rnd-20030703-2-src
[rocksndiamonds.git] / src / events.c
index a967230e3bb0f3d39c6bb2bb3341c0918a8e0a58..b1c15e9fc8a8e09069c64984b52e4bfb9b81c439 100644 (file)
 /***********************************************************
-*  Rocks'n'Diamonds -- McDuffin Strikes Back!              *
+* Rocks'n'Diamonds -- McDuffin Strikes Back!               *
 *----------------------------------------------------------*
-*  (c) 1995-98 Artsoft Entertainment                       *
-*              Holger Schemel                              *
-*              Oststrasse 11a                              *
-*              33604 Bielefeld                             *
-*              phone: ++49 +521 290471                     *
-*              email: aeglos@valinor.owl.de                *
+* (c) 1995-2002 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"
 
-void EventLoop(void)
-{
-  while(1)
-  {
-    if (XPending(display))     /* got event from X server */
-    {
-      XEvent event;
 
-      XNextEvent(display, &event);
+static boolean cursor_inside_playfield = FALSE;
+static boolean playfield_cursor_set = FALSE;
+static unsigned long playfield_cursor_delay = 0;
 
-      switch(event.type)
-      {
-       case ButtonPress:
-       case ButtonRelease:
-         HandleButtonEvent((XButtonEvent *) &event);
-         break;
 
-       case MotionNotify:
-         HandleMotionEvent((XMotionEvent *) &event);
-         break;
+/* 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') */
 
-       case KeyPress:
-       case KeyRelease:
-         HandleKeyEvent((XKeyEvent *) &event);
-         break;
+int FilterMouseMotionEvents(const Event *event)
+{
+  MotionEvent *motion;
 
-       default:
-         HandleOtherEvents(&event);
-         break;
-      }
-    }
+  /* non-motion events are directly passed to event handler functions */
+  if (event->type != EVENT_MOTIONNOTIFY)
+    return 1;
 
-    HandleNoXEvent();
+  motion = (MotionEvent *)event;
+  cursor_inside_playfield = (motion->x >= SX && motion->x < SX + SXSIZE &&
+                            motion->y >= SY && motion->y < SY + SYSIZE);
 
-    /* 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 && playfield_cursor_set)
+  {
+    SetMouseCursor(CURSOR_DEFAULT);
+    playfield_cursor_set = FALSE;
+    DelayReached(&playfield_cursor_delay, 0);
+  }
 
-    if (game_status != PLAYING)
-    {
-      XSync(display, FALSE);
-      Delay(10);
-    }
+  /* 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;
+  else
+    return 1;
+}
 
+/* 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())
+  {
+    NextEvent(event);
 
-#if 0
-    else                       /* got no event, but don't be lazy... */
-    {
-      HandleNoXEvent();
+    if (FilterMouseMotionEvents(event))
+      return TRUE;
+  }
+
+  return FALSE;
+}
 
-      /* don't use all CPU time when idle; the main loop while playing
-        has its own synchronization and is CPU friendly, too */
+void EventLoop(void)
+{
+  while(1)
+  {
+    if (PendingEvent())                /* got event */
+    {
+      Event event;
 
-      if (game_status != PLAYING)
+      if (NextValidEvent(&event))
       {
-       XSync(display, FALSE);
-       Delay(10);
+       switch(event.type)
+       {
+         case EVENT_BUTTONPRESS:
+         case EVENT_BUTTONRELEASE:
+           HandleButtonEvent((ButtonEvent *) &event);
+           break;
+  
+         case EVENT_MOTIONNOTIFY:
+           HandleMotionEvent((MotionEvent *) &event);
+           break;
+  
+         case EVENT_KEYPRESS:
+         case EVENT_KEYRELEASE:
+           HandleKeyEvent((KeyEvent *) &event);
+           break;
+  
+         default:
+           HandleOtherEvents(&event);
+           break;
+       }
       }
     }
-#endif
+    else
+    {
+      /* when playing, display a special mouse pointer inside the playfield */
+      if (game_status == GAME_MODE_PLAYING)
+      {
+       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 == EXITGAME)
+    if (game_status == GAME_MODE_PLAYING)
+      HandleGameActions();
+    else
+    {
+      SyncDisplay();
+      if (!PendingEvent())     /* delay only if no pending events */
+       Delay(10);
+    }
+
+    /* refresh window contents from drawing buffer, if needed */
+    BackToFront();
+
+    if (game_status == GAME_MODE_QUIT)
       return;
   }
 }
 
