added enabling/disabling virtual button overlay depending on input events
[rocksndiamonds.git] / src / tools.c
index 133a8265d6eee5631b1db356305c27e24218e554..a766c2d668f459149e2d87726a007fbe4b7708e0 100644 (file)
@@ -759,6 +759,13 @@ void BackToFront()
       y2 = MAX(y2, EY + EYSIZE);
     }
 
+    // make sure that at least one pixel is blitted, and inside the screen
+    // (else nothing is blitted, causing the animations not to be updated)
+    x1 = MIN(MAX(0, x1), WIN_XSIZE - 1);
+    y1 = MIN(MAX(0, y1), WIN_YSIZE - 1);
+    x2 = MIN(MAX(1, x2), WIN_XSIZE);
+    y2 = MIN(MAX(1, y2), WIN_YSIZE);
+
     BlitBitmap(backbuffer, window, x1, y1, x2 - x1, y2 - y1, x1, y1);
   }
 
@@ -926,6 +933,10 @@ void FadeIn(int fade_mask)
   FADE_SXSIZE = FULL_SXSIZE;
   FADE_SYSIZE = FULL_SYSIZE;
 
+  if (game_status == GAME_MODE_PLAYING &&
+      strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
+    SetOverlayActive(TRUE);
+
   SetScreenStates_AfterFadingIn();
 
   // force update of global animation status in case of rapid screen changes
@@ -941,6 +952,8 @@ void FadeOut(int fade_mask)
 
   SetScreenStates_BeforeFadingOut();
 
+  SetOverlayActive(FALSE);
+
 #if 0
   DrawMaskedBorder(REDRAW_ALL);
 #endif
@@ -3723,6 +3736,9 @@ void WaitForEventToContinue()
 {
   boolean still_wait = TRUE;
 
+  if (program.headless)
+    return;
+
   /* simulate releasing mouse button over last gadget, if still pressed */
   if (button_status)
     HandleGadgets(-1, -1, 0);
@@ -3870,6 +3886,19 @@ static int RequestHandleEvents(unsigned int req_state)
            break;
          }
 
+#if defined(TARGET_SDL2)
+         case SDL_WINDOWEVENT:
+           HandleWindowEvent((WindowEvent *) &event);
+           break;
+
+         case SDL_APP_WILLENTERBACKGROUND:
+         case SDL_APP_DIDENTERBACKGROUND:
+         case SDL_APP_WILLENTERFOREGROUND:
+         case SDL_APP_DIDENTERFOREGROUND:
+           HandlePauseResumeEvent((PauseResumeEvent *) &event);
+           break;
+#endif
+
          case EVENT_KEYPRESS:
          {
            Key key = GetEventKey((KeyEvent *)&event, TRUE);
@@ -3884,6 +3913,9 @@ static int RequestHandleEvents(unsigned int req_state)
              case KSYM_Return:
 #if defined(TARGET_SDL2)
              case KSYM_Menu:
+#if defined(KSYM_Rewind)
+             case KSYM_Rewind:         /* for Amazon Fire TV remote */
+#endif
 #endif
                result = 1;
                break;
@@ -3891,6 +3923,9 @@ static int RequestHandleEvents(unsigned int req_state)
              case KSYM_Escape:
 #if defined(TARGET_SDL2)
              case KSYM_Back:
+#if defined(KSYM_FastForward)
+             case KSYM_FastForward:    /* for Amazon Fire TV remote */
+#endif
 #endif
                result = 0;
                break;
@@ -3910,6 +3945,35 @@ static int RequestHandleEvents(unsigned int req_state)
            ClearPlayerAction();
            break;
 
+#if defined(TARGET_SDL2)
+         case SDL_CONTROLLERBUTTONDOWN:
+           switch (event.cbutton.button)
+           {
+             case SDL_CONTROLLER_BUTTON_A:
+             case SDL_CONTROLLER_BUTTON_X:
+             case SDL_CONTROLLER_BUTTON_LEFTSHOULDER:
+               result = 1;
+               break;
+
+             case SDL_CONTROLLER_BUTTON_B:
+             case SDL_CONTROLLER_BUTTON_Y:
+             case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER:
+             case SDL_CONTROLLER_BUTTON_BACK:
+               result = 0;
+               break;
+           }
+
+           if (req_state & REQ_PLAYER)
+             result = 0;
+
+           break;
+
+         case SDL_CONTROLLERBUTTONUP:
+           HandleJoystickEvent(&event);
+           ClearPlayerAction();
+           break;
+#endif
+
          default:
            HandleOtherEvents(&event);
            break;
@@ -4211,10 +4275,19 @@ static boolean RequestEnvelope(char *text, unsigned int req_state)
 
 boolean Request(char *text, unsigned int req_state)
 {
+  boolean overlay_active = GetOverlayActive();
+  boolean result;
+
+  SetOverlayActive(FALSE);
+
   if (global.use_envelope_request)
-    return RequestEnvelope(text, req_state);
+    result = RequestEnvelope(text, req_state);
   else
-    return RequestDoor(text, req_state);
+    result = RequestDoor(text, req_state);
+
+  SetOverlayActive(overlay_active);
+
+  return result;
 }
 
 static int compareDoorPartOrderInfo(const void *object1, const void *object2)
@@ -8383,7 +8456,37 @@ void PlayMenuMusicExt(int music)
 
 void PlayMenuMusic()
 {
-  PlayMenuMusicExt(menu.music[game_status]);
+  char *curr_music = getCurrentlyPlayingMusicFilename();
+  char *next_music = getMusicListEntry(menu.music[game_status])->filename;
+
+  if (!strEqual(curr_music, next_music))
+    PlayMenuMusicExt(menu.music[game_status]);
+}
+
+void PlayMenuSoundsAndMusic()
+{
+  PlayMenuSound();
+  PlayMenuMusic();
+}
+
+static void FadeMenuSounds()
+{
+  FadeSounds();
+}
+
+static void FadeMenuMusic()
+{
+  char *curr_music = getCurrentlyPlayingMusicFilename();
+  char *next_music = getMusicListEntry(menu.music[game_status])->filename;
+
+  if (!strEqual(curr_music, next_music))
+    FadeMusic();
+}
+
+void FadeMenuSoundsAndMusic()
+{
+  FadeMenuSounds();
+  FadeMenuMusic();
 }
 
 void PlaySoundActivating()
@@ -8479,6 +8582,8 @@ void SetAnimStatus(int anim_status_new)
 {
   if (anim_status_new == GAME_MODE_MAIN)
     anim_status_new = GAME_MODE_PSEUDO_MAINONLY;
+  else if (anim_status_new == GAME_MODE_SCORES)
+    anim_status_new = GAME_MODE_PSEUDO_SCORESOLD;
 
   global.anim_status_next = anim_status_new;
 
@@ -8492,6 +8597,9 @@ void SetAnimStatus(int anim_status_new)
 
 void SetGameStatus(int game_status_new)
 {
+  if (game_status_new != game_status)
+    game_status_last_screen = game_status;
+
   game_status = game_status_new;
 
   SetAnimStatus(game_status_new);