X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fevents.c;h=11fd28f40035daab17fc49caf6e05a0995b8262c;hp=31d45abff4cc3946e05589270ad869d05765e3d4;hb=da0b032a906bd0fdadf798802c04c9084bee074c;hpb=ac173e23840c40f57ca10fc76e5267064faeda55 diff --git a/src/events.c b/src/events.c index 31d45abf..11fd28f4 100644 --- a/src/events.c +++ b/src/events.c @@ -74,6 +74,9 @@ static int FilterEvents(const Event *event) { ((MotionEvent *)event)->x -= video.screen_xoffset; ((MotionEvent *)event)->y -= video.screen_yoffset; + + gfx.mouse_x = ((MotionEvent *)event)->x; + gfx.mouse_y = ((MotionEvent *)event)->y; } // non-motion events are directly passed to event handler functions @@ -215,6 +218,10 @@ static void HandleEvents(void) HandleKeyEvent((KeyEvent *) &event); break; + case EVENT_USER: + HandleUserEvent((UserEvent *) &event); + break; + default: HandleOtherEvents(&event); break; @@ -230,27 +237,6 @@ 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; - case SDL_CONTROLLERBUTTONDOWN: case SDL_CONTROLLERBUTTONUP: // for any game controller button event, disable overlay buttons @@ -268,14 +254,16 @@ void HandleOtherEvents(Event *event) HandleJoystickEvent(event); break; -#if defined(USE_DRAG_AND_DROP) case SDL_DROPBEGIN: case SDL_DROPCOMPLETE: case SDL_DROPFILE: case SDL_DROPTEXT: HandleDropEvent(event); break; -#endif + + case EVENT_QUIT: + CloseAllAndExit(0); + break; default: break; @@ -405,7 +393,10 @@ void ClearPlayerAction(void) // simulate key release events for still pressed keys key_joystick_mapping = 0; for (i = 0; i < MAX_PLAYERS; i++) + { stored_player[i].action = 0; + stored_player[i].snap_action = 0; + } ClearJoystickState(); ClearPlayerMouseAction(); @@ -439,58 +430,6 @@ static void SetPlayerMouseAction(int mx, int my, int button) SetTileCursorXY(lx, ly); } -void SleepWhileUnmapped(void) -{ - boolean window_unmapped = TRUE; - - KeyboardAutoRepeatOn(); - - while (window_unmapped) - { - Event event; - - if (!WaitValidEvent(&event)) - continue; - - switch (event.type) - { - case EVENT_BUTTONRELEASE: - button_status = MB_RELEASED; - break; - - case EVENT_KEYRELEASE: - key_joystick_mapping = 0; - break; - - case SDL_CONTROLLERBUTTONUP: - HandleJoystickEvent(&event); - key_joystick_mapping = 0; - break; - - case EVENT_MAPNOTIFY: - window_unmapped = FALSE; - break; - - 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 == GAME_MODE_PLAYING) - KeyboardAutoRepeatOffUnlessAutoplay(); -} - -void HandleExposeEvent(ExposeEvent *event) -{ -} - void HandleButtonEvent(ButtonEvent *event) { #if DEBUG_EVENTS_BUTTON @@ -683,6 +622,7 @@ static struct SDL_FingerID finger_id; int counter; Key key; + byte action; } touch_info[NUM_TOUCH_FINGERS]; static void HandleFingerEvent_VirtualButtons(FingerEvent *event) @@ -811,6 +751,9 @@ static void HandleFingerEvent_VirtualButtons(FingerEvent *event) { HandleKey(touch_info[i].key, KEY_RELEASED); + // undraw previous grid button when moving finger away + overlay.grid_button_action &= ~touch_info[i].action; + Error(ERR_DEBUG, "=> key == '%s', key_status == '%s' [slot %d] [2]", getKeyNameFromKey(touch_info[i].key), "KEY_RELEASED", i); } @@ -828,6 +771,7 @@ static void HandleFingerEvent_VirtualButtons(FingerEvent *event) touch_info[i].finger_id = event->fingerId; touch_info[i].counter = Counter(); touch_info[i].key = key; + touch_info[i].action = grid_button_action; } else { @@ -843,6 +787,7 @@ static