-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:
+#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 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;
 
+#if defined(TARGET_SDL)
+    case SDL_JOYAXISMOTION:
+    case SDL_JOYBUTTONDOWN:
+    case SDL_JOYBUTTONUP:
+      HandleJoystickEvent(event);
+      break;
+#endif
+
     default:
       break;
   }
@@ -118,19 +190,19 @@ 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;
 
@@ -141,33 +213,43 @@ void ClearEventQueue()
   }
 }
 
+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()
 {
   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.
@@ -180,54 +262,23 @@ void SleepWhileUnmapped()
     }
   }
 
-  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 (setup.direct_draw && 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;
-
-    SetDrawtoField(DRAW_BACKBUFFER);
-
-    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);
-    DrawAllPlayers();
-
-    SetDrawtoField(DRAW_DIRECT);
-  }
-
-  if (setup.soft_scrolling && game_status == PLAYING)
-  {
-    int fx = FX, fy = FY;
-
-    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);
-  }
-
-  XCopyArea(display,drawto,window,gc, x,y, width,height, x,y);
-
-  XFlush(display);
+#ifndef TARGET_SDL
+  RedrawPlayfield(FALSE, event->x, event->y, event->width, event->height);
+  FlushDisplay();
+#endif
 }
 
-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;
@@ -235,46 +286,75 @@ void HandleButtonEvent(XButtonEvent *event)
   HandleButton(event->x, event->y, button_status);
 }
 
-void HandleMotionEvent(XMotionEvent *event)
+void HandleMotionEvent(MotionEvent *event)
 {
+  if (!PointerInWindow(window))
+    return;    /* window and pointer are on different screens */
+
+#if 1
+  if (button_status == MB_RELEASED && game_status != GAME_MODE_EDITOR)
+    return;
+#endif
+
   motion_status = TRUE;
 
   HandleButton(event->x, event->y, button_status);
 }
 
-void HandleKeyEvent(XKeyEvent *event)
+void HandleKeyEvent(KeyEvent *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);
+  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);
 
+  HandleKeyModState(keymod, key_status);
   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);
-    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 ((event->window == window) &&
-      (event->data.l[0] == XInternAtom(display, "WM_DELETE_WINDOW", FALSE)))
+  if (CheckCloseWindowEvent(event))
     CloseAllAndExit(0);
 }
 
@@ -282,86 +362,80 @@ void HandleButton(int mx, int my, int button)
 {
   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);
   }
 
-#ifdef DEBUG
-  if (game_status == PLAYING && !button)
-  {
-    int sx = (mx - SX) / TILEX;
-    int sy = (my - SY) / TILEY;
-
-    if (IN_VIS_FIELD(sx,sy))
-    {
-      int x = LEVELX(sx);
-      int y = LEVELY(sy);
-
-      printf("INFO: Feld[%d][%d] == %d\n", x,y, Feld[x][y]);
-      printf("      Store[%d][%d] == %d\n", x,y, Store[x][y]);
-      printf("      Store2[%d][%d] == %d\n", x,y, Store2[x][y]);
-      printf("      StorePlayer[%d][%d] == %d\n", x,y, StorePlayer[x][y]);
-      printf("      MovPos[%d][%d] == %d\n", x,y, MovPos[x][y]);
-      printf("      MovDir[%d][%d] == %d\n", x,y, MovDir[x][y]);
-      printf("      MovDelay[%d][%d] == %d\n", x,y, MovDelay[x][y]);
-      printf("\n");
-    }
-  }
-#endif
+  HandleGadgets(mx, my, button);
 
   switch(game_status)
   {
-    case MAINMENU:
-      HandleMainMenu(mx,my,0,0,button);
+    case GAME_MODE_MAIN:
+      HandleMainMenu(mx,my, 0,0, button);
       break;
 
