fixed and improved single step mode for all game engines
[rocksndiamonds.git] / src / events.c
index 25d243b7b105f5beb368b203e7195ee97a1bc450..5b1e5771c671ca48ae568bdd221dd8100799966f 100644 (file)
@@ -247,6 +247,19 @@ void HandleOtherEvents(Event *event)
       break;
 
 #if defined(TARGET_SDL)
+#if defined(TARGET_SDL2)
+    case SDL_CONTROLLERBUTTONDOWN:
+    case SDL_CONTROLLERBUTTONUP:
+      // for any game controller button event, disable overlay buttons
+      SetOverlayEnabled(FALSE);
+
+      HandleSpecialGameControllerButtons(event);
+
+      /* FALL THROUGH */
+    case SDL_CONTROLLERDEVICEADDED:
+    case SDL_CONTROLLERDEVICEREMOVED:
+    case SDL_CONTROLLERAXISMOTION:
+#endif
     case SDL_JOYAXISMOTION:
     case SDL_JOYBUTTONDOWN:
     case SDL_JOYBUTTONUP:
@@ -343,6 +356,13 @@ void ClearEventQueue()
        ClearPlayerAction();
        break;
 
+#if defined(TARGET_SDL2)
+      case SDL_CONTROLLERBUTTONUP:
+       HandleJoystickEvent(&event);
+       ClearPlayerAction();
+       break;
+#endif
+
       default:
        HandleOtherEvents(&event);
        break;
@@ -358,6 +378,8 @@ void ClearPlayerAction()
   key_joystick_mapping = 0;
   for (i = 0; i < MAX_PLAYERS; i++)
     stored_player[i].action = 0;
+
+  ClearJoystickState();
 }
 
 void SleepWhileUnmapped()
@@ -382,6 +404,13 @@ void SleepWhileUnmapped()
        key_joystick_mapping = 0;
        break;
 
+#if defined(TARGET_SDL2)
+      case SDL_CONTROLLERBUTTONUP:
+       HandleJoystickEvent(&event);
+       key_joystick_mapping = 0;
+       break;
+#endif
+
       case EVENT_MAPNOTIFY:
        window_unmapped = FALSE;
        break;
@@ -645,6 +674,9 @@ void HandleFingerEvent(FingerEvent *event)
                             "KEY_PRESSED");
     int i;
 
+    // for any touch input event, enable overlay buttons (if activated)
+    SetOverlayEnabled(TRUE);
+
     Error(ERR_DEBUG, "::: key '%s' was '%s' [fingerId: %lld]",
          getKeyNameFromKey(key), key_status_name, event->fingerId);
 
@@ -1125,9 +1157,16 @@ void HandleKeyEvent(KeyEvent *event)
 #endif
 
 #if defined(PLATFORM_ANDROID)
-  // always map the "back" button to the "escape" key on Android devices
   if (key == KSYM_Back)
+  {
+    // always map the "back" button to the "escape" key on Android devices
     key = KSYM_Escape;
+  }
+  else
+  {
+    // for any key event other than "back" button, disable overlay buttons
+    SetOverlayEnabled(FALSE);
+  }
 #endif
 
   HandleKeyModState(keymod, key_status);
@@ -1233,6 +1272,12 @@ void HandleButton(int mx, int my, int button, int button_nr)
   }
 #endif
 
+  if (HandleGlobalAnimClicks(mx, my, button))
+  {
+    /* do not handle this button event anymore */
+    mx = my = -32;     /* force mouse event to be outside screen tiles */
+  }
+
   if (button_hold && game_status == GAME_MODE_PLAYING && tape.pausing)
     return;
 
@@ -1496,13 +1541,20 @@ void HandleKey(Key key, int key_status)
   int joy = 0;
   int i;
 
+#if defined(TARGET_SDL2)
+  /* map special keys (media keys / remote control buttons) to default keys */
+  if (key == KSYM_PlayPause)
+    key = KSYM_space;
+  else if (key == KSYM_Select)
+    key = KSYM_Return;
+#endif
+
+  HandleSpecialGameControllerKeys(key, key_status);
+
   if (game_status == GAME_MODE_PLAYING)
   {
     /* only needed for single-step tape recording mode */
-    static boolean clear_snap_button[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE };
-    static boolean clear_drop_button[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE };
-    static boolean element_snapped[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE };
-    static boolean element_dropped[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE };
+    static boolean has_snapped[MAX_PLAYERS] = { FALSE, FALSE, FALSE, FALSE };
     int pnr;
 
     for (pnr = 0; pnr < MAX_PLAYERS; pnr++)
@@ -1528,22 +1580,6 @@ void HandleKey(Key key, int key_status)
            key_action |= key_info[i].action | JOY_BUTTON_SNAP;
       }
 
