DumpTile(LEVELX((mx - SX) / TILEX), LEVELY((my - SY) / TILEY));
+      if (button == MB_PRESSED && !motion_status && IN_GFX_FIELD_PLAY(mx, my) &&
+         GetKeyModState() & KMOD_Control)
+       DumpTileFromScreen(mx, my);
 #endif
+
       break;
 
     default:
@@ -1139,9 +1420,64 @@ static void HandleKeysSpecial(Key key)
   }
 }
 
+void HandleKeysDebug(Key key)
+{
+#ifdef DEBUG
+  int i;
+
+  if (game_status == GAME_MODE_PLAYING || !setup.debug.frame_delay_game_only)
+  {
+    boolean mod_key_pressed = (GetKeyModState() != KMOD_None);
+
+    for (i = 0; i < NUM_DEBUG_FRAME_DELAY_KEYS; i++)
+    {
+      if (key == setup.debug.frame_delay_key[i] &&
+         (mod_key_pressed == setup.debug.frame_delay_use_mod_key))
+      {
+       GameFrameDelay = (GameFrameDelay != setup.debug.frame_delay[i] ?
+                         setup.debug.frame_delay[i] : setup.game_frame_delay);
+
+       if (!setup.debug.frame_delay_game_only)
+         MenuFrameDelay = GameFrameDelay;
+
+       SetVideoFrameDelay(GameFrameDelay);
+
+       if (GameFrameDelay > ONE_SECOND_DELAY)
+         Error(ERR_DEBUG, "frame delay == %d ms", GameFrameDelay);
+       else if (GameFrameDelay != 0)
+         Error(ERR_DEBUG, "frame delay == %d ms (max. %d fps / %d %%)",
+               GameFrameDelay, ONE_SECOND_DELAY / GameFrameDelay,
+               GAME_FRAME_DELAY * 100 / GameFrameDelay);
+       else
+         Error(ERR_DEBUG, "frame delay == 0 ms (maximum speed)");
+
+       break;
+      }
+    }
+  }
+
+  if (game_status == GAME_MODE_PLAYING)
+  {
+    if (key == KSYM_d)
+    {
+      options.debug = !options.debug;
+
+      Error(ERR_DEBUG, "debug mode %s",
+           (options.debug ? "enabled" : "disabled"));
+    }
+    else if (key == KSYM_v)
+    {
+      Error(ERR_DEBUG, "currently using game engine version %d",
+           game.engine_version);
+    }
+  }
+#endif
+}
+
 void HandleKey(Key key, int key_status)
 {
   boolean anyTextGadgetActiveOrJustFinished = anyTextGadgetActive();
+  static boolean ignore_repeated_key = FALSE;
   static struct SetupKeyboardInfo ski;
   static struct SetupShortcutInfo ssi;
   static struct
@@ -1309,12 +1645,18 @@ void HandleKey(Key key, int key_status)
     key_joystick_mapping = 0;
 
   if (key_status == KEY_RELEASED)
+  {
+    // reset flag to ignore repeated "key pressed" events after key release
+    ignore_repeated_key = FALSE;
+
     return;
+  }
 
   if ((key == KSYM_F11 ||
        ((key == KSYM_Return ||
         key == KSYM_KP_Enter) && (GetKeyModState() & KMOD_Alt))) &&
-      video.fullscreen_available)
+      video.fullscreen_available &&
+      !ignore_repeated_key)
   {
     setup.fullscreen = !setup.fullscreen;
 
@@ -1323,22 +1665,26 @@ void HandleKey(Key key, int key_status)
     if (game_status == GAME_MODE_SETUP)
       RedrawSetupScreenAfterFullscreenToggle();
 
+    // set flag to ignore repeated "key pressed" events
+    ignore_repeated_key = TRUE;
+
     return;
   }
 