-    case TYPENAME:
-      HandleTypeName(0,XK_Return);
+    case GAME_MODE_PSEUDO_TYPENAME:
+      HandleTypeName(0, KSYM_Return);
       break;
 
-    case CHOOSELEVEL:
-      HandleChooseLevel(mx,my,0,0,button);
+    case GAME_MODE_LEVELS:
+      HandleChooseLevel(mx,my, 0,0, button);
       break;
 
-    case HALLOFFAME:
-      HandleHallOfFame(button);
+    case GAME_MODE_SCORES:
+      HandleHallOfFame(0,0, 0,0, button);
       break;
 
-    case LEVELED:
-      LevelEd(mx,my,button);
+    case GAME_MODE_EDITOR:
       break;
 
-    case HELPSCREEN:
+    case GAME_MODE_INFO:
       HandleHelpScreen(button);
       break;
 
-    case SETUP:
-      HandleSetupScreen(mx,my,0,0,button);
+    case GAME_MODE_SETUP:
+      HandleSetupScreen(mx,my, 0,0, button);
       break;
 
-    case SETUPINPUT:
-      HandleSetupInputScreen(mx,my,0,0,button);
-      break;
-
-    case PLAYING:
-
-      /* --> NoXEvent() will follow */
-
-      /*
-      HandleGameActions(0);
-      */
-
+    case GAME_MODE_PLAYING:
+#ifdef DEBUG
+      if (button == MB_RELEASED)
+      {
+       int sx = (mx - SX) / TILEX;
+       int sy = (my - SY) / TILEY;
+
+       if (IN_VIS_FIELD(sx,sy))
+       {
+         int x = LEVELX(sx);
+         int y = LEVELY(sy);
+
+         printf("INFO: SCREEN(%d, %d), LEVEL(%d, %d)\n", sx, sy, x, y);
+
+         if (!IN_LEV_FIELD(x, y))
+           break;
+
+         printf("      Feld[%d][%d] == %d ('%s')\n", x,y, Feld[x][y],
+                element_info[Feld[x][y]].token_name);
+         printf("      Store[%d][%d] == %d\n", x,y, Store[x][y]);
+         printf("      Store2[%d][%d] == %d\n", x,y, Store2[x][y]);
+         printf("      StorePlayer[%d][%d] == %d\n", x,y, StorePlayer[x][y]);
+         printf("      MovPos[%d][%d] == %d\n", x,y, MovPos[x][y]);
+         printf("      MovDir[%d][%d] == %d\n", x,y, MovDir[x][y]);
+         printf("      MovDelay[%d][%d] == %d\n", x,y, MovDelay[x][y]);
+         printf("      ChangeDelay[%d][%d] == %d\n", x,y, ChangeDelay[x][y]);
+         printf("      GfxElement[%d][%d] == %d\n", x,y, GfxElement[x][y]);
+         printf("\n");
+       }
+      }
+#endif
       break;
 
     default:
@@ -369,14 +443,15 @@ void HandleButton(int mx, int my, int button)
   }
 }
 
-void HandleKey(KeySym key, int key_status)
+void HandleKey(Key key, int key_status)
 {
   int joy = 0;
+  boolean anyTextGadgetActiveOrJustFinished = anyTextGadgetActive();
   static struct SetupKeyboardInfo custom_key;
   static struct
   {
-    KeySym *keysym_custom;
-    KeySym keysym_default;
+    Key *key_custom;
+    Key key_default;
     byte action;
   } key_info[] =
   {
@@ -388,8 +463,11 @@ void HandleKey(KeySym key, int key_status)
     { &custom_key.bomb,  DEFAULT_KEY_BOMB,  JOY_BUTTON_2 }
   };
 
-  if (game_status == PLAYING)
+  if (game_status == GAME_MODE_PLAYING)
   {
+    /* only needed for single-step tape recording mode */
+    static boolean clear_button_2[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE };
+    static boolean bomb_placed[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE };
     int pnr;
 
     for (pnr=0; pnr<MAX_PLAYERS; pnr++)
@@ -403,23 +481,49 @@ void HandleKey(KeySym key, int key_status)
       custom_key = setup.input[pnr].key;
 
       for (i=0; i<6; i++)
-       if (key == *key_info[i].keysym_custom)
+       if (key == *key_info[i].key_custom)
          key_action |= key_info[i].action;
 
