added updating virtual buttons setup screen depending on screen orientation
[rocksndiamonds.git] / src / events.c
index 7a3f9987d4b09a80ebdc48c970c8eb118f3b4727..9aad2bca87dfa837891244e5099d004c97a7d629 100644 (file)
@@ -403,6 +403,9 @@ void SetPlayerMouseAction(int mx, int my, int button)
   int ly = getLevelFromScreenY(my);
   int new_button = (!local_player->mouse_action.button && button);
 
+  if (local_player->mouse_action.button_hint)
+    button = local_player->mouse_action.button_hint;
+
   ClearPlayerMouseAction();
 
   if (!IN_GFX_FIELD_PLAY(mx, my) || !IN_LEV_FIELD(lx, ly))
@@ -633,10 +636,30 @@ void HandleWindowEvent(WindowEvent *event)
       if (new_display_width  != video.display_width ||
          new_display_height != video.display_height)
       {
+       int nr = GRID_ACTIVE_NR();      // previous screen orientation
+
        video.display_width  = new_display_width;
        video.display_height = new_display_height;
 
        SDLSetScreenProperties();
+
+       // check if screen orientation has changed (should always be true here)
+       if (nr != GRID_ACTIVE_NR())
+       {
+         int x, y;
+
+         if (game_status == GAME_MODE_SETUP)
+           RedrawSetupScreenAfterScreenRotation(nr);
+
+         nr = GRID_ACTIVE_NR();
+
+         overlay.grid_xsize = setup.touch.grid_xsize[nr];
+         overlay.grid_ysize = setup.touch.grid_ysize[nr];
+
+         for (x = 0; x < MAX_GRID_XSIZE; x++)
+           for (y = 0; y < MAX_GRID_YSIZE; y++)
+             overlay.grid_button[x][y] = setup.touch.grid_button[nr][x][y];
+       }
       }
     }
 #endif
@@ -655,6 +678,18 @@ static struct
 
 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];
+  Key key = (grid_button == CHAR_GRID_BUTTON_LEFT  ? setup.input[0].key.left :
+            grid_button == CHAR_GRID_BUTTON_RIGHT ? setup.input[0].key.right :
+            grid_button == CHAR_GRID_BUTTON_UP    ? setup.input[0].key.up :
+            grid_button == CHAR_GRID_BUTTON_DOWN  ? setup.input[0].key.down :
+            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);
@@ -677,6 +712,7 @@ void HandleFingerEvent_VirtualButtons(FingerEvent *event)
             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" :
@@ -960,7 +996,16 @@ void HandleFingerEvent(FingerEvent *event)
     return;
 
   if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+  {
+    if (strEqual(setup.touch.control_type, TOUCH_CONTROL_OFF))
+      local_player->mouse_action.button_hint =
+       (event->type == EVENT_FINGERRELEASE ? MB_NOT_PRESSED :
+        event->x < 0.5                     ? MB_LEFTBUTTON  :
+        event->x > 0.5                     ? MB_RIGHTBUTTON :
+        MB_NOT_PRESSED);
+
     return;
+  }
 
   if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
     HandleFingerEvent_VirtualButtons(event);