rnd-20140115-2-src
[rocksndiamonds.git] / src / events.c
index 50a39762865d8b0e6e1c5ee3714f998ec164d49a..2593dd2f5acfcf3026be1d655ee35c54de11ff13 100644 (file)
@@ -24,7 +24,7 @@
 #include "network.h"
 
 
-#define        DEBUG_EVENTS            1
+#define        DEBUG_EVENTS            0
 
 
 static boolean cursor_inside_playfield = FALSE;
@@ -162,6 +162,10 @@ void EventLoop(void)
            break;
 
 #if defined(TARGET_SDL2)
+         case SDL_WINDOWEVENT:
+           HandleWindowEvent((WindowEvent *) &event);
+           break;
+
          case EVENT_FINGERPRESS:
          case EVENT_FINGERRELEASE:
          case EVENT_FINGERMOTION:
@@ -202,9 +206,15 @@ void EventLoop(void)
        playfield_cursor_set = FALSE;
       }
 
+#if 0
       HandleNoEvent();
+#endif
     }
 
+#if 1
+    HandleNoEvent();
+#endif
+
     /* don't use all CPU time when idle; the main loop while playing
        has its own synchronization and is CPU friendly, too */
 
@@ -388,13 +398,122 @@ void HandleMotionEvent(MotionEvent *event)
 
   motion_status = TRUE;
 
+#if DEBUG_EVENTS
   Error(ERR_DEBUG, "MOTION EVENT: button %d moved, x/y %d/%d\n",
        button_status, event->x, event->y);
+#endif
 
   HandleButton(event->x, event->y, button_status, button_status);
 }
 
 #if defined(TARGET_SDL2)
+void HandleWindowEvent(WindowEvent *event)
+{
+#if DEBUG_EVENTS
+  int subtype = event->event;
+
+  char *event_name =
+    (subtype == SDL_WINDOWEVENT_SHOWN ? "SDL_WINDOWEVENT_SHOWN" :
+     subtype == SDL_WINDOWEVENT_HIDDEN ? "SDL_WINDOWEVENT_HIDDEN" :
+     subtype == SDL_WINDOWEVENT_EXPOSED ? "SDL_WINDOWEVENT_EXPOSED" :
+     subtype == SDL_WINDOWEVENT_MOVED ? "SDL_WINDOWEVENT_MOVED" :
+     subtype == SDL_WINDOWEVENT_SIZE_CHANGED ? "SDL_WINDOWEVENT_SIZE_CHANGED" :
+     subtype == SDL_WINDOWEVENT_RESIZED ? "SDL_WINDOWEVENT_RESIZED" :
+     subtype == SDL_WINDOWEVENT_MINIMIZED ? "SDL_WINDOWEVENT_MINIMIZED" :
+     subtype == SDL_WINDOWEVENT_MAXIMIZED ? "SDL_WINDOWEVENT_MAXIMIZED" :
+     subtype == SDL_WINDOWEVENT_RESTORED ? "SDL_WINDOWEVENT_RESTORED" :
+     subtype == SDL_WINDOWEVENT_ENTER ? "SDL_WINDOWEVENT_ENTER" :
+     subtype == SDL_WINDOWEVENT_LEAVE ? "SDL_WINDOWEVENT_LEAVE" :
+     subtype == SDL_WINDOWEVENT_FOCUS_GAINED ? "SDL_WINDOWEVENT_FOCUS_GAINED" :
+     subtype == SDL_WINDOWEVENT_FOCUS_LOST ? "SDL_WINDOWEVENT_FOCUS_LOST" :
+     subtype == SDL_WINDOWEVENT_CLOSE ? "SDL_WINDOWEVENT_CLOSE" :
+     "(UNKNOWN)");
+
+  Error(ERR_DEBUG, "WINDOW EVENT: '%s', %ld, %ld",
+       event_name, event->data1, event->data2);
+#endif
+
+  if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED ||
+      event->event == SDL_WINDOWEVENT_RESIZED ||
+      event->event == SDL_WINDOWEVENT_EXPOSED)
+    SDLRedrawWindow();
+
+#if 0
+  if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED)
+  {
+    // if game started in fullscreen mode, window will also get fullscreen size
+    if (!video.fullscreen_enabled && video.fullscreen_initial)
+    {
+      SDLSetWindowScaling(setup.window_scaling_percent);
+
+      // only do this correction once
+      video.fullscreen_initial = FALSE;
+    }
+  }
+#endif
+
+  if (event->event == SDL_WINDOWEVENT_RESIZED && !video.fullscreen_enabled)
+  {
+#if 1
+    int new_window_width  = event->data1;
+    int new_window_height = event->data2;
+
+    printf("::: RESIZED from %d, %d to %d, %d\n",
+          video.window_width, video.window_height,
+          new_window_width, new_window_height);
+
+    // 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 * new_window_width  / video.width);
+      int new_ypercent = (100 * new_window_height / video.height);
+
+      setup.window_scaling_percent = video.window_scaling_percent =
+       MIN(MAX(MIN_WINDOW_SCALING_PERCENT, MIN(new_xpercent, new_ypercent)),
+           MAX_WINDOW_SCALING_PERCENT);
+
+      video.window_width  = new_window_width;
+      video.window_height = new_window_height;
+
+      printf("::: setup.window_scaling_percent set to %d\n",
+            setup.window_scaling_percent);
+
+      if (game_status == GAME_MODE_SETUP)
+       RedrawSetupScreenAfterFullscreenToggle();
+    }
+#else
+    // prevent slightly wrong scaling factor due to rounding differences
+    float scaling_factor = (float)setup.window_scaling_percent / 100;
+    int old_xsize = (int)(scaling_factor * video.width);
+    int old_ysize = (int)(scaling_factor * video.height);
+    int new_xsize = event->data1;
+    int new_ysize = event->data2;
+
+    // window size is unchanged when going from fullscreen to window mode,
+    // but reverse calculation of scaling factor might result in a scaling
+    // factor that is slightly different due to rounding differences;
+    // therefore compare old/new window size and not old/new scaling factor
+    if (old_xsize != new_xsize ||
+       old_ysize != new_ysize)
+    {
+      int new_xpercent = (100 * new_xsize / video.width);
+      int new_ypercent = (100 * new_ysize / video.height);
+
+      setup.window_scaling_percent = MIN(new_xpercent, new_ypercent);
+
+      if (setup.window_scaling_percent < MIN_WINDOW_SCALING_PERCENT)
+       setup.window_scaling_percent = MIN_WINDOW_SCALING_PERCENT;
+      else if (setup.window_scaling_percent > MAX_WINDOW_SCALING_PERCENT)
+       setup.window_scaling_percent = MAX_WINDOW_SCALING_PERCENT;
+
+      printf("::: setup.window_scaling_percent set to %d\n",
+            setup.window_scaling_percent);
+    }
+#endif
+  }
+}
+
 void HandleFingerEvent(FingerEvent *event)
 {
 #if 0
@@ -402,6 +521,7 @@ void HandleFingerEvent(FingerEvent *event)
   int max_events = 10;
 #endif
 
+#if 0
 #if DEBUG_EVENTS
   Error(ERR_DEBUG, "FINGER EVENT: finger was %s, touch ID %lld, finger ID %lld, x/y %f/%f, dx/dy %f/%f, pressure %f",
        event->type == EVENT_FINGERPRESS ? "pressed" :
@@ -412,6 +532,7 @@ void HandleFingerEvent(FingerEvent *event)
        event->dx, event->dy,
        event->pressure);
 #endif
+#endif
 
 #if 0
   int x = (int)(event->x * video.width);
@@ -477,19 +598,36 @@ void HandleFingerEvent(FingerEvent *event)
 #endif
 }
 
+static boolean checkTextInputKeyModState()
+{
+  // when playing, only handle raw key events and ignore text input
+  if (game_status == GAME_MODE_PLAYING)
+    return FALSE;
+
+  return ((GetKeyModState() & KMOD_TextInput) != KMOD_None);
+}
+
 void HandleTextEvent(TextEvent *event)
 {
   char *text = event->text;
   Key key = getKeyFromKeyName(text);
 
 #if DEBUG_EVENTS
-  Error(ERR_DEBUG, "TEXT EVENT: text == '%s', resulting key == %d (%s)",
+  Error(ERR_DEBUG, "TEXT EVENT: text == '%s' [%d byte(s), '%c'/%d], resulting key == %d (%s) [%04x]",
        text,
+       strlen(text),
+       text[0], (int)(text[0]),
        key,
-       getKeyNameFromKey(key));
+       getKeyNameFromKey(key),
+       GetKeyModState());
 #endif
 