-      if (key_status == KEY_PRESSED)
+      if (tape.single_step && clear_button_2[pnr])
       {
-       if (network_playing)
-         local_player->potential_action |= key_action;
-       else
-         stored_player[pnr].action |= key_action;
+       stored_player[pnr].action &= ~KEY_BUTTON_2;
+       clear_button_2[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 (network_playing)
-         local_player->potential_action &= ~key_action;
-       else
-         stored_player[pnr].action &= ~key_action;
+       if (key_status == KEY_PRESSED &&
+           (key_action & (KEY_MOTION | KEY_BUTTON_1)))
+       {
+         TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+
+         if (key_action & KEY_MOTION)
+         {
+           if (stored_player[pnr].action & KEY_BUTTON_2)
+             bomb_placed[pnr] = TRUE;
+         }
+       }
+       else if (key_status == KEY_RELEASED &&
+                (key_action & KEY_BUTTON_2))
+       {
+         if (!bomb_placed[pnr])
+         {
+           TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+
+           stored_player[pnr].action |= KEY_BUTTON_2;
+           clear_button_2[pnr] = TRUE;
+         }
+
+         bomb_placed[pnr] = FALSE;
+       }
       }
+      else if (tape.recording && tape.pausing && (key_action & KEY_ACTION))
+       TapeTogglePause(TAPE_TOGGLE_MANUAL);
     }
   }
   else
@@ -427,152 +531,10 @@ void HandleKey(KeySym key, int key_status)
     int i;
 
     for (i=0; i<6; i++)
-      if (key == key_info[i].keysym_default)
+      if (key == key_info[i].key_default)
        joy |= key_info[i].action;
   }
 
-
-#if 0
-
-
-  /* Map cursor keys to joystick directions */
-
-  switch(key)
-  {
-    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 */
-#endif
-    case XK_s:
-      joy |= JOY_BUTTON_1 | JOY_LEFT;
-      break;
-
-#ifndef MSDOS
-    case XK_D:
-#endif
-    case XK_d:
-      joy |= JOY_BUTTON_1 | JOY_RIGHT;
-      break;
-
-#ifndef MSDOS
-    case XK_E:
-#endif
-    case XK_e:
-      joy |= JOY_BUTTON_1 | JOY_UP;
-      break;
-
-#ifndef MSDOS
-    case XK_X:
-#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:
-#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;
-  }
-
-
-#endif
-
-
   if (joy)
   {
     if (key_status == KEY_PRESSED)
@@ -583,108 +545,207 @@ 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 && AllPlayersGone)
+  if ((key == KSYM_Return || key == setup.shortcut.toggle_pause) &&
+      game_status == GAME_MODE_PLAYING && AllPlayersGone)
   {
     CloseDoor(DOOR_CLOSE_1);
-    game_status = MAINMENU;
+    game_status = GAME_MODE_MAIN;
     DrawMainMenu();
     return;
   }
 
-  if (key==XK_Escape && game_status!=MAINMENU) /* quick quit to MAINMENU */
+  /* allow quick escape to the main menu with the Escape key */
+  if (key == KSYM_Escape &&
+      game_status != GAME_MODE_MAIN &&
+      game_status != GAME_MODE_PLAYING &&
+      game_status != GAME_MODE_EDITOR &&
+      game_status != GAME_MODE_LEVELS &&
+      game_status != GAME_MODE_SETUP)
   {
-    CloseDoor(DOOR_CLOSE_1 | DOOR_NO_DELAY);
-    game_status = MAINMENU;
+    game_status = GAME_MODE_MAIN;
     DrawMainMenu();
     return;
   }
 
-  if (game_status==PLAYING && (tape.playing || tape.pausing))
+  /* special key shortcuts */
+  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);
+  }
+
+#if 0
+#ifndef DEBUG
+
+  if (game_status == GAME_MODE_PLAYING && (tape.playing || tape.pausing))
     return;
 
