static unsigned int special_cursor_delay_value = 1000;
static boolean virtual_button_pressed = FALSE;
+static boolean stop_processing_events = FALSE;
// forward declarations for internal use
static void HandleEventActions(void);
+// event filter to set mouse x/y position (for pointer class global animations)
+// (this is especially required to ensure smooth global animation mouse pointer
+// movement when the screen is updated without handling events; this can happen
+// when drawing door/envelope request animations, for example)
+
+int FilterMouseMotionEvents(void *userdata, Event *event)
+{
+ if (event->type == EVENT_MOTIONNOTIFY)
+ {
+ int mouse_x = ((MotionEvent *)event)->x;
+ int mouse_y = ((MotionEvent *)event)->y;
+
+ UpdateRawMousePosition(mouse_x, mouse_y);
+ }
+
+ return 1;
+}
+
// event filter especially needed for SDL event filtering due to
// delay problems with lots of mouse motion events when mouse button
// not pressed (X11 can handle this with 'PointerMotionHintMask')
{
((MotionEvent *)event)->x -= video.screen_xoffset;
((MotionEvent *)event)->y -= video.screen_yoffset;
-
- gfx.mouse_x = ((MotionEvent *)event)->x;
- gfx.mouse_y = ((MotionEvent *)event)->y;
}
// non-motion events are directly passed to event handler functions
cursor_inside_playfield = (motion->x >= SX && motion->x < SX + SXSIZE &&
motion->y >= SY && motion->y < SY + SYSIZE);
+ // set correct mouse x/y position (for pointer class global animations)
+ // (this is required in rare cases where the mouse x/y position calculated
+ // from raw values (to apply logical screen size scaling corrections) does
+ // not match the final mouse event x/y position -- this may happen because
+ // the SDL renderer's viewport position is internally represented as float,
+ // but only accessible as integer, which may lead to rounding errors)
+ gfx.mouse_x = motion->x;
+ gfx.mouse_y = motion->y;
+
// do no reset mouse cursor before all pending events have been processed
if (gfx.cursor_mode == cursor_mode_last &&
((game_status == GAME_MODE_TITLE &&
return FALSE;
}
+void StopProcessingEvents(void)
+{
+ stop_processing_events = TRUE;
+}
+
static void HandleEvents(void)
{
Event event;
ResetDelayCounter(&event_frame_delay);
+ stop_processing_events = FALSE;
+
while (NextValidEvent(&event))
{
switch (event.type)
// do not handle events for longer than standard frame delay period
if (DelayReached(&event_frame_delay, event_frame_delay_value))
break;
+
+ // do not handle any further events if triggered by a special flag
+ if (stop_processing_events)
+ break;
}
}
if (game_status == GAME_MODE_SETUP)
RedrawSetupScreenAfterFullscreenToggle();
+ UpdateMousePosition();
+
SetWindowTitle();
}
}
static void HandleFingerEvent_VirtualButtons(FingerEvent *event)
{
-#if 1
int x = event->x * overlay.grid_xsize;
int y = event->y * overlay.grid_ysize;
int grid_button = overlay.grid_button[x][y];
grid_button == CHAR_GRID_BUTTON_SNAP ? setup.input[0].key.snap :
grid_button == CHAR_GRID_BUTTON_DROP ? setup.input[0].key.drop :
KSYM_UNDEFINED);
-#else
- float ypos = 1.0 - 1.0 / 3.0 * video.display_width / video.display_height;
- float event_x = (event->x);
- float 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);
-#endif
int key_status = (event->type == EVENT_FINGERRELEASE ? KEY_RELEASED :
KEY_PRESSED);
char *key_status_name = (key_status == KEY_RELEASED ? "KEY_RELEASED" :
{
switch (event->code)
{
+ case USEREVENT_ANIM_DELAY_ACTION:
+ case USEREVENT_ANIM_EVENT_ACTION:
+ // execute action functions until matching action was found
+ if (DoKeysymAction(event->value1) ||
+ DoGadgetAction(event->value1) ||
+ DoScreenAction(event->value1))
+ return;
+ break;
+
default:
break;
}
{
CopyClipboardToBrush();
}
+ else if (letter == 'z') // undo or redo last operation
+ {
+ if (GetKeyModState() & KMOD_Shift)
+ RedoLevelEditorOperation();
+ else
+ UndoLevelEditorOperation();
+ }
}
}
if (game_status == GAME_MODE_SETUP)
RedrawSetupScreenAfterFullscreenToggle();
+ UpdateMousePosition();
+
// set flag to ignore repeated "key pressed" events
ignore_repeated_key = TRUE;
if (game_status == GAME_MODE_SETUP)
RedrawSetupScreenAfterFullscreenToggle();
+ UpdateMousePosition();
+
return;
}