void HandleFingerEvent_VirtualButtons(FingerEvent *event) touch_info[i].finger_id = 0; touch_info[i].counter = 0; touch_info[i].key = 0; + touch_info[i].action = JOY_NO_ACTION; } } } @@ -1009,6 +954,8 @@ void HandleFingerEvent(FingerEvent *event) event->pressure); #endif + runtime.uses_touch_device = TRUE; + if (game_status != GAME_MODE_PLAYING) return; @@ -1481,54 +1428,7 @@ void HandleKeyEvent(KeyEvent *event) HandleKey(key, key_status); } -void HandleFocusEvent(FocusChangeEvent *event) -{ - static int old_joystick_status = -1; - - if (event->type == EVENT_FOCUSOUT) - { - KeyboardAutoRepeatOn(); - old_joystick_status = joystick.status; - joystick.status = JOYSTICK_NOT_AVAILABLE; - - ClearPlayerAction(); - } - else if (event->type == EVENT_FOCUSIN) - { - /* 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; - } -} - -void HandleClientMessageEvent(ClientMessageEvent *event) -{ - if (CheckCloseWindowEvent(event)) - CloseAllAndExit(0); -} - -#if defined(USE_DRAG_AND_DROP) -static boolean HandleDropFileEvent(char *filename) +static int HandleDropFileEvent(char *filename) { Error(ERR_DEBUG, "DROP FILE EVENT: '%s'", filename); @@ -1537,7 +1437,7 @@ static boolean HandleDropFileEvent(char *filename) { Error(ERR_WARN, "file '%s' not supported", filename); - return FALSE; + return TREE_TYPE_UNDEFINED; } TreeInfo *tree_node = NULL; @@ -1548,7 +1448,7 @@ static boolean HandleDropFileEvent(char *filename) { Error(ERR_WARN, "zip file '%s' has invalid content!", filename); - return FALSE; + return TREE_TYPE_UNDEFINED; } if (tree_type == TREE_TYPE_LEVEL_DIR && @@ -1574,7 +1474,7 @@ static boolean HandleDropFileEvent(char *filename) { // error message already issued by "ExtractZipFileIntoDirectory()" - return FALSE; + return TREE_TYPE_UNDEFINED; } // add extracted level or artwork set to tree info structure @@ -1583,7 +1483,7 @@ static boolean HandleDropFileEvent(char *filename) // update menu screen (and possibly change current level set) DrawScreenAfterAddingSet(top_dir, tree_type); - return TRUE; + return tree_type; } static void HandleDropTextEvent(char *text) @@ -1591,29 +1491,93 @@ static void HandleDropTextEvent(char *text) Error(ERR_DEBUG, "DROP TEXT EVENT: '%s'", text); } +static void HandleDropCompleteEvent(int num_level_sets_succeeded, + int num_artwork_sets_succeeded, + int num_files_failed) +{ + // only show request dialog if no other request dialog already active + if (game.request_active) + return; + + // this case can happen with drag-and-drop with older SDL versions + if (num_level_sets_succeeded == 0 && + num_artwork_sets_succeeded == 0 && + num_files_failed == 0) + return; + + char message[100]; + + if (num_level_sets_succeeded > 0 || num_artwork_sets_succeeded > 0) + { + char message_part1[50]; + + sprintf(message_part1, "New %s set%s added", + (num_artwork_sets_succeeded == 0 ? "level" : + num_level_sets_succeeded == 0 ? "artwork" : "level and artwork"), + (num_level_sets_succeeded + + num_artwork_sets_succeeded > 1 ? "s" : "")); + + if (num_files_failed > 0) + sprintf(message, "%s, but %d dropped file%s failed!", + message_part1, num_files_failed, num_files_failed > 1 ? "s" : ""); + else + sprintf(message, "%s!", message_part1); + } + else if (num_files_failed > 0) + { + sprintf(message, "Failed to process dropped file%s!", + num_files_failed > 1 ? "s" : ""); + } + + Request(message, REQ_CONFIRM); +} + void HandleDropEvent(Event *event) { - static int files_succeeded = 0; - static int files_failed = 0; + static boolean confirm_on_drop_complete = FALSE; + static int num_level_sets_succeeded = 0; + static int num_artwork_sets_succeeded = 0; + static int num_files_failed = 0; switch (event->type) { case SDL_DROPBEGIN: { - files_succeeded = 0; - files_failed = 0; + confirm_on_drop_complete = TRUE; + num_level_sets_succeeded = 0; + num_artwork_sets_succeeded = 0; + num_files_failed = 0; break; } case SDL_DROPFILE: { - boolean success = HandleDropFileEvent(event->drop.file); - - if (success) - files_succeeded++; + int tree_type = HandleDropFileEvent(event->drop.file); + + if (tree_type == TREE_TYPE_LEVEL_DIR) + num_level_sets_succeeded++; + else if (tree_type == TREE_TYPE_GRAPHICS_DIR || + tree_type == TREE_TYPE_SOUNDS_DIR || + tree_type == TREE_TYPE_MUSIC_DIR) + num_artwork_sets_succeeded++; else - files_failed++; + num_files_failed++; + + // SDL_DROPBEGIN / SDL_DROPCOMPLETE did not exist in older SDL versions + if (!confirm_on_drop_complete) + { + // process all remaining events, including further SDL_DROPFILE events + ClearEventQueue(); + + HandleDropCompleteEvent(num_level_sets_succeeded, + num_artwork_sets_succeeded, + num_files_failed); + + num_level_sets_succeeded = 0; + num_artwork_sets_succeeded = 0; + num_files_failed = 0; + } break; } @@ -1627,17 +1591,9 @@ void HandleDropEvent(Event *event) case SDL_DROPCOMPLETE: { - // only show request dialog if no other request dialog already active - if (!game.request_active) - { - if (files_succeeded > 0 && files_failed > 0) - Request("New level or artwork set(s) added, " - "but some dropped file(s) failed!", REQ_CONFIRM); - else if (files_succeeded > 0) - Request("New level or artwork set(s) added!", REQ_CONFIRM); - else if (files_failed > 0) - Request("Failed to process dropped file(s)!", REQ_CONFIRM); - } + HandleDropCompleteEvent(num_level_sets_succeeded, + num_artwork_sets_succeeded, + num_files_failed); break; } @@ -1646,7 +1602,15 @@ void HandleDropEvent(Event *event) if (event->drop.file != NULL) SDL_free(event->drop.file); } -#endif + +void HandleUserEvent(UserEvent *event) +{ + switch (event->code) + { + default: + break; + } +} void HandleButton(int mx, int my, int button, int button_nr) { @@ -1679,7 +1643,7 @@ void HandleButton(int mx, int my, int button, int button_nr) !virtual_button_pressed)); #endif - if (HandleGlobalAnimClicks(mx, my, button)) + if (HandleGlobalAnimClicks(mx, my, button, FALSE)) { // do not handle this button event anymore return; // force mouse event not to be handled at all @@ -2181,9 +2145,12 @@ void HandleKey(Key key, int key_status) return; } - if (HandleGlobalAnimClicks(-1, -1, (key == KSYM_space || - key == KSYM_Return || - key == KSYM_Escape))) + // some key events are handled like clicks for global animations + boolean click = (key == KSYM_space || + key == KSYM_Return || + key == KSYM_Escape); + + if (click && HandleGlobalAnimClicks(-1, -1, MB_LEFTBUTTON, TRUE)) { // do not handle this key event anymore if (key != KSYM_Escape) // always allow ESC key to be handled @@ -2494,7 +2461,7 @@ void HandleJoystick(void) int dy = (up ? -1 : down ? 1 : 0); boolean use_delay_value_first = (joytest != joytest_last); - if (HandleGlobalAnimClicks(-1, -1, newbutton)) + if (HandleGlobalAnimClicks(-1, -1, newbutton, FALSE)) { // do not handle this button event anymore return;