+#endif
+#endif
+
+
+  HandleGadgetsKeyInput(key);
+
   switch(game_status)
   {
-    case TYPENAME:
-      HandleTypeName(0,key);
+    case GAME_MODE_PSEUDO_TYPENAME:
+      HandleTypeName(0, key);
       break;
 
-    case MAINMENU:
-    case CHOOSELEVEL:
-    case SETUP:
-    case SETUPINPUT:
+    case GAME_MODE_MAIN:
+    case GAME_MODE_LEVELS:
+    case GAME_MODE_SETUP:
       switch(key)
       {
-       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);
-         else if (game_status==SETUPINPUT)
-           HandleSetupInputScreen(0,0,0,0,MB_MENU_CHOICE);
+       case KSYM_Return:
+         if (game_status == GAME_MODE_MAIN)
+           HandleMainMenu(0,0, 0,0, MB_MENU_CHOICE);
+          else if (game_status == GAME_MODE_LEVELS)
+            HandleChooseLevel(0,0, 0,0, MB_MENU_CHOICE);
+         else if (game_status == GAME_MODE_SETUP)
+           HandleSetupScreen(0,0, 0,0, MB_MENU_CHOICE);
          break;
 
+       case KSYM_Escape:
+          if (game_status == GAME_MODE_LEVELS)
+            HandleChooseLevel(0,0, 0,0, MB_MENU_LEAVE);
+         else if (game_status == GAME_MODE_SETUP)
+           HandleSetupScreen(0,0, 0,0, MB_MENU_LEAVE);
+         break;
+
+        case KSYM_Page_Up:
+          if (game_status == GAME_MODE_LEVELS)
+            HandleChooseLevel(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);
+         break;
+
+        case KSYM_Page_Down:
+          if (game_status == GAME_MODE_LEVELS)
+            HandleChooseLevel(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);
+         break;
+
+#ifdef DEBUG
+        case KSYM_t:
+         DumpTape(&tape);
+         break;
+#endif
+
        default:
          break;
       }
       break;
 
-    case HELPSCREEN:
+    case GAME_MODE_INFO:
       HandleHelpScreen(MB_RELEASED);
       break;
 
-    case HALLOFFAME:
+    case GAME_MODE_SCORES:
       switch(key)
       {
-       case XK_Return:
-         game_status = MAINMENU;
+       case KSYM_Return:
+         game_status = GAME_MODE_MAIN;
          DrawMainMenu();
          BackToFront();
          break;
 
+        case KSYM_Page_Up:
+         HandleHallOfFame(0,0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
+         break;
+
+        case KSYM_Page_Down:
+         HandleHallOfFame(0,0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
+         break;
+
        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)
       {
+        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:
+       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:
+         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 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
+         {
+           global.fps_slowdown = FALSE;
+           global.fps_slowdown_factor = 1;
+           printf("fps slowdown disabled\n");
+         }
+         break;
 
 #if 0
-       case XK_a:
+       case KSYM_a:
          if (ScrollStepSize == TILEX/8)
            ScrollStepSize = TILEX/4;
          else
@@ -693,30 +754,44 @@ void HandleKey(KeySym key, int key_status)
          break;
 #endif
 
-       case XK_f:
+#if 0
+       case KSYM_m:
+         if (MoveSpeed == 8)
+         {
+           MoveSpeed = 4;
+           ScrollStepSize = TILEX/4;
+         }
+         else
+         {
+           MoveSpeed = 8;
+           ScrollStepSize = TILEX/8;
+         }
+         printf("MoveSpeed == %d\n", MoveSpeed);
+         break;
+#endif
+
+       case KSYM_f:
          ScrollStepSize = TILEX/8;
          printf("ScrollStepSize == %d (1/8)\n", ScrollStepSize);
          break;
 
-       case XK_g:
+       case KSYM_g:
          ScrollStepSize = TILEX/4;
          printf("ScrollStepSize == %d (1/4)\n", ScrollStepSize);
          break;
 
-       case XK_h:
+       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:
+       case KSYM_Q:
+       case KSYM_q:
          local_player->dynamite = 1000;
          break;
 
@@ -724,81 +799,7 @@ void HandleKey(KeySym key, int key_status)
 