-      /* clear delayed snap and drop actions in single step mode (see below) */
-      if (tape.single_step)
-      {
-       if (clear_snap_button[pnr])
-       {
-         stored_player[pnr].action &= ~KEY_BUTTON_SNAP;
-         clear_snap_button[pnr] = FALSE;
-       }
-
-       if (clear_drop_button[pnr])
-       {
-         stored_player[pnr].action &= ~KEY_BUTTON_DROP;
-         clear_drop_button[pnr] = FALSE;
-       }
-      }
-
       if (key_status == KEY_PRESSED)
        stored_player[pnr].action |= key_action;
       else
@@ -1555,63 +1591,29 @@ void HandleKey(Key key, int key_status)
        {
          TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
 
-         /* if snap key already pressed, don't snap when releasing (below) */
+         /* if snap key already pressed, keep pause mode when releasing */
          if (stored_player[pnr].action & KEY_BUTTON_SNAP)
-           element_snapped[pnr] = TRUE;
-
-         /* if drop key already pressed, don't drop when releasing (below) */
-         if (stored_player[pnr].action & KEY_BUTTON_DROP)
-           element_dropped[pnr] = TRUE;
+           has_snapped[pnr] = TRUE;
        }
        else if (key_status == KEY_PRESSED && key_action & KEY_BUTTON_DROP)
        {
-         if (level.game_engine_type == GAME_ENGINE_TYPE_EM ||
-             level.game_engine_type == GAME_ENGINE_TYPE_SP)
-         {
-
-           if (level.game_engine_type == GAME_ENGINE_TYPE_SP &&
-               getRedDiskReleaseFlag_SP() == 0)
-             stored_player[pnr].action &= ~KEY_BUTTON_DROP;
+         TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
 
-           TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+         if (level.game_engine_type == GAME_ENGINE_TYPE_SP &&
+             getRedDiskReleaseFlag_SP() == 0)
+         {
+           /* add a single inactive frame before dropping starts */
+           stored_player[pnr].action &= ~KEY_BUTTON_DROP;
+           stored_player[pnr].force_dropping = TRUE;
          }
        }
-       else if (key_status == KEY_RELEASED && key_action & KEY_BUTTON)
+       else if (key_status == KEY_RELEASED && key_action & KEY_BUTTON_SNAP)
        {
-         if (key_action & KEY_BUTTON_SNAP)
-         {
-           /* if snap key was released without moving (see above), snap now */
-           if (!element_snapped[pnr])
-           {
-             TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
-
-             stored_player[pnr].action |= KEY_BUTTON_SNAP;
-
-             /* clear delayed snap button on next event */
-             clear_snap_button[pnr] = TRUE;
-           }
-
-           element_snapped[pnr] = FALSE;
-         }
-
-         if (key_action & KEY_BUTTON_DROP &&
-             level.game_engine_type == GAME_ENGINE_TYPE_RND)
-         {
-           /* if drop key was released without moving (see above), drop now */
-           if (!element_dropped[pnr])
-           {
-             TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
-
-             if (level.game_engine_type != GAME_ENGINE_TYPE_SP ||
-                 getRedDiskReleaseFlag_SP() != 0)
-               stored_player[pnr].action |= KEY_BUTTON_DROP;
-
-             /* clear delayed drop button on next event */
-             clear_drop_button[pnr] = TRUE;
-           }
+         /* if snap key was pressed without direction, leave pause mode */
+         if (!has_snapped[pnr])
+           TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
 
-           element_dropped[pnr] = FALSE;
-         }
+         has_snapped[pnr] = FALSE;
        }
       }
       else if (tape.recording && tape.pausing)
@@ -1697,6 +1699,15 @@ void HandleKey(Key key, int key_status)
     return;
   }
 
+  if (HandleGlobalAnimClicks(-1, -1, (key == KSYM_space ||
+                                     key == KSYM_Return ||
+                                     key == KSYM_Escape)))
+  {
+    /* do not handle this key event anymore */
+    if (key != KSYM_Escape)    /* always allow ESC key to be handled */
+      return;
+  }
+
   if (game_status == GAME_MODE_PLAYING && AllPlayersGone &&
       (key == KSYM_Return || key == setup.shortcut.toggle_pause))
   {
@@ -1915,23 +1926,30 @@ static int HandleJoystickForAllPlayers()
 {
   int i;
   int result = 0;
+  boolean no_joysticks_configured = TRUE;
+  boolean use_as_joystick_nr = (game_status != GAME_MODE_PLAYING);
+  static byte joy_action_last[MAX_PLAYERS];
+
+  for (i = 0; i < MAX_PLAYERS; i++)
+    if (setup.input[i].use_joystick)
+      no_joysticks_configured = FALSE;
+
+  /* if no joysticks configured, map connected joysticks to players */
+  if (no_joysticks_configured)
+    use_as_joystick_nr = TRUE;
 
   for (i = 0; i < MAX_PLAYERS; i++)
   {
     byte joy_action = 0;
 
