rnd-20140114-1-src
[rocksndiamonds.git] / src / events.c
index 238aa066ed72188b931a4509121db9ec9d220af4..88fc321444e1a3dac81b763688b9079e3af516b6 100644 (file)
 /***********************************************************
-*  Rocks'n'Diamonds -- McDuffin Strikes Back!              *
+* Rocks'n'Diamonds -- McDuffin Strikes Back!               *
 *----------------------------------------------------------*
-*  ©1995 Artsoft Development                               *
-*        Holger Schemel                                    *
-*        33659 Bielefeld-Senne                             *
-*        Telefon: (0521) 493245                            *
-*        eMail: aeglos@valinor.owl.de                      *
-*               aeglos@uni-paderborn.de                    *
-*               q99492@pbhrzx.uni-paderborn.de             *
+* (c) 1995-2006 Artsoft Entertainment                      *
+*               Holger Schemel                             *
+*               Detmolder Strasse 189                      *
+*               33604 Bielefeld                            *
+*               Germany                                    *
+*               e-mail: info@artsoft.org                   *
 *----------------------------------------------------------*
-*  events.c                                                *
+* events.c                                                 *
 ***********************************************************/
 
+#include "libgame/libgame.h"
+
 #include "events.h"
 #include "init.h"
 #include "screens.h"
 #include "tools.h"
 #include "game.h"
 #include "editor.h"
-#include "misc.h"
+#include "files.h"
 #include "tape.h"
-#include "joystick.h"
+#include "network.h"
+
+
+#define        DEBUG_EVENTS            0
+
+
+static boolean cursor_inside_playfield = FALSE;
+static boolean playfield_cursor_set = FALSE;
+static unsigned int playfield_cursor_delay = 0;
+
+
+/* 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') */
+
+/* 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)
+{
+  MotionEvent *motion;
+
+#if defined(TARGET_SDL2)
+  /* skip repeated key press events if keyboard auto-repeat is disabled */
+  if (event->type == EVENT_KEYPRESS &&
+      event->key.repeat &&
+      !keyrepeat_status)
+    return 0;
+#endif
+
+  /* non-motion events are directly passed to event handler functions */
+  if (event->type != EVENT_MOTIONNOTIFY)
+    return 1;
+
+  motion = (MotionEvent *)event;
+  cursor_inside_playfield = (motion->x >= SX && motion->x < SX + SXSIZE &&
+                            motion->y >= SY && motion->y < SY + SYSIZE);
+
+  if (game_status == GAME_MODE_PLAYING && playfield_cursor_set)
+  {
+    SetMouseCursor(CURSOR_DEFAULT);
+    playfield_cursor_set = FALSE;
+    DelayReached(&playfield_cursor_delay, 0);
+  }
+
+  /* skip mouse motion events without pressed button outside level editor */
+  if (button_status == MB_RELEASED &&
+      game_status != GAME_MODE_EDITOR && game_status != GAME_MODE_PLAYING)
+    return 0;
+
+  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)
+{
+  /* nothing to do if the current event is not a mouse motion event */
+  if (event->type != EVENT_MOTIONNOTIFY)
+    return FALSE;
+
+  /* only skip motion events with pressed button outside level editor */
+  if (button_status == MB_RELEASED ||
+      game_status == GAME_MODE_EDITOR || game_status == GAME_MODE_PLAYING)
+    return FALSE;
+
+  if (PendingEvent())
+  {
+    Event next_event;
+
+    PeekEvent(&next_event);
+
+    /* if next event is also a mouse motion event, skip the current one */
+    if (next_event.type == EVENT_MOTIONNOTIFY)
+      return TRUE;
+  }
+
+  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 */
+
+static boolean NextValidEvent(Event *event)
+{
+  while (PendingEvent())
+  {
+    boolean handle_this_event = FALSE;
+
+    NextEvent(event);
+
+    if (FilterEventsExt(event))
+      handle_this_event = TRUE;
+
+    if (SkipPressedMouseMotionEvent(event))
+      handle_this_event = FALSE;
+
+    if (handle_this_event)
+      return TRUE;
+  }
+
+  return FALSE;
+}
 
 void EventLoop(void)
 {
-  while(1)
+  while (1)
   {
-    if (XPending(display))     /* got an event */
+    if (PendingEvent())                /* got event */
     {
-      XEvent event;
-
-      XNextEvent(display, &event);
+      Event event;
 
-      switch(event.type)
+      while (NextValidEvent(&event))
       {
-       case Expose:
-         HandleExposeEvent((XExposeEvent *) &event);
-         break;
-       case UnmapNotify:
-         SleepWhileUnmapped();
-         break;
-       case ButtonPress:
-       case ButtonRelease:
-         HandleButtonEvent((XButtonEvent *) &event);
-         break;
-       case MotionNotify:
-         HandleMotionEvent((XMotionEvent *) &event);
-         break;
-       case KeyPress:
-       case KeyRelease:
-         HandleKeyEvent((XKeyEvent *) &event);
-         break;
-       case FocusIn:
-       case FocusOut:
-         HandleFocusEvent((XFocusChangeEvent *) &event);
-         break;
-        case ClientMessage:
-         HandleClientMessageEvent((XClientMessageEvent *) &event);
-         break;
-       default:
-         break;
+       switch (event.type)
+       {
+         case EVENT_BUTTONPRESS:
+         case EVENT_BUTTONRELEASE:
+           HandleButtonEvent((ButtonEvent *) &event);
+           break;
+  
+         case EVENT_MOTIONNOTIFY:
+           HandleMotionEvent((MotionEvent *) &event);
+           break;
+
+#if defined(TARGET_SDL2)
+         case SDL_WINDOWEVENT:
+           HandleWindowEvent((WindowEvent *) &event);
+           break;
+
+         case EVENT_FINGERPRESS:
+         case EVENT_FINGERRELEASE:
+         case EVENT_FINGERMOTION:
+           HandleFingerEvent((FingerEvent *) &event);
+           break;
+
+         case EVENT_TEXTINPUT:
+           HandleTextEvent((TextEvent *) &event);
+           break;
+#endif
+
+         case EVENT_KEYPRESS:
+         case EVENT_KEYRELEASE:
+           HandleKeyEvent((KeyEvent *) &event);
+           break;
+
+         default:
+           HandleOtherEvents(&event);
+           break;
+       }
       }
     }
-    else                       /* got no event, but don't be lazy... */
-    {
-      HandleNoXEvent();
 
-      /* don't use all CPU time when idle; the main loop while playing
-        has its own synchronization and is CPU friendly, too */
+    // !!! CHECK THIS:
+    // !!! this may result in "HandleNoEvent()" never being called
+    // !!! (especially due to continuously processed tocuh events)
+    // !!! and therefore toon animations being stopped while events
+    // !!! are being processed (even if they are all thrown away)
 