 #if 0
 
-       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);
-         }
-         */
-
-         printf("direct_draw == %d\n", setup.direct_draw);
-
-         break;
-
-       case XK_z:
+       case KSYM_z:
          {
            int i;
 
@@ -813,20 +814,6 @@ void HandleKey(KeySym key, int key_status)
            printf("\n");
          }
 
-         break;
-
-       case XK_t:
-         {
-           char *color[] = { "yellow", "red", "green", "blue" };
-
-           do
-             TestPlayer = (TestPlayer + 1) % MAX_PLAYERS;
-           while(!stored_player[TestPlayer].active);
-
-           printf("TestPlayer = %d (%s player)\n",
-                  TestPlayer, color[TestPlayer]);
-         }
-
          break;
 #endif
 #endif
@@ -841,40 +828,20 @@ void HandleKey(KeySym key, int key_status)
   }
 }
 
-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);
     return;
   }
 
+#if defined(PLATFORM_UNIX)
   if (options.network)
     HandleNetworking();
+#endif
 
-  switch(game_status)
-  {
-    case MAINMENU:
-    case CHOOSELEVEL:
-    case HALLOFFAME:
-    case HELPSCREEN:
-    case SETUP:
-    case SETUPINPUT:
-      HandleJoystick();
-      break;
-
-    case PLAYING:
-      HandleJoystick();
-
-      /*
-      HandleGameActions(0);
-      */
-
-      break;
-
-    default:
-      break;
-  }
+  HandleJoystick();
 }
 
 static int HandleJoystickForAllPlayers()
@@ -886,17 +853,18 @@ static int HandleJoystickForAllPlayers()
   {
     byte joy_action = 0;
 
+    /*
     if (!setup.input[i].use_joystick)
       continue;
+      */
 
     joy_action = Joystick(i);
-
     result |= joy_action;
 
-    if (network_playing)
-      local_player->potential_action |= joy_action;
-    else
-      stored_player[i].action |= joy_action;
+    if (!setup.input[i].use_joystick)
+      continue;
+
+    stored_player[i].action = joy_action;
   }
 
   return result;
@@ -918,49 +886,49 @@ void HandleJoystick()
 
   switch(game_status)
   {
-    case MAINMENU:
-    case CHOOSELEVEL:
-    case SETUP:
-    case SETUPINPUT:
+    case GAME_MODE_MAIN:
+    case GAME_MODE_LEVELS:
+    case GAME_MODE_SETUP:
     {
-      static long joystickmove_delay = 0;
+      static unsigned long joystickmove_delay = 0;
 
-      if (joystick && !button && !DelayReached(&joystickmove_delay,150))
+      if (joystick && !button &&
+         !DelayReached(&joystickmove_delay, GADGET_FRAME_DELAY))
        newbutton = dx = dy = 0;
 
-      if (game_status==MAINMENU)
+      if (game_status == GAME_MODE_MAIN)
        HandleMainMenu(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
-      else if (game_status==CHOOSELEVEL)
+      else if (game_status == GAME_MODE_LEVELS)
         HandleChooseLevel(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
-      else if (game_status==SETUP)
+      else if (game_status == GAME_MODE_SETUP)
        HandleSetupScreen(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
-      else if (game_status==SETUPINPUT)
-       HandleSetupInputScreen(0,0,dx,dy,
-                              newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
       break;
     }
 
-    case HALLOFFAME:
-      HandleHallOfFame(!newbutton);
+    case GAME_MODE_SCORES:
+      HandleHallOfFame(0,0, dx,dy, !newbutton);
       break;
 
-    case HELPSCREEN:
+    case GAME_MODE_INFO:
       HandleHelpScreen(!newbutton);
       break;
 
-    case PLAYING:
+    case GAME_MODE_EDITOR:
+      HandleLevelEditorIdle();
+      break;
+
+    case GAME_MODE_PLAYING:
       if (tape.playing || keyboard)
        newbutton = ((joy & JOY_BUTTON) != 0);
 
       if (AllPlayersGone && newbutton)
       {
        CloseDoor(DOOR_CLOSE_1);
-       game_status = MAINMENU;
+       game_status = GAME_MODE_MAIN;
        DrawMainMenu();
        return;
       }
 
-      HandleGameActions();
       break;
 
     default: