rnd-20000720-1-src
[rocksndiamonds.git] / src / events.c
index 5542bd4117a45e6aa570c5e7d32581e3d6b093c3..32e0013bf823f441e069281cfe2401ac3172b5c9 100644 (file)
@@ -32,26 +32,26 @@ 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)
       {
-       case ButtonPress:
-       case ButtonRelease:
-         HandleButtonEvent((XButtonEvent *) &event);
+       case EVENT_BUTTONPRESS:
+       case EVENT_BUTTONRELEASE:
+         HandleButtonEvent((ButtonEvent *) &event);
          break;
 
-       case MotionNotify:
-         HandleMotionEvent((XMotionEvent *) &event);
+       case EVENT_MOTIONNOTIFY:
+         HandleMotionEvent((MotionEvent *) &event);
          break;
 
-       case KeyPress:
-       case KeyRelease:
-         HandleKeyEvent((XKeyEvent *) &event);
+       case EVENT_KEYPRESS:
+       case EVENT_KEYRELEASE:
+         HandleKeyEvent((KeyEvent *) &event);
          break;
 
        default:
@@ -67,8 +67,9 @@ void EventLoop(void)
 
     if (game_status != PLAYING)
     {
-      XSync(display, FALSE);
-      Delay(10);
+      SyncDisplay();
+      if (!PendingEvent())     /* delay only if no pending events */
+       Delay(10);
     }
 
     /* refresh window contents from drawing buffer, if needed */
@@ -79,25 +80,25 @@ 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;
 
     default:
@@ -107,19 +108,19 @@ 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 +135,29 @@ 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.
@@ -169,11 +170,11 @@ void SleepWhileUnmapped()
     }
   }
 
-  if (game_status==PLAYING)
-    XAutoRepeatOff(display);
+  if (game_status == PLAYING)
+    KeyboardAutoRepeatOff();
 }
 
-void HandleExposeEvent(XExposeEvent *event)
+void HandleExposeEvent(ExposeEvent *event)
 {
   int x = event->x, y = event->y;
   int width = event->width, height = event->height;
@@ -202,21 +203,19 @@ 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();
 }
 
-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;
@@ -224,16 +223,12 @@ void HandleButtonEvent(XButtonEvent *event)
   HandleButton(event->x, event->y, button_status);
 }
 
-void HandleMotionEvent(XMotionEvent *event)
+void HandleMotionEvent(MotionEvent *event)
 {
-  Window root, child;
-  int root_x, root_y;
   int win_x, win_y;
-  unsigned int mask;
 
-  if (!XQueryPointer(display, window, &root, &child, &root_x, &root_y,
-                    &win_x, &win_y, &mask))
-    return;
+  if (!QueryPointer(window, &win_x, &win_y))
+    return;    /* window and pointer are on different screens */
 
   if (!button_status && game_status != LEVELED)
     return;
@@ -243,9 +238,9 @@ void HandleMotionEvent(XMotionEvent *event)
   HandleButton(win_x, win_y, button_status);
 }
 
-void HandleKeyEvent(XKeyEvent *event)
+void HandleKeyEvent(KeyEvent *event)
 {
-  int key_status = (event->type == KeyPress ? KEY_PRESSED : KEY_RELEASED);
+  int key_status = (event->type==EVENT_KEYPRESS ? KEY_PRESSED : KEY_RELEASED);
   KeySym key;
 
   if (game_status == PLAYING)
@@ -268,33 +263,62 @@ void HandleKeyEvent(XKeyEvent *event)
   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)
 {
+#ifdef USE_SDL_LIBRARY
+  CloseAllAndExit(0);  /* the only possible message here is SDL_QUIT */
+#else
 #ifndef MSDOS
   if ((event->window == window) &&
       (event->data.l[0] == XInternAtom(display, "WM_DELETE_WINDOW", FALSE)))
     CloseAllAndExit(0);
 #endif
+#endif
 }
 
 void HandleButton(int mx, int my, int button)
@@ -311,12 +335,6 @@ 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);
@@ -336,11 +354,10 @@ 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:
@@ -458,7 +475,8 @@ void HandleKey(KeySym key, int key_status)
   if (key_status == KEY_RELEASED)
     return;
 
-  if (key == XK_Return && game_status == PLAYING && AllPlayersGone)
+  if ((key == XK_Return || key == XK_space) &&
+      game_status == PLAYING && AllPlayersGone)
   {
     CloseDoor(DOOR_CLOSE_1);
     game_status = MAINMENU;
@@ -469,16 +487,6 @@ 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 (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();
@@ -511,6 +519,7 @@ void HandleKey(KeySym key, int key_status)
       switch(key)
       {
        case XK_Return:
+       case XK_space:
          if (game_status == MAINMENU)
            HandleMainMenu(0,0, 0,0, MB_MENU_CHOICE);
           else if (game_status == CHOOSELEVEL)
@@ -521,6 +530,16 @@ void HandleKey(KeySym key, int key_status)
            HandleSetupInputScreen(0,0, 0,0, MB_MENU_CHOICE);
          break;
 
+        case XK_Page_Up:
+          if (game_status == CHOOSELEVEL)
+            HandleChooseLevel(0,0, 0,-SCR_FIELDY, MB_MENU_MARK);
+         break;
+
+        case XK_Page_Down:
+          if (game_status == CHOOSELEVEL)
+            HandleChooseLevel(0,0, 0,SCR_FIELDY, MB_MENU_MARK);
+         break;
+
        default:
          break;
       }
@@ -534,11 +553,20 @@ void HandleKey(KeySym key, int key_status)
       switch(key)
       {
        case XK_Return:
+       case XK_space:
          game_status = MAINMENU;
          DrawMainMenu();
          BackToFront();
          break;
 
+        case XK_Page_Up:
+         HandleHallOfFame(0,0, 0,-SCR_FIELDY, MB_MENU_MARK);
+         break;
+
+        case XK_Page_Down:
+         HandleHallOfFame(0,0, 0,SCR_FIELDY, MB_MENU_MARK);
+         break;
+
        default:
          break;
       }
@@ -546,7 +574,6 @@ void HandleKey(KeySym key, int key_status)
 
     case LEVELED:
       HandleLevelEditorKeyInput(key);
-      LevelNameTyping(key);
       break;
 
     case PLAYING:
@@ -589,7 +616,7 @@ void HandleKey(KeySym key, int key_status)
          break;
 #endif
 
-#if 1
+#if 0
        case XK_m:
          if (MoveSpeed == 8)
          {
@@ -752,7 +779,7 @@ void HandleJoystick()
     }
 
     case HALLOFFAME:
-      HandleHallOfFame(!newbutton);
+      HandleHallOfFame(0,0, dx,dy, !newbutton);
       break;
 
     case HELPSCREEN: