added first version of simple click events for global animations
[rocksndiamonds.git] / src / events.c
index e197be5cef3039e9111ea89e021a4cfd09dfad6e..20c6e3432e3dff614ea005e59cda0fb70c92a371 100644 (file)
@@ -46,7 +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;
 
@@ -58,6 +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;
@@ -88,23 +100,11 @@ 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)
@@ -128,9 +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)
 {
@@ -140,7 +144,7 @@ boolean NextValidEvent(Event *event)
 
     NextEvent(event);
 
-    if (FilterEventsExt(event))
+    if (FilterEvents(event))
       handle_this_event = TRUE;
 
     if (SkipPressedMouseMotionEvent(event))
@@ -412,6 +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)
@@ -512,32 +521,52 @@ void HandleWindowEvent(WindowEvent *event)
     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;
+
+      // 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);
+       // (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();
+       if (game_status == GAME_MODE_SETUP)
+         RedrawSetupScreenAfterFullscreenToggle();
 
-      SetWindowTitle();
+       SetWindowTitle();
+      }
     }
+#if defined(PLATFORM_ANDROID)
+    else
+    {
+      int new_display_width  = event->data1;
+      int new_display_height = event->data2;
+
+      // 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;
+
+       SDLSetScreenProperties();
+      }
+    }
+#endif
   }
 }
 
@@ -560,8 +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;
@@ -581,19 +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;
@@ -843,6 +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
@@ -1001,8 +1214,12 @@ void HandleButton(int mx, int my, int button, int button_nr)
   }
 
 #if defined(PLATFORM_ANDROID)
-  // !!! for now, do not handle gadgets when playing -- maybe fix this !!!
-  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 */
@@ -1016,6 +1233,8 @@ 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;
 
@@ -1061,13 +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:
@@ -1212,7 +1435,7 @@ void HandleKeysDebug(Key key)
          (mod_key_pressed == setup.debug.frame_delay_use_mod_key))
       {
        GameFrameDelay = (GameFrameDelay != setup.debug.frame_delay[i] ?
-                         setup.debug.frame_delay[i] : GAME_FRAME_DELAY);
+                         setup.debug.frame_delay[i] : setup.game_frame_delay);
 
        if (!setup.debug.frame_delay_game_only)
          MenuFrameDelay = GameFrameDelay;
@@ -1679,6 +1902,12 @@ void HandleNoEvent()
       HandleLevelEditorIdle();
       break;
 
+#if defined(TARGET_SDL2)
+    case GAME_MODE_PLAYING:
+      HandleFollowFinger(-1, -1, -1);
+      break;
+#endif
+
     default:
       break;
   }