#include "network.h"
-#define DEBUG_EVENTS 0
+#define DEBUG_EVENTS 1
static boolean cursor_inside_playfield = FALSE;
void HandleButtonEvent(ButtonEvent *event)
{
#if DEBUG_EVENTS
- printf("::: BUTTON EVENT: button %d %s\n", event->button,
- event->type == EVENT_BUTTONPRESS ? "pressed" : "released");
+ 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;
motion_status = TRUE;
+ Error(ERR_DEBUG, "MOTION EVENT: button %d moved, x/y %d/%d\n",
+ button_status, event->x, event->y);
+
HandleButton(event->x, event->y, button_status, button_status);
}
#if defined(TARGET_SDL2)
void HandleFingerEvent(FingerEvent *event)
{
+#if 0
static int num_events = 0;
int max_events = 10;
+#endif
- // #if DEBUG_EVENTS
+#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->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
int x = (int)(event->x * video.width);
int y = (int)(event->y * video.height);
#endif
#if 1
- if (event->type == EVENT_FINGERPRESS)
+ if (event->type == EVENT_FINGERPRESS ||
+ event->type == EVENT_FINGERMOTION)
button_status = button;
else
button_status = MB_RELEASED;
}
else
{
+#if 1
+ Error(ERR_DEBUG, "::: button_status == %d, button == %d\n",
+ button_status, button);
+#endif
+
+#if 1
HandleButton(x, y, button_status, button);
+#endif
}
#endif
}
void HandleKeyEvent(KeyEvent *event)
{
- int key_status = (event->type==EVENT_KEYPRESS ? KEY_PRESSED : KEY_RELEASED);
+ 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
- printf("::: KEY EVENT: %d %s\n", GetEventKey(event, TRUE),
- event->type == EVENT_KEYPRESS ? "pressed" : "released");
+ Error(ERR_DEBUG, "KEY EVENT: key was %s, keysym.scancode == %d, keysym.sym == %d, resulting key == %d (%s)",
+ event->type == EVENT_KEYPRESS ? "pressed" : "released",
+ event->keysym.scancode,
+ event->keysym.sym,
+ GetEventKey(event, TRUE),
+ 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 (IS_WHEEL_BUTTON(button_nr))
return;
+ Error(ERR_DEBUG, "::: game_status == %d", game_status);
+
switch (game_status)
{
case GAME_MODE_TITLE:
cheat_input[cheat_input_len] = '\0';
#if DEBUG_EVENTS
- printf("::: '%s' [%d]\n", cheat_input, cheat_input_len);
+ Error(ERR_DEBUG, "SPECIAL KEY '%s' [%d]\n", cheat_input, cheat_input_len);
#endif
if (game_status == GAME_MODE_MAIN)