-      if (game_status != PLAYING)
+    else
+    {
+      /* when playing, display a special mouse pointer inside the playfield */
+      if (game_status == GAME_MODE_PLAYING && !tape.pausing)
       {
-       XSync(display, FALSE);
-       Delay(10);
+       if (!playfield_cursor_set && cursor_inside_playfield &&
+           DelayReached(&playfield_cursor_delay, 1000))
+       {
+         SetMouseCursor(CURSOR_PLAYFIELD);
+         playfield_cursor_set = TRUE;
+       }
+      }
+      else if (playfield_cursor_set)
+      {
+       SetMouseCursor(CURSOR_DEFAULT);
+       playfield_cursor_set = FALSE;
       }
+
+      HandleNoEvent();
+    }
+
+    /* don't use all CPU time when idle; the main loop while playing
+       has its own synchronization and is CPU friendly, too */
+
+    if (game_status == GAME_MODE_PLAYING)
+    {
+      HandleGameActions();
+    }
+    else
+    {
+      SyncDisplay();
+      if (!PendingEvent())     /* delay only if no pending events */
+       Delay(10);
     }
 
-    if (game_status == EXITGAME)
+    /* refresh window contents from drawing buffer, if needed */
+    BackToFront();
+
+    if (game_status == GAME_MODE_QUIT)
       return;
   }
 }
 
+void HandleOtherEvents(Event *event)
+{
+  switch (event->type)
+  {
+    case EVENT_EXPOSE:
+      HandleExposeEvent((ExposeEvent *) event);
+      break;
+
+    case EVENT_UNMAPNOTIFY:
+#if 0
+      /* This causes the game to stop not only when iconified, but also
+        when on another virtual desktop, which might be not desired. */
+      SleepWhileUnmapped();
+#endif
+      break;
+
+    case EVENT_FOCUSIN:
+    case EVENT_FOCUSOUT:
+      HandleFocusEvent((FocusChangeEvent *) event);
+      break;
+
+    case EVENT_CLIENTMESSAGE:
+      HandleClientMessageEvent((ClientMessageEvent *) event);
+      break;
+
+#if defined(TARGET_SDL)
+    case SDL_JOYAXISMOTION:
+    case SDL_JOYBUTTONDOWN:
+    case SDL_JOYBUTTONUP:
+      HandleJoystickEvent(event);
+      break;
+
+    case SDL_SYSWMEVENT:
+      HandleWindowManagerEvent(event);
+      break;
+#endif
+
+    default:
+      break;
+  }
+}
+
 void ClearEventQueue()
 {
-  while(XPending(display))
+  while (PendingEvent())
   {
-    XEvent event;
+    Event event;
 
-    XNextEvent(display, &event);
+    NextEvent(&event);
 
-    switch(event.type)
+    switch (event.type)
     {
-      case Expose:
-        HandleExposeEvent((XExposeEvent *) &event);
-       break;
-      case UnmapNotify:
-       SleepWhileUnmapped();
-       break;
-      case ButtonRelease:
+      case EVENT_BUTTONRELEASE:
        button_status = MB_RELEASED;
        break;
-      case KeyRelease:
+
+      case EVENT_KEYRELEASE:
+#if 1
+       ClearPlayerAction();
+#else
        key_joystick_mapping = 0;
+#endif
        break;
-      case FocusIn:
-      case FocusOut:
-       HandleFocusEvent((XFocusChangeEvent *) &event);
-       break;
-      case ClientMessage:
-       HandleClientMessageEvent((XClientMessageEvent *) &event);
-       break;
+
       default:
+       HandleOtherEvents(&event);
        break;
     }
   }
 }
 
+void ClearPlayerAction()
+{
+  int i;
+
+  /* simulate key release events for still pressed keys */
+  key_joystick_mapping = 0;
+  for (i = 0; i < MAX_PLAYERS; i++)
+    stored_player[i].action = 0;
+}
+
 void SleepWhileUnmapped()
 {
-  BOOL window_unmapped = TRUE;
+  boolean window_unmapped = TRUE;
 
-  XAutoRepeatOn(display);
+  KeyboardAutoRepeatOn();
 
-  while(window_unmapped)
+  while (window_unmapped)
   {
-    XEvent event;
+    Event event;
 
-    XNextEvent(display, &event);
+    NextEvent(&event);
 
-    switch(event.type)
+    switch (event.type)
     {
-      case Expose:
-        HandleExposeEvent((XExposeEvent *) &event);
-       break;
-      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 ClientMessage:
-       HandleClientMessageEvent((XClientMessageEvent *) &event);
+
+      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.
+        */
        break;
+
       default:
+       HandleOtherEvents(&event);
        break;
     }
   }
 
-  if (game_status==PLAYING)
-    XAutoRepeatOff(display);
+  if (game_status == GAME_MODE_PLAYING)
+    KeyboardAutoRepeatOffUnlessAutoplay();
 }
 
-void HandleExposeEvent(XExposeEvent *event)
+void HandleExposeEvent(ExposeEvent *event)
 {
-  int x = event->x, y = event->y;
-  int width = event->width, height = event->height;
+#if !defined(TARGET_SDL)
+  RedrawPlayfield(FALSE, event->x, event->y, event->width, event->height);
+  FlushDisplay();
+#endif
+}
 
-  if (direct_draw_on && game_status==PLAYING)
-  {
-    int xx,yy;
-    int x1 = (x-SX)/TILEX, y1 = (y-SY)/TILEY;
-    int x2 = (x-SX+width)/TILEX, y2 = (y-SY+height)/TILEY;
+void HandleButtonEvent(ButtonEvent *event)
+{
+#if DEBUG_EVENTS
+  Error(ERR_DEBUG, "BUTTON EVENT: button %d %s, x/y %d/%d\n",
+       event->button,
+       event->type == EVENT_BUTTONPRESS ? "pressed" : "released",
+       event->x, event->y);
+#endif
+
+  motion_status = FALSE;
 
-    SetDrawtoField(DRAW_BACKBUFFER);
+  if (event->type == EVENT_BUTTONPRESS)
+    button_status = event->button;
+  else
+    button_status = MB_RELEASED;
 
-    for(xx=0;xx<SCR_FIELDX;xx++)
-      for(yy=0;yy<SCR_FIELDY;yy++)
-       if (xx>=x1 && xx<=x2 && yy>=y1 && yy<=y2)
-         DrawScreenField(xx,yy);
-    DrawPlayerField();
+  HandleButton(event->x, event->y, button_status, event->button);
+}
 
-    SetDrawtoField(DRAW_DIRECT);
+void HandleMotionEvent(MotionEvent *event)
+{
+  if (!PointerInWindow(window))
+    return;    /* window and pointer are on different screens */
+
+  if (button_status == MB_RELEASED && game_status != GAME_MODE_EDITOR)
+    return;
+
+  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 (soft_scrolling_on && game_status == PLAYING)
+  if (event->event == SDL_WINDOWEVENT_RESIZED && !video.fullscreen_enabled)
   {
-    int fx = FX, fy = FY;
+#if 1
+    int new_window_width  = event->data1;
+    int new_window_height = event->data2;
 
-    fx += (PlayerMovDir & (MV_LEFT|MV_RIGHT) ? ScreenMovPos : 0);
-    fy += (PlayerMovDir & (MV_UP|MV_DOWN)    ? ScreenMovPos : 0);
+    printf("::: RESIZED from %d, %d to %d, %d\n",
+          video.window_width, video.window_height,
+          new_window_width, new_window_height);
 
-    XCopyArea(display,fieldbuffer,backbuffer,gc,
-             fx,fy, SXSIZE,SYSIZE,
-             SX,SY);
-  }
+    // 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);
 
-  XCopyArea(display,drawto,window,gc, x,y, width,height, x,y);
+      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;
 
-  XFlush(display);
+      printf("::: setup.window_scaling_percent set to %d\n",
+            setup.window_scaling_percent);
+    }
+#endif
+  }
 }
 
-void HandleButtonEvent(XButtonEvent *event)
+void HandleFingerEvent(FingerEvent *event)
 {
-  motion_status = FALSE;
+#if 0
+  static int num_events = 0;
+  int max_events = 10;
+#endif
 
-  if (event->type==ButtonPress)
-    button_status = event->button;
+#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" :
+       event->type == EVENT_FINGERRELEASE ? "released" : "moved",
+       event->touchId,
+       event->fingerId,
+       event->x, event->y,
+       event->dx, event->dy,
+       event->pressure);
+#endif
+#endif
+
+#if 0
+  int x = (int)(event->x * video.width);
+  int y = (int)(event->y * video.height);
+  int button = MB_LEFTBUTTON;
+
+  Error(ERR_DEBUG, "=> screen x/y %d/%d", x, y);
+#endif
+
+#if 0
+  if (++num_events >= max_events)
+    CloseAllAndExit(0);
+#endif
+
+#if 1
+#if 0
+  if (event->type == EVENT_FINGERPRESS ||
+      event->type == EVENT_FINGERMOTION)
+    button_status = button;
   else
     button_status = MB_RELEASED;
 
-  HandleButton(event->x, event->y, button_status);
+  int max_x = SX + SXSIZE;
+  int max_y = SY + SYSIZE;
+#endif
+
+#if 1
+  if (game_status == GAME_MODE_PLAYING)
+#else
+  if (game_status == GAME_MODE_PLAYING &&
+      x < max_x)
+#endif
+  {
+    int key_status = (event->type == EVENT_FINGERRELEASE ? KEY_RELEASED :
+                     KEY_PRESSED);
+#if 1
+    Key key = (event->y < 1.0 / 3.0 ? setup.input[0].key.up :
+              event->y > 2.0 / 3.0 ? setup.input[0].key.down :
+              event->x < 1.0 / 3.0 ? setup.input[0].key.left :
+              event->x > 2.0 / 3.0 ? setup.input[0].key.right :
+              setup.input[0].key.drop);
+#else
+    Key key = (y <     max_y / 3 ? setup.input[0].key.up :
+              y > 2 * max_y / 3 ? setup.input[0].key.down :
+              x <     max_x / 3 ? setup.input[0].key.left :
+              x > 2 * max_x / 3 ? setup.input[0].key.right :
+              setup.input[0].key.drop);
+#endif
+
+    Error(ERR_DEBUG, "=> key == %d, key_status == %d", key, key_status);
+
+    HandleKey(key, key_status);
+  }
+  else
+  {
+#if 0
+    Error(ERR_DEBUG, "::: button_status == %d, button == %d\n",
+         button_status, button);
+
+    HandleButton(x, y, button_status, button);
+#endif
+  }
+#endif
 }
 
-void HandleMotionEvent(XMotionEvent *event)
+static boolean checkTextInputKeyModState()
 {
-  motion_status = TRUE;
+  // when playing, only handle raw key events and ignore text input
+  if (game_status == GAME_MODE_PLAYING)
+    return FALSE;
 
-  HandleButton(event->x, event->y, button_status);
+  return ((GetKeyModState() & KMOD_TextInput) != KMOD_None);
 }
 
-void HandleKeyEvent(XKeyEvent *event)
+void HandleTextEvent(TextEvent *event)
 {
-  int key_status = (event->type == KeyPress ? KEY_PRESSED : KEY_RELEASED);
-  unsigned int event_state = (game_status != PLAYING ? event->state : 0);
-  KeySym key = XLookupKeysym(event, event_state);
+  char *text = event->text;
+  Key key = getKeyFromKeyName(text);
+
+#if DEBUG_EVENTS
+  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),
+       GetKeyModState());
+#endif
+
+  // 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);
+  }
+}
+#endif
 
+void HandleKeyEvent(KeyEvent *event)
+{
+  int key_status = (event->type == EVENT_KEYPRESS ? KEY_PRESSED : KEY_RELEASED);
+  boolean with_modifiers = (game_status == GAME_MODE_PLAYING ? FALSE : TRUE);
+  Key key = GetEventKey(event, with_modifiers);
+  Key keymod = (with_modifiers ? GetEventKey(event, FALSE) : key);
+
+#if DEBUG_EVENTS
+  Error(ERR_DEBUG, "KEY EVENT: key was %s, keysym.scancode == %d, keysym.sym == %d, keymod = %d, GetKeyModState() = 0x%04x, resulting key == %d (%s)",
+       event->type == EVENT_KEYPRESS ? "pressed" : "released",
+       event->keysym.scancode,
+       event->keysym.sym,
+       keymod,
+       GetKeyModState(),
+       key,
+       getKeyNameFromKey(key));
+#endif
+
+#if 0
+  if (key == KSYM_Menu)
+    Error(ERR_DEBUG, "menu key pressed");
+  else if (key == KSYM_Back)
+    Error(ERR_DEBUG, "back key pressed");
+#endif
+
+#if defined(PLATFORM_ANDROID)
+  // always map the "back" button to the "escape" key on Android devices
+  if (key == KSYM_Back)
+    key = KSYM_Escape;
+#endif
+
+  HandleKeyModState(keymod, key_status);
+
+#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
   HandleKey(key, key_status);
+#endif
 }
 
-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);
-    old_joystick_status = joystick_status;
-    joystick_status = JOYSTICK_OFF;
-    key_joystick_mapping = 0;
+    KeyboardAutoRepeatOn();
+    old_joystick_status = joystick.status;
+    joystick.status = JOYSTICK_NOT_AVAILABLE;
+
+    ClearPlayerAction();
   }
-  else if (event->type == FocusIn)
+  else if (event->type == EVENT_FOCUSIN)
   {
-    if (game_status == PLAYING)
-      XAutoRepeatOff(display);
+    /* 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 == GAME_MODE_PLAYING), which is not desired.
+       To avoid this special case, we just wait 1/10 second before
+       processing the 'FocusIn' event.
+    */
+
+    if (game_status == GAME_MODE_PLAYING)
+    {
+      Delay(100);
+      KeyboardAutoRepeatOffUnlessAutoplay();
+    }
+
     if (old_joystick_status != -1)
-      joystick_status = old_joystick_status;
+      joystick.status = old_joystick_status;
   }
 }
 
-void HandleClientMessageEvent(XClientMessageEvent *event)
+void HandleClientMessageEvent(ClientMessageEvent *event)
+{
+  if (CheckCloseWindowEvent(event))
+    CloseAllAndExit(0);
+}
+
+void HandleWindowManagerEvent(Event *event)
 {
-  if ((event->window == window) &&
-      (event->data.l[0] == XInternAtom(display, "WM_DELETE_WINDOW", FALSE)))
-    CloseAll();
+#if defined(TARGET_SDL)
+  SDLHandleWindowManagerEvent(event);
+#endif
 }
 
-void HandleButton(int mx, int my, int button)
+void HandleButton(int mx, int my, int button, int button_nr)
 {
   static int old_mx = 0, old_my = 0;
 
-  if (mx<0 || my<0)
+  if (button < 0)
   {
     mx = old_mx;
     my = old_my;
+    button = -button;
   }
   else
   {
     old_mx = mx;
     old_my = my;
+  }
 
-    HandleVideoButtons(mx,my,button);
-    HandleSoundButtons(mx,my,button);
-    HandleGameButtons(mx,my,button);
+  if (HandleGadgets(mx, my, button))
+  {
+    /* do not handle this button event anymore */
+    mx = my = -32;     /* force mouse event to be outside screen tiles */
   }
 
-  switch(game_status)
+  /* do not use scroll wheel button events for anything other than gadgets */
+  if (IS_WHEEL_BUTTON(button_nr))
+    return;
+
+#if 0
+  Error(ERR_DEBUG, "::: game_status == %d", game_status);
+#endif
+
+  switch (game_status)
   {
-    case MAINMENU:
-      HandleMainMenu(mx,my,0,0,button);
+    case GAME_MODE_TITLE:
+      HandleTitleScreen(mx, my, 0, 0, button);
       break;
-    case TYPENAME:
-      HandleTypeName(0,XK_Return);
+
+    case GAME_MODE_MAIN:
+      HandleMainMenu(mx, my, 0, 0, button);
       break;
-    case CHOOSELEVEL:
-      HandleChooseLevel(mx,my,0,0,button);
+
+    case GAME_MODE_PSEUDO_TYPENAME:
+      HandleTypeName(0, KSYM_Return);
       break;
-    case HALLOFFAME:
-      HandleHallOfFame(button);
+
+    case GAME_MODE_LEVELS:
+      HandleChooseLevelSet(mx, my, 0, 0, button);
       break;
-    case LEVELED:
-      LevelEd(mx,my,button);
+
+    case GAME_MODE_LEVELNR:
+      HandleChooseLevelNr(mx, my, 0, 0, button);
       break;
-    case HELPSCREEN:
-      HandleHelpScreen(button);
+
+    case GAME_MODE_SCORES:
+      HandleHallOfFame(0, 0, 0, 0, button);
       break;
-    case SETUP:
-      HandleSetupScreen(mx,my,0,0,button);
+
+    case GAME_MODE_EDITOR:
+      HandleLevelEditorIdle();
       break;
-    case PLAYING:
-      HandleGameActions();
+
+    case GAME_MODE_INFO:
+      HandleInfoScreen(mx, my, 0, 0, button);
       break;
+
+    case GAME_MODE_SETUP:
+      HandleSetupScreen(mx, my, 0, 0, button);
+      break;
+
+    case GAME_MODE_PLAYING:
+#ifdef DEBUG
+      if (button == MB_PRESSED && !motion_status && IN_GFX_SCREEN(mx, my))
+       DumpTile(LEVELX((mx - SX) / TILEX), LEVELY((my - SY) / TILEY));
+#endif
+      break;
+
     default:
       break;
   }
 }
 
-void HandleKey(KeySym key, int key_status)
+static boolean is_string_suffix(char *string, char *suffix)
 {
-  int joy = 0;
+  int string_len = strlen(string);
+  int suffix_len = strlen(suffix);
 
-  /* Map cursor keys to joystick directions */
+  if (suffix_len > string_len)
+    return FALSE;
 
-  switch(key)
+  return (strEqual(&string[string_len - suffix_len], suffix));
+}
+
+#define MAX_CHEAT_INPUT_LEN    32
+
+static void HandleKeysSpecial(Key key)
+{
+  static char cheat_input[2 * MAX_CHEAT_INPUT_LEN + 1] = "";
+  char letter = getCharFromKey(key);
+  int cheat_input_len = strlen(cheat_input);
+  int i;
+
+  if (letter == 0)
+    return;
+
+  if (cheat_input_len >= 2 * MAX_CHEAT_INPUT_LEN)
   {
-    case XK_Left:              /* normale Richtungen */
-#ifdef XK_KP_Left
-    case XK_KP_Left:
-#endif
-    case XK_KP_4:
-#ifndef MSDOS
-    case XK_J:
-#endif
-    case XK_j:
-      joy |= JOY_LEFT;
-      break;
-    case XK_Right:
-#ifdef XK_KP_Right
-    case XK_KP_Right:
-#endif
-    case XK_KP_6:
-#ifndef MSDOS
-    case XK_K:
-#endif
-    case XK_k:
-      joy |= JOY_RIGHT;
-      break;
-    case XK_Up:
-#ifdef XK_KP_Up
-    case XK_KP_Up:
-#endif
-    case XK_KP_8:
-#ifndef MSDOS
-    case XK_I:
-#endif
-    case XK_i:
-      joy |= JOY_UP;
-      break;
-    case XK_Down:
-#ifdef XK_KP_Down
-    case XK_KP_Down:
-#endif
-    case XK_KP_2:
-#ifndef MSDOS
-    case XK_M:
-#endif
-    case XK_m:
-      joy |= JOY_DOWN;
-      break;
-#ifdef XK_KP_Home
-    case XK_KP_Home:           /* Diagonalrichtungen */
-#endif
-    case XK_KP_7:
-      joy |= JOY_UP | JOY_LEFT;
-      break;
-#ifdef XK_KP_Page_Up
-    case XK_KP_Page_Up:
-#endif
-    case XK_KP_9:
-      joy = JOY_UP | JOY_RIGHT;
-      break;
-#ifdef XK_KP_End
-    case XK_KP_End:
-#endif
-    case XK_KP_1:
-      joy |= JOY_DOWN | JOY_LEFT;
-      break;
-#ifdef XK_KP_Page_Down
-    case XK_KP_Page_Down:
-#endif
-    case XK_KP_3:
-      joy |= JOY_DOWN | JOY_RIGHT;
-      break;
-#ifndef MSDOS
-    case XK_S:                 /* Feld entfernen */
+    for (i = 0; i < MAX_CHEAT_INPUT_LEN + 1; i++)
+      cheat_input[i] = cheat_input[MAX_CHEAT_INPUT_LEN + i];
+
+    cheat_input_len = MAX_CHEAT_INPUT_LEN;
+  }
+
+  cheat_input[cheat_input_len++] = letter;
+  cheat_input[cheat_input_len] = '\0';
+
+#if DEBUG_EVENTS
+  Error(ERR_DEBUG, "SPECIAL KEY '%s' [%d]\n", cheat_input, cheat_input_len);
 #endif
-    case XK_s:
-      joy |= JOY_BUTTON_1 | JOY_LEFT;
-      break;
-#ifndef MSDOS
-    case XK_D:
+
+  if (game_status == GAME_MODE_MAIN)
+  {
+    if (is_string_suffix(cheat_input, ":insert-solution-tape") ||
+       is_string_suffix(cheat_input, ":ist"))
+    {
+      InsertSolutionTape();
+    }
+    else if (is_string_suffix(cheat_input, ":reload-graphics") ||
+            is_string_suffix(cheat_input, ":rg"))
+    {
+      ReloadCustomArtwork(1 << ARTWORK_TYPE_GRAPHICS);
+      DrawMainMenu();
+    }
+    else if (is_string_suffix(cheat_input, ":reload-sounds") ||
+            is_string_suffix(cheat_input, ":rs"))
+    {
+      ReloadCustomArtwork(1 << ARTWORK_TYPE_SOUNDS);
+      DrawMainMenu();
+    }
+    else if (is_string_suffix(cheat_input, ":reload-music") ||
+            is_string_suffix(cheat_input, ":rm"))
+    {
+      ReloadCustomArtwork(1 << ARTWORK_TYPE_MUSIC);
+      DrawMainMenu();
+    }
+    else if (is_string_suffix(cheat_input, ":reload-artwork") ||
+            is_string_suffix(cheat_input, ":ra"))
+    {
+      ReloadCustomArtwork(1 << ARTWORK_TYPE_GRAPHICS |
+                         1 << ARTWORK_TYPE_SOUNDS |
+                         1 << ARTWORK_TYPE_MUSIC);
+      DrawMainMenu();
+    }
+    else if (is_string_suffix(cheat_input, ":dump-level") ||
+            is_string_suffix(cheat_input, ":dl"))
+    {
+      DumpLevel(&level);
+    }
+    else if (is_string_suffix(cheat_input, ":dump-tape") ||
+            is_string_suffix(cheat_input, ":dt"))
+    {
+      DumpTape(&tape);
+    }
+    else if (is_string_suffix(cheat_input, ":save-native-level") ||
+            is_string_suffix(cheat_input, ":snl"))
+    {
+      SaveNativeLevel(&level);
+    }
+  }
+  else if (game_status == GAME_MODE_PLAYING)
+  {
+#ifdef DEBUG
+    if (is_string_suffix(cheat_input, ".q"))
+      DEBUG_SetMaximumDynamite();
 #endif
-    case XK_d:
-      joy |= JOY_BUTTON_1 | JOY_RIGHT;
-      break;
-#ifndef MSDOS
-    case XK_E:
+  }
+  else if (game_status == GAME_MODE_EDITOR)
+  {
+    if (is_string_suffix(cheat_input, ":dump-brush") ||
+       is_string_suffix(cheat_input, ":DB"))
+    {
+      DumpBrush();
+    }
+    else if (is_string_suffix(cheat_input, ":DDB"))
+    {
+      DumpBrush_Small();
+    }
+  }
+}
+
+void HandleKey(Key key, int key_status)
+{
+  boolean anyTextGadgetActiveOrJustFinished = anyTextGadgetActive();
+  static struct SetupKeyboardInfo ski;
+  static struct SetupShortcutInfo ssi;
+  static struct
+  {
+    Key *key_custom;
+    Key *key_snap;
+    Key key_default;
+    byte action;
+  } key_info[] =
+  {
+    { &ski.left,  &ssi.snap_left,  DEFAULT_KEY_LEFT,  JOY_LEFT        },
+    { &ski.right, &ssi.snap_right, DEFAULT_KEY_RIGHT, JOY_RIGHT       },
+    { &ski.up,    &ssi.snap_up,    DEFAULT_KEY_UP,    JOY_UP          },
+    { &ski.down,  &ssi.snap_down,  DEFAULT_KEY_DOWN,  JOY_DOWN        },
+    { &ski.snap,  NULL,            DEFAULT_KEY_SNAP,  JOY_BUTTON_SNAP },
+    { &ski.drop,  NULL,            DEFAULT_KEY_DROP,  JOY_BUTTON_DROP }
+  };
+  int joy = 0;
+  int i;
+
+  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 };
+    int pnr;
+
+    for (pnr = 0; pnr < MAX_PLAYERS; pnr++)
+    {
+      byte key_action = 0;
+
+      if (setup.input[pnr].use_joystick)
+       continue;
+
+      ski = setup.input[pnr].key;
+
+      for (i = 0; i < NUM_PLAYER_ACTIONS; i++)
+       if (key == *key_info[i].key_custom)
+         key_action |= key_info[i].action;
+
+      /* use combined snap+direction keys for the first player only */
+      if (pnr == 0)
+      {
+       ssi = setup.shortcut;
+
+       for (i = 0; i < NUM_DIRECTIONS; i++)
+         if (key == *key_info[i].key_snap)
+           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
+       stored_player[pnr].action &= ~key_action;
+
+      if (tape.single_step && tape.recording && tape.pausing)
+      {
+       if (key_status == KEY_PRESSED && key_action & KEY_MOTION)
+       {
+         TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+
+         /* if snap key already pressed, don't snap when releasing (below) */
+         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;
+       }
+#if 1
+       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 0
+           printf("::: drop key pressed\n");
 #endif
-    case XK_e:
-      joy |= JOY_BUTTON_1 | JOY_UP;
-      break;
-#ifndef MSDOS
-    case XK_X:
+
+           if (level.game_engine_type == GAME_ENGINE_TYPE_SP &&
+               getRedDiskReleaseFlag_SP() == 0)
+             stored_player[pnr].action &= ~KEY_BUTTON_DROP;
+
+           TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+         }
+       }
 #endif
-    case XK_x:
-      joy |= JOY_BUTTON_1 | JOY_DOWN;
-      break;
-    case XK_Shift_L:           /* Linker Feuerknopf */
-#ifndef MSDOS
-    case XK_Control_L:
-    case XK_Alt_L:
-    case XK_Meta_L:
+       else if (key_status == KEY_RELEASED && key_action & KEY_BUTTON)
+       {
+         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 1
+         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;
+           }
+
+           element_dropped[pnr] = FALSE;
+         }
 #endif
-      joy |= JOY_BUTTON_1;
-      break;
-    case XK_Shift_R:           /* Rechter Feuerknopf */
-#ifndef MSDOS
-    case XK_Control_R:
-    case XK_Alt_R:
-    case XK_Meta_R:
-    case XK_Mode_switch:
-    case XK_Multi_key:
-    case XK_B:                 /* (Bombe legen) */
-#endif
-    case XK_b:
-      joy |= JOY_BUTTON_2;
-      break;
-    default:
-      break;
+       }
+      }
+      else if (tape.recording && tape.pausing)
+      {
+       /* prevent key release events from un-pausing a paused game */
+       if (key_status == KEY_PRESSED && key_action & KEY_ACTION)
+         TapeTogglePause(TAPE_TOGGLE_MANUAL);
+      }
+    }
+  }
+  else
+  {
+    for (i = 0; i < NUM_PLAYER_ACTIONS; i++)
+      if (key == key_info[i].key_default)
+       joy |= key_info[i].action;
   }
 
   if (joy)
@@ -432,197 +1098,307 @@ void HandleKey(KeySym key, int key_status)
     HandleJoystick();
   }
 
-  if (game_status != PLAYING)
+  if (game_status != GAME_MODE_PLAYING)
     key_joystick_mapping = 0;
 
   if (key_status == KEY_RELEASED)
     return;
 
-  if (key==XK_Return && game_status==PLAYING && GameOver)
+  if ((key == KSYM_Return || key == KSYM_KP_Enter) &&
+      (GetKeyModState() & KMOD_Alt) && video.fullscreen_available)
   {
-    CloseDoor(DOOR_CLOSE_1);
-    game_status = MAINMENU;
-    DrawMainMenu();
+    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==XK_Escape && game_status!=MAINMENU) /* quick quit to MAINMENU */
+  if ((key == KSYM_minus || key == KSYM_plus || key == KSYM_0) &&
+      (GetKeyModState() & KMOD_Control) && video.window_scaling_available &&
+      !video.fullscreen_enabled)
   {
-    CloseDoor(DOOR_CLOSE_1 | DOOR_NO_DELAY);
-    game_status = MAINMENU;
-    DrawMainMenu();
+    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)
+      RedrawSetupScreenAfterFullscreenToggle();
+
     return;
   }
 
-  if (game_status==PLAYING && (tape.playing || tape.pausing))
+#if 0
+  if (game_status == GAME_MODE_PLAYING && local_player->LevelSolved_GameEnd &&
+      (key == KSYM_Return || key == setup.shortcut.toggle_pause))
+#else
+  if (game_status == GAME_MODE_PLAYING && AllPlayersGone &&
+      (key == KSYM_Return || key == setup.shortcut.toggle_pause))
+#endif
+  {
+    GameEnd();
+
     return;
+  }
 
-  switch(game_status)
+  if (game_status == GAME_MODE_MAIN &&
+      (key == setup.shortcut.toggle_pause || key == KSYM_space))
   {
-    case TYPENAME:
-      HandleTypeName(0,key);
-      break;
-    case MAINMENU:
-    case CHOOSELEVEL:
-    case SETUP:
+    StartGameActions(options.network, setup.autorecord, level.random_seed);
+
+    return;
+  }
+
+  if (game_status == GAME_MODE_MAIN || game_status == GAME_MODE_PLAYING)
+  {
+    if (key == setup.shortcut.save_game)
+      TapeQuickSave();
+    else if (key == setup.shortcut.load_game)
+      TapeQuickLoad();
+    else if (key == setup.shortcut.toggle_pause)
+      TapeTogglePause(TAPE_TOGGLE_MANUAL);
+
+    HandleTapeButtonKeys(key);
+    HandleSoundButtonKeys(key);
+  }
+
+  if (game_status == GAME_MODE_PLAYING && !network_playing)
+  {
+    int centered_player_nr_next = -999;
+
+    if (key == setup.shortcut.focus_player_all)
+      centered_player_nr_next = -1;
+    else
+      for (i = 0; i < MAX_PLAYERS; i++)
+       if (key == setup.shortcut.focus_player[i])
+         centered_player_nr_next = i;
+
+    if (centered_player_nr_next != -999)
     {
-      switch(key)
+      game.centered_player_nr_next = centered_player_nr_next;
+      game.set_centered_player = TRUE;
+
+      if (tape.recording)
       {
-       case XK_Return:
-         if (game_status==MAINMENU)
-           HandleMainMenu(0,0,0,0,MB_MENU_CHOICE);
-          else if (game_status==CHOOSELEVEL)
-            HandleChooseLevel(0,0,0,0,MB_MENU_CHOICE);
-         else if (game_status==SETUP)
-           HandleSetupScreen(0,0,0,0,MB_MENU_CHOICE);
-         break;
-       default:
-         break;
+       tape.centered_player_nr_next = game.centered_player_nr_next;
+       tape.set_centered_player = TRUE;
       }
-      break;
     }
-    case HELPSCREEN:
-      HandleHelpScreen(MB_RELEASED);
+  }
+
+  HandleKeysSpecial(key);
+
+  if (HandleGadgetsKeyInput(key))
+  {
+    if (key != KSYM_Escape)    /* always allow ESC key to be handled */
+      key = KSYM_UNDEFINED;
+  }
+
+  switch (game_status)
+  {
+    case GAME_MODE_PSEUDO_TYPENAME:
+      HandleTypeName(0, key);
       break;
-    case HALLOFFAME:
-      switch(key)
+
+    case GAME_MODE_TITLE:
+    case GAME_MODE_MAIN:
+    case GAME_MODE_LEVELS:
+    case GAME_MODE_LEVELNR:
+    case GAME_MODE_SETUP:
+    case GAME_MODE_INFO:
+    case GAME_MODE_SCORES:
+      switch (key)
       {
-       case XK_Return:
-         game_status = MAINMENU;
-         DrawMainMenu();
-         BackToFront();
+       case KSYM_space:
+       case KSYM_Return:
+         if (game_status == GAME_MODE_TITLE)
+           HandleTitleScreen(0, 0, 0, 0, MB_MENU_CHOICE);
+         else if (game_status == GAME_MODE_MAIN)
+           HandleMainMenu(0, 0, 0, 0, MB_MENU_CHOICE);
+          else if (game_status == GAME_MODE_LEVELS)
+            HandleChooseLevelSet(0, 0, 0, 0, MB_MENU_CHOICE);
+          else if (game_status == GAME_MODE_LEVELNR)
+            HandleChooseLevelNr(0, 0, 0, 0, MB_MENU_CHOICE);
+         else if (game_status == GAME_MODE_SETUP)
+           HandleSetupScreen(0, 0, 0, 0, MB_MENU_CHOICE);
+         else if (game_status == GAME_MODE_INFO)
+           HandleInfoScreen(0, 0, 0, 0, MB_MENU_CHOICE);
+         else if (game_status == GAME_MODE_SCORES)
+           HandleHallOfFame(0, 0, 0, 0, MB_MENU_CHOICE);
+         break;
+
+       case KSYM_Escape:
+         if (game_status != GAME_MODE_MAIN)
+           FadeSkipNextFadeIn();
+
+         if (game_status == GAME_MODE_TITLE)
+           HandleTitleScreen(0, 0, 0, 0, MB_MENU_LEAVE);
+          else if (game_status == GAME_MODE_LEVELS)
+            HandleChooseLevelSet(0, 0, 0, 0, MB_MENU_LEAVE);
+          else if (game_status == GAME_MODE_LEVELNR)
+            HandleChooseLevelNr(0, 0, 0, 0, MB_MENU_LEAVE);
+         else if (game_status == GAME_MODE_SETUP)
+           HandleSetupScreen(0, 0, 0, 0, MB_MENU_LEAVE);
+         else if (game_status == GAME_MODE_INFO)
+           HandleInfoScreen(0, 0, 0, 0, MB_MENU_LEAVE);
+         else if (game_status == GAME_MODE_SCORES)
+           HandleHallOfFame(0, 0, 0, 0, MB_MENU_LEAVE);
+         break;
+
+        case KSYM_Page_Up:
+          if (game_status == GAME_MODE_LEVELS)
+            HandleChooseLevelSet(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
+          else if (game_status == GAME_MODE_LEVELNR)
+            HandleChooseLevelNr(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
+         else if (game_status == GAME_MODE_SETUP)
+           HandleSetupScreen(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
+         else if (game_status == GAME_MODE_INFO)
+           HandleInfoScreen(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
+         else if (game_status == GAME_MODE_SCORES)
+           HandleHallOfFame(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
+         break;
+
+        case KSYM_Page_Down:
+          if (game_status == GAME_MODE_LEVELS)
+            HandleChooseLevelSet(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
+          else if (game_status == GAME_MODE_LEVELNR)
+            HandleChooseLevelNr(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
+         else if (game_status == GAME_MODE_SETUP)
+           HandleSetupScreen(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
+         else if (game_status == GAME_MODE_INFO)
+           HandleInfoScreen(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
+         else if (game_status == GAME_MODE_SCORES)
+           HandleHallOfFame(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
          break;
+
+#ifdef DEBUG
+       case KSYM_0:
+         GameFrameDelay = (GameFrameDelay == 500 ? GAME_FRAME_DELAY : 500);
+         break;
+
+       case KSYM_b:
+         setup.sp_show_border_elements = !setup.sp_show_border_elements;
+         printf("Supaplex border elements %s\n",
+                setup.sp_show_border_elements ? "enabled" : "disabled");
+         break;
+#endif
+
        default:
          break;
       }
       break;
-    case LEVELED:
-      LevelNameTyping(key);
+
+    case GAME_MODE_EDITOR:
+      if (!anyTextGadgetActiveOrJustFinished || key == KSYM_Escape)
+       HandleLevelEditorKeyInput(key);
       break;
-    case PLAYING:
+
+    case GAME_MODE_PLAYING:
     {
-      switch(key)
+      switch (key)
       {
+        case KSYM_Escape:
+         RequestQuitGame(setup.ask_on_escape);
+         break;
 
 #ifdef DEBUG
-       case XK_0:
-       case XK_1:
-       case XK_2:
-       case XK_3:
-       case XK_4:
-       case XK_5:
-       case XK_6:
-       case XK_7:
-       case XK_8:
-       case XK_9:
-         if (key == XK_0)
-           GameFrameDelay = 500;
+       case KSYM_0:
+#if 0
+       case KSYM_1:
+       case KSYM_2:
+       case KSYM_3:
+       case KSYM_4:
+       case KSYM_5:
+       case KSYM_6:
+       case KSYM_7:
+       case KSYM_8:
+       case KSYM_9:
+#endif
+         if (key == KSYM_0)
+         {
+           if (GameFrameDelay == 500)
+             GameFrameDelay = GAME_FRAME_DELAY;
+           else
+             GameFrameDelay = 500;
+         }
          else
-           GameFrameDelay = (key - XK_0) * 10;
+           GameFrameDelay = (key - KSYM_0) * 10;
          printf("Game speed == %d%% (%d ms delay between two frames)\n",
                 GAME_FRAME_DELAY * 100 / GameFrameDelay, GameFrameDelay);
          break;
 
-       case XK_a:
-         if (ScrollStepSize == TILEX/8)
-           ScrollStepSize = TILEX/4;
+       case KSYM_d:
+         if (options.debug)
+         {
+           options.debug = FALSE;
+           printf("debug mode disabled\n");
+         }
+         else
+         {
+           options.debug = TRUE;
+           printf("debug mode enabled\n");
+         }
+         break;
+
+       case KSYM_s:
+         if (!global.fps_slowdown)
+         {
+           global.fps_slowdown = TRUE;
+           global.fps_slowdown_factor = 2;
+           printf("fps slowdown enabled -- display only every 2nd frame\n");
+         }
+         else if (global.fps_slowdown_factor == 2)
+         {
+           global.fps_slowdown_factor = 4;
+           printf("fps slowdown enabled -- display only every 4th frame\n");
+         }
          else
-           ScrollStepSize = TILEX/8;
-         printf("ScrollStepSize == %d\n", ScrollStepSize);
+         {
+           global.fps_slowdown = FALSE;
+           global.fps_slowdown_factor = 1;
+           printf("fps slowdown disabled\n");
+         }
          break;
 
-       case XK_f:
-         ScrollStepSize = TILEX/8;
+       case KSYM_f:
+         ScrollStepSize = TILEX / 8;
          printf("ScrollStepSize == %d (1/8)\n", ScrollStepSize);
          break;
-       case XK_g:
-         ScrollStepSize = TILEX/4;
+
+       case KSYM_g:
+         ScrollStepSize = TILEX / 4;
          printf("ScrollStepSize == %d (1/4)\n", ScrollStepSize);
          break;
-       case XK_h:
-         ScrollStepSize = TILEX/2;
+
+       case KSYM_h:
+         ScrollStepSize = TILEX / 2;
          printf("ScrollStepSize == %d (1/2)\n", ScrollStepSize);
          break;
-       case XK_l:
+
+       case KSYM_l:
          ScrollStepSize = TILEX;
          printf("ScrollStepSize == %d (1/1)\n", ScrollStepSize);
          break;
 
-#ifndef MSDOS
-       case XK_Q:
-#endif
-       case XK_q:
-         Dynamite = 1000;
-         break;
-
-       case XK_x:
-
-         {
-           int i,j,k, num_steps = 8, step_size = TILEX / num_steps;
-           static long scroll_delay=0;
-           long scroll_delay_value = 4*4 / num_steps;
-
-           printf("Scroll test\n");
-
-           for(i=0;i<3;i++)
-           {
-             for(j=0;j<SCR_FIELDX;j++)
-             {
-               for(k=0;k<num_steps;k++)
-               {
-                 int xxx = j*TILEX+k*step_size;
-                 int done = 0;
-
-                 while(!done)
-                 {
-                   if (DelayReached(&scroll_delay, scroll_delay_value))
-                   {
-                     XCopyArea(display,fieldbuffer,window,gc,
-                               SX+xxx,SY,
-                               SXSIZE-xxx,SYSIZE,
-                               SX,SY);
-                     XCopyArea(display,fieldbuffer,window,gc,
-                               SX,SY,
-                               xxx,SYSIZE,
-                               SX+SXSIZE-xxx,SY);
-  
-                     XFlush(display);
-                     XSync(display,FALSE);
-
-                     done = 1;
-                   }
-                   else
-                   {
-                     Delay(1);
-                   }
-                 }
-  
-                 /*
-                 Delay(160 / num_steps);
-                 */
-                 /*
-                 Delay(120 / num_steps);
-                 */
-               }
-             }
-           }
-         }
-
-         break;
-
-       case XK_y:
-         {
-           printf("FX = %d, FY = %d\n", FX,FY);
-
-           XCopyArea(display,fieldbuffer,window,gc,
-                     0,0,
-                     MIN(WIN_XSIZE,FXSIZE),MIN(WIN_YSIZE,FYSIZE),
-                     0,0);
-           XFlush(display);
-           XSync(display,FALSE);
-           Delay(1000);
-         }
-
+       case KSYM_v:
+         printf("::: currently using game engine version %d\n",
+                game.engine_version);
          break;
 #endif
 
@@ -631,152 +1407,130 @@ void HandleKey(KeySym key, int key_status)
       }
       break;
     }
+
     default:
-      break;
+      if (key == KSYM_Escape)
+      {
+       game_status = GAME_MODE_MAIN;
+       DrawMainMenu();
+
+       return;
+      }
   }
 }
 
-void HandleNoXEvent()
+void HandleNoEvent()
 {
-  if (button_status && game_status != PLAYING)
+  if (button_status && game_status != GAME_MODE_PLAYING)
   {
-    HandleButton(-1,-1,button_status);
+    HandleButton(0, 0, -button_status, button_status);
+
     return;
   }
 
-  switch(game_status)
+#if defined(NETWORK_AVALIABLE)
+  if (options.network)
+    HandleNetworking();
+#endif
+
+  HandleJoystick();
+}
+
+static int HandleJoystickForAllPlayers()
+{
+  int i;
+  int result = 0;
+
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
-    case MAINMENU:
-    case CHOOSELEVEL:
-    case HALLOFFAME:
-    case HELPSCREEN:
-    case SETUP:
-      HandleJoystick();
-      break;
-    case PLAYING:
-      HandleJoystick();
-      HandleGameActions();
-      break;
-    default:
-      break;
+    byte joy_action = 0;
+
+    /*
+    if (!setup.input[i].use_joystick)
+      continue;
+      */
+
+    joy_action = Joystick(i);
+    result |= joy_action;
+
+    if (!setup.input[i].use_joystick)
+      continue;
+
+    stored_player[i].action = joy_action;
   }
+
+  return result;
 }
 
 void HandleJoystick()
 {
-  int joystick = Joystick();
+  int joystick = HandleJoystickForAllPlayers();
   int keyboard = key_joystick_mapping;
-  int joy      = (tape.playing ? TapePlayAction() : (joystick | keyboard));
+  int joy      = (joystick | keyboard);
   int left     = joy & JOY_LEFT;
   int right    = joy & JOY_RIGHT;
   int up       = joy & JOY_UP;
   int down     = joy & JOY_DOWN;
   int button   = joy & JOY_BUTTON;
-  int button1  = joy & JOY_BUTTON_1;
-  int button2  = joy & JOY_BUTTON_2;
-  int newbutton        = (JoystickButton() == JOY_BUTTON_NEW_PRESSED);
+  int newbutton        = (AnyJoystickButton() == JOY_BUTTON_NEW_PRESSED);
   int dx       = (left ? -1    : right ? 1     : 0);
   int dy       = (up   ? -1    : down  ? 1     : 0);
 
-  if (game_status==PLAYING && (tape.playing || keyboard))
-    newbutton = ((joy & JOY_BUTTON) != 0);
-
-  switch(game_status)
+  switch (game_status)
   {
-    case MAINMENU:
-    case CHOOSELEVEL:
-    case SETUP:
+    case GAME_MODE_TITLE:
+    case GAME_MODE_MAIN:
+    case GAME_MODE_LEVELS:
+    case GAME_MODE_LEVELNR:
+    case GAME_MODE_SETUP:
+    case GAME_MODE_INFO:
     {
-      static long joystickmove_delay = 0;
+      static unsigned int joystickmove_delay = 0;
 
-      if (joystick && !button && !DelayReached(&joystickmove_delay,15))
+      if (joystick && !button &&
+         !DelayReached(&joystickmove_delay, GADGET_FRAME_DELAY))
        newbutton = dx = dy = 0;
 
-      if (game_status==MAINMENU)
-       HandleMainMenu(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
-      else if (game_status==CHOOSELEVEL)
-        HandleChooseLevel(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
-      else if (game_status==SETUP)
-       HandleSetupScreen(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
+      if (game_status == GAME_MODE_TITLE)
+       HandleTitleScreen(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
+      else if (game_status == GAME_MODE_MAIN)
+       HandleMainMenu(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
+      else if (game_status == GAME_MODE_LEVELS)
+        HandleChooseLevelSet(0,0,dx,dy,newbutton?MB_MENU_CHOICE : MB_MENU_MARK);
+      else if (game_status == GAME_MODE_LEVELNR)
+        HandleChooseLevelNr(0,0,dx,dy,newbutton? MB_MENU_CHOICE : MB_MENU_MARK);
+      else if (game_status == GAME_MODE_SETUP)
+       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);
       break;
     }
-    case HALLOFFAME:
-      HandleHallOfFame(!newbutton);
-      break;
-    case HELPSCREEN:
-      HandleHelpScreen(!newbutton);
+
+    case GAME_MODE_SCORES:
+      HandleHallOfFame(0, 0, dx, dy, !newbutton);
       break;
-    case PLAYING:
-    {
-      static int player_frame_reset_delay = 0;
-      BOOL moved = FALSE, snapped = FALSE, bombed = FALSE;
 
-      if (GameOver && newbutton)
-      {
-       CloseDoor(DOOR_CLOSE_1);
-       game_status = MAINMENU;
-       DrawMainMenu();
-       return;
-      }
+    case GAME_MODE_EDITOR:
+      HandleLevelEditorIdle();
+      break;
 
-      if (tape.pausing || PlayerGone)
-       joy = 0;
+    case GAME_MODE_PLAYING:
+      if (tape.playing || keyboard)
+       newbutton = ((joy & JOY_BUTTON) != 0);
 
-      if (joy)
+#if 0
+      if (local_player->LevelSolved_GameEnd && newbutton)
+#else
+      if (AllPlayersGone && newbutton)
+#endif
       {
-       player_frame_reset_delay = 0;
-
-       if (button1)
-         snapped = SnapField(dx,dy);
-       else
-       {
-         if (button2)
-           bombed = PlaceBomb();
-         moved = MoveFigure(dx,dy);
-       }
+       GameEnd();
 
-       if (tape.recording && (moved || snapped || bombed))
-       {
-         if (bombed && !moved)
-           joy &= JOY_BUTTON;
-         TapeRecordAction(joy);
-       }
-       else if (tape.playing && snapped)
-         SnapField(0,0);                       /* stop snapping */
-      }
-      else
-      {
-       DigField(0,0,0,0,DF_NO_PUSH);
-       SnapField(0,0);
-       if (++player_frame_reset_delay > MoveSpeed)
-         PlayerFrame = 0;
+       return;
       }
 
-      if (tape.playing && !tape.pausing && !joy && tape.counter<tape.length)
-      {
-       int next_joy =
-         tape.pos[tape.counter].joystickdata & (JOY_LEFT|JOY_RIGHT);
-
-       if (next_joy == JOY_LEFT || next_joy == JOY_RIGHT)
-       {
-         int dx = (next_joy == JOY_LEFT ? -1 : +1);
-
-         if (IN_LEV_FIELD(JX+dx,JY) && IS_PUSHABLE(Feld[JX+dx][JY]))
-         {
-           int el = Feld[JX+dx][JY];
-           int push_delay = (IS_SB_ELEMENT(el) || el==EL_SONDE ? 2 : 10);
-
-           if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
-           {
-             PlayerMovDir = next_joy;
-             PlayerFrame = FrameCounter % 4;
-             PlayerPushing = TRUE;
-           }
-         }
-       }
-      }
       break;
-    }
+
     default:
       break;
   }