-  if ((key == KSYM_minus ||
-       key == KSYM_plus ||
-       key == KSYM_0) &&
-      ((GetKeyModState() & KMOD_Control) ||
-       (GetKeyModState() & KMOD_Alt)) &&
+  if ((key == KSYM_0     || key == KSYM_KP_0 ||
+       key == KSYM_minus || key == KSYM_KP_Subtract ||
+       key == KSYM_plus  || key == KSYM_KP_Add ||
+       key == KSYM_equal) &&   // ("Shift-=" is "+" on US keyboards)
+      (GetKeyModState() & (KMOD_Control | KMOD_Meta)) &&
       video.window_scaling_available &&
       !video.fullscreen_enabled)
   {
-    if (key == KSYM_0)
+    if (key == KSYM_0 || key == KSYM_KP_0)
       setup.window_scaling_percent = STD_WINDOW_SCALING_PERCENT;
+    else if (key == KSYM_minus || key == KSYM_KP_Subtract)
+      setup.window_scaling_percent -= STEP_WINDOW_SCALING_PERCENT;
     else
-      setup.window_scaling_percent +=
-       (key == KSYM_minus ? -1 : +1) * STEP_WINDOW_SCALING_PERCENT;
+      setup.window_scaling_percent += STEP_WINDOW_SCALING_PERCENT;
 
     if (setup.window_scaling_percent < MIN_WINDOW_SCALING_PERCENT)
       setup.window_scaling_percent = MIN_WINDOW_SCALING_PERCENT;
@@ -1376,7 +1722,7 @@ void HandleKey(Key key, int key_status)
     else if (key == setup.shortcut.load_game)
       TapeQuickLoad();
     else if (key == setup.shortcut.toggle_pause)
-      TapeTogglePause(TAPE_TOGGLE_MANUAL);
+      TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
 
     HandleTapeButtonKeys(key);
     HandleSoundButtonKeys(key);
@@ -1491,18 +1837,6 @@ void HandleKey(Key key, int key_status)
            HandleHallOfFame(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
          break;
 
-#ifdef DEBUG
-       case KSYM_0:
-         GameFrameDelay = (GameFrameDelay == 500 ? GAME_FRAME_DELAY : 500);
-         break;
-
-       case KSYM_b:
-         setup.sp_show_border_elements = !setup.sp_show_border_elements;
-         printf("Supaplex border elements %s\n",
-                setup.sp_show_border_elements ? "enabled" : "disabled");
-         break;
-#endif
-
        default:
          break;
       }
@@ -1521,62 +1855,6 @@ void HandleKey(Key key, int key_status)
          RequestQuitGame(setup.ask_on_escape);
          break;
 
-#ifdef DEBUG
-       case KSYM_0:
-         if (key == KSYM_0)
-         {
-           if (GameFrameDelay == 500)
-             GameFrameDelay = GAME_FRAME_DELAY;
-           else
-             GameFrameDelay = 500;
-         }
-         else
-           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;
-
-#if 0
-       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;
-#endif
-
-       case KSYM_v:
-         printf("::: currently using game engine version %d\n",
-                game.engine_version);
-         break;
-#endif
-
        default:
          break;
       }
@@ -1586,19 +1864,23 @@ void HandleKey(Key key, int key_status)
     default:
       if (key == KSYM_Escape)
       {
-       game_status = GAME_MODE_MAIN;
+       SetGameStatus(GAME_MODE_MAIN);
+
        DrawMainMenu();
 
        return;
       }
   }
+
+  HandleKeysDebug(key);
 }
 
 void HandleNoEvent()
 {
-  if (button_status && game_status != GAME_MODE_PLAYING)
+  // if (button_status && game_status != GAME_MODE_PLAYING)
+  if (button_status && (game_status != GAME_MODE_PLAYING || tape.pausing))
   {
-    HandleButton(0, 0, -button_status, button_status);
+    HandleButton(0, 0, button_status, -button_status);
   }
   else
   {
@@ -1614,21 +1896,18 @@ void HandleNoEvent()
   {
     case GAME_MODE_MAIN:
       DrawPreviewLevelAnimation();
-      DoAnimation();
-      break;
-
-    case GAME_MODE_LEVELS:
-    case GAME_MODE_LEVELNR:
-    case GAME_MODE_SETUP:
-    case GAME_MODE_INFO:
-    case GAME_MODE_SCORES:
-      DoAnimation();
       break;
 
     case GAME_MODE_EDITOR:
       HandleLevelEditorIdle();
       break;
 
+#if defined(TARGET_SDL2)
+    case GAME_MODE_PLAYING:
+      HandleFollowFinger(-1, -1, -1);
+      break;
+#endif
+
     default:
       break;
   }