-  if (game_status != GAME_MODE_PLAYING && GetKeyModState() != KMOD_None)
+  // if (game_status != GAME_MODE_PLAYING && GetKeyModState() != KMOD_None)
+  /*
+  if (game_status != GAME_MODE_PLAYING &&
+      (GetKeyModState() & KMOD_TextInput) != KMOD_None)
+  */
+  if (checkTextInputKeyModState())
   {
     HandleKey(key, KEY_PRESSED);
     HandleKey(key, KEY_RELEASED);
@@ -528,13 +666,18 @@ void HandleKeyEvent(KeyEvent *event)
     key = KSYM_Escape;
 #endif
 
-#if defined(TARGET_SDL2)
   HandleKeyModState(keymod, key_status);
 
-  if (game_status == GAME_MODE_PLAYING || GetKeyModState() == KMOD_None)
+#if defined(TARGET_SDL2)
+
+  // if (game_status == GAME_MODE_PLAYING || GetKeyModState() == KMOD_None)
+  /*
+  if (game_status == GAME_MODE_PLAYING ||
+      (GetKeyModState() & KMOD_TextInput) == KMOD_None)
+  */
+  if (!checkTextInputKeyModState())
     HandleKey(key, key_status);
 #else
-  HandleKeyModState(keymod, key_status);
   HandleKey(key, key_status);
 #endif
 }
@@ -619,7 +762,9 @@ void HandleButton(int mx, int my, int button, int button_nr)
   if (IS_WHEEL_BUTTON(button_nr))
     return;
 
+#if 0
   Error(ERR_DEBUG, "::: game_status == %d", game_status);
+#endif
 
   switch (game_status)
   {
@@ -963,6 +1108,33 @@ void HandleKey(Key key, int key_status)
   {
     setup.fullscreen = !setup.fullscreen;
 
+#if 0
+    printf("::: %d\n", setup.window_scaling_percent);
+#endif
+
+    ToggleFullscreenIfNeeded();
+
+    if (game_status == GAME_MODE_SETUP)
+      RedrawSetupScreenAfterFullscreenToggle();
+
+    return;
+  }
+
+  if ((key == KSYM_minus || key == KSYM_plus || key == KSYM_0) &&
+      (GetKeyModState() & KMOD_Control) && video.window_scaling_available &&
+      !video.fullscreen_enabled)
+  {
+    if (key == KSYM_0)
+      setup.window_scaling_percent = STD_WINDOW_SCALING_PERCENT;
+    else
+      setup.window_scaling_percent +=
+       (key == KSYM_minus ? -1 : +1) * STEP_WINDOW_SCALING_PERCENT;
+
+    if (setup.window_scaling_percent < MIN_WINDOW_SCALING_PERCENT)
+      setup.window_scaling_percent = MIN_WINDOW_SCALING_PERCENT;
+    else if (setup.window_scaling_percent > MAX_WINDOW_SCALING_PERCENT)
+      setup.window_scaling_percent = MAX_WINDOW_SCALING_PERCENT;
+
     ToggleFullscreenIfNeeded();
 
     if (game_status == GAME_MODE_SETUP)
@@ -1252,7 +1424,13 @@ void HandleNoEvent()
   {
     HandleButton(0, 0, -button_status, button_status);
 
+#if 0
     return;
+#endif
+  }
+  else
+  {
+    HandleJoystick();
   }
 
 #if defined(NETWORK_AVALIABLE)
@@ -1260,7 +1438,28 @@ void HandleNoEvent()
     HandleNetworking();
 #endif
 
-  HandleJoystick();
+  switch (game_status)
+  {
+    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;
+
+    default:
+      break;
+  }
 }
 
 static int HandleJoystickForAllPlayers()
@@ -1337,18 +1536,20 @@ void HandleJoystick()
       HandleHallOfFame(0, 0, dx, dy, !newbutton);
       break;
 
+#if 0
     case GAME_MODE_EDITOR:
       HandleLevelEditorIdle();
       break;
+#endif
 
     case GAME_MODE_PLAYING:
       if (tape.playing || keyboard)
        newbutton = ((joy & JOY_BUTTON) != 0);
 
 #if 0
-      if (local_player->LevelSolved_GameEnd && newbutton)
+      if (newbutton && local_player->LevelSolved_GameEnd)
 #else
-      if (AllPlayersGone && newbutton)
+      if (newbutton && AllPlayersGone)
 #endif
       {
        GameEnd();