-    /*
-    if (!setup.input[i].use_joystick)
-      continue;
-      */
-
-    joy_action = Joystick(i);
+    joy_action = JoystickExt(i, use_as_joystick_nr);
     result |= joy_action;
 
-    if (!setup.input[i].use_joystick)
-      continue;
+    if ((setup.input[i].use_joystick || no_joysticks_configured) &&
+       joy_action != joy_action_last[i])
+      stored_player[i].action = joy_action;
 
-    stored_player[i].action = joy_action;
+    joy_action_last[i] = joy_action;
   }
 
   return result;
@@ -1951,6 +1969,12 @@ void HandleJoystick()
   int dx       = (left ? -1    : right ? 1     : 0);
   int dy       = (up   ? -1    : down  ? 1     : 0);
 
+  if (HandleGlobalAnimClicks(-1, -1, newbutton))
+  {
+    /* do not handle this button event anymore */
+    return;
+  }
+
   switch (game_status)
   {
     case GAME_MODE_TITLE:
@@ -1961,10 +1985,23 @@ void HandleJoystick()
     case GAME_MODE_INFO:
     {
       static unsigned int joystickmove_delay = 0;
+      static unsigned int joystickmove_delay_value = GADGET_FRAME_DELAY;
+      static int joystick_last = 0;
 
       if (joystick && !button &&
-         !DelayReached(&joystickmove_delay, GADGET_FRAME_DELAY))
+         !DelayReached(&joystickmove_delay, joystickmove_delay_value))
+      {
+       /* delay joystick actions if buttons/axes continually pressed */
        newbutton = dx = dy = 0;
+      }
+      else
+      {
+       /* start with longer delay, then continue with shorter delay */
+       if (joystick != joystick_last)
+         joystickmove_delay_value = GADGET_FRAME_DELAY_FIRST;
+       else
+         joystickmove_delay_value = GADGET_FRAME_DELAY;
+      }
 
       if (game_status == GAME_MODE_TITLE)
        HandleTitleScreen(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
@@ -1978,6 +2015,9 @@ void HandleJoystick()
        HandleSetupScreen(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
       else if (game_status == GAME_MODE_INFO)
        HandleInfoScreen(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
+
+      joystick_last = joystick;
+
       break;
     }
 
@@ -1996,9 +2036,69 @@ void HandleJoystick()
        return;
       }
 
+      if (tape.recording && tape.pausing)
+      {
+       if (joystick & JOY_ACTION)
+         TapeTogglePause(TAPE_TOGGLE_MANUAL);
+      }
+
       break;
 
     default:
       break;
   }
 }
+
+void HandleSpecialGameControllerButtons(Event *event)
+{
+#if defined(TARGET_SDL2)
+  switch (event->type)
+  {
+    case SDL_CONTROLLERBUTTONDOWN:
+      if (event->cbutton.button == SDL_CONTROLLER_BUTTON_START)
+       HandleKey(KSYM_space, KEY_PRESSED);
+      else if (event->cbutton.button == SDL_CONTROLLER_BUTTON_BACK)
+       HandleKey(KSYM_Escape, KEY_PRESSED);
+
+      break;
+
+    case SDL_CONTROLLERBUTTONUP:
+      if (event->cbutton.button == SDL_CONTROLLER_BUTTON_START)
+       HandleKey(KSYM_space, KEY_RELEASED);
+      else if (event->cbutton.button == SDL_CONTROLLER_BUTTON_BACK)
+       HandleKey(KSYM_Escape, KEY_RELEASED);
+
+      break;
+  }
+#endif
+}
+
+void HandleSpecialGameControllerKeys(Key key, int key_status)
+{
+#if defined(TARGET_SDL2)
+#if defined(KSYM_Rewind) && defined(KSYM_FastForward)
+  int button = SDL_CONTROLLER_BUTTON_INVALID;
+
+  /* map keys to joystick buttons (special hack for Amazon Fire TV remote) */
+  if (key == KSYM_Rewind)
+    button = SDL_CONTROLLER_BUTTON_A;
+  else if (key == KSYM_FastForward || key == KSYM_Menu)
+    button = SDL_CONTROLLER_BUTTON_B;
+
+  if (button != SDL_CONTROLLER_BUTTON_INVALID)
+  {
+    Event event;
+
+    event.type = (key_status == KEY_PRESSED ? SDL_CONTROLLERBUTTONDOWN :
+                 SDL_CONTROLLERBUTTONUP);
+
+    event.cbutton.which = 0;   /* first joystick (Amazon Fire TV remote) */
+    event.cbutton.button = button;
+    event.cbutton.state = (key_status == KEY_PRESSED ? SDL_PRESSED :
+                          SDL_RELEASED);
+
+    HandleJoystickEvent(&event);
+  }
+#endif
+#endif
+}