X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fevents.c;h=134a5e73f536a54d9ac7288c7502df7a69a62ce5;hp=b9e4e9a2a5127bcd3a007623d04672f7aab6e3fb;hb=00383dd409fde133c6738231abfcee662c03087c;hpb=05c80e257e74b9f48c5d4b5cc807db0a4fb82fd2 diff --git a/src/events.c b/src/events.c index b9e4e9a2..abf74ba5 100644 --- a/src/events.c +++ b/src/events.c @@ -1,15 +1,15 @@ -/*********************************************************** -* 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 * -*----------------------------------------------------------* -* events.c * -***********************************************************/ +// ============================================================================ +// Rocks'n'Diamonds - McDuffin Strikes Back! +// ---------------------------------------------------------------------------- +// (c) 1995-2014 by Artsoft Entertainment +// Holger Schemel +// info@artsoft.org +// http://www.artsoft.org/ +// ---------------------------------------------------------------------------- +// events.c +// ============================================================================ + +#include "libgame/libgame.h" #include "events.h" #include "init.h" @@ -17,110 +17,330 @@ #include "tools.h" #include "game.h" #include "editor.h" -#include "misc.h" +#include "files.h" #include "tape.h" -#include "joystick.h" -#include "buttons.h" +#include "anim.h" #include "network.h" -/* values for key_status */ -#define KEY_NOT_PRESSED FALSE -#define KEY_RELEASED FALSE -#define KEY_PRESSED TRUE -void EventLoop(void) +#define DEBUG_EVENTS 0 + +#define DEBUG_EVENTS_BUTTON (DEBUG_EVENTS * 0) +#define DEBUG_EVENTS_MOTION (DEBUG_EVENTS * 0) +#define DEBUG_EVENTS_WHEEL (DEBUG_EVENTS * 1) +#define DEBUG_EVENTS_WINDOW (DEBUG_EVENTS * 0) +#define DEBUG_EVENTS_FINGER (DEBUG_EVENTS * 0) +#define DEBUG_EVENTS_TEXT (DEBUG_EVENTS * 1) +#define DEBUG_EVENTS_KEY (DEBUG_EVENTS * 1) + + +static boolean cursor_inside_playfield = FALSE; +static int cursor_mode_last = CURSOR_DEFAULT; +static unsigned int special_cursor_delay = 0; +static unsigned int special_cursor_delay_value = 1000; + +/* 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') */ + +/* event filter addition for SDL2: as SDL2 does not have a function to enable + or disable keyboard auto-repeat, filter repeated keyboard events instead */ + +static int FilterEvents(const Event *event) { - while(1) + MotionEvent *motion; + +#if defined(TARGET_SDL2) + /* skip repeated key press events if keyboard auto-repeat is disabled */ + if (event->type == EVENT_KEYPRESS && + event->key.repeat && + !keyrepeat_status) + return 0; +#endif + + if (event->type == EVENT_BUTTONPRESS || + event->type == EVENT_BUTTONRELEASE) { - if (XPending(display)) /* got event from X server */ - { - XEvent event; + ((ButtonEvent *)event)->x -= video.screen_xoffset; + ((ButtonEvent *)event)->y -= video.screen_yoffset; + } + else if (event->type == EVENT_MOTIONNOTIFY) + { + ((MotionEvent *)event)->x -= video.screen_xoffset; + ((MotionEvent *)event)->y -= video.screen_yoffset; + } - XNextEvent(display, &event); + /* non-motion events are directly passed to event handler functions */ + if (event->type != EVENT_MOTIONNOTIFY) + return 1; - switch(event.type) - { - case ButtonPress: - case ButtonRelease: - HandleButtonEvent((XButtonEvent *) &event); - break; + motion = (MotionEvent *)event; + cursor_inside_playfield = (motion->x >= SX && motion->x < SX + SXSIZE && + motion->y >= SY && motion->y < SY + SYSIZE); - case MotionNotify: - HandleMotionEvent((XMotionEvent *) &event); - break; + /* do no reset mouse cursor before all pending events have been processed */ + if (gfx.cursor_mode == cursor_mode_last && + ((game_status == GAME_MODE_TITLE && + gfx.cursor_mode == CURSOR_NONE) || + (game_status == GAME_MODE_PLAYING && + gfx.cursor_mode == CURSOR_PLAYFIELD))) + { + SetMouseCursor(CURSOR_DEFAULT); - case KeyPress: - case KeyRelease: - HandleKeyEvent((XKeyEvent *) &event); - break; + DelayReached(&special_cursor_delay, 0); - default: - HandleOtherEvents(&event); - break; - } - } + cursor_mode_last = CURSOR_DEFAULT; + } - HandleNoXEvent(); + /* 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; - /* don't use all CPU time when idle; the main loop while playing - has its own synchronization and is CPU friendly, too */ + return 1; +} + +/* to prevent delay problems, skip mouse motion events if the very next + event is also a mouse motion event (and therefore effectively only + handling the last of a row of mouse motion events in the event queue) */ + +static boolean SkipPressedMouseMotionEvent(const Event *event) +{ + /* nothing to do if the current event is not a mouse motion event */ + if (event->type != EVENT_MOTIONNOTIFY) + return FALSE; + + /* only skip motion events with pressed button outside the game */ + if (button_status == MB_RELEASED || game_status == GAME_MODE_PLAYING) + return FALSE; - if (game_status != PLAYING) + if (PendingEvent()) + { + Event next_event; + + PeekEvent(&next_event); + + /* if next event is also a mouse motion event, skip the current one */ + if (next_event.type == EVENT_MOTIONNOTIFY) + return TRUE; + } + + return FALSE; +} + +/* this is especially needed for event modifications for the Android target: + if mouse coordinates should be modified in the event filter function, + using a properly installed SDL event filter does not work, because in + the event filter, mouse coordinates in the event structure are still + physical pixel positions, not logical (scaled) screen positions, so this + has to be handled at a later stage in the event processing functions + (when device pixel positions are already converted to screen positions) */ + +boolean NextValidEvent(Event *event) +{ + while (PendingEvent()) + { + boolean handle_this_event = FALSE; + + NextEvent(event); + + if (FilterEvents(event)) + handle_this_event = TRUE; + + if (SkipPressedMouseMotionEvent(event)) + handle_this_event = FALSE; + + if (handle_this_event) + return TRUE; + } + + return FALSE; +} + +void HandleEvents() +{ + Event event; + unsigned int event_frame_delay = 0; + unsigned int event_frame_delay_value = GAME_FRAME_DELAY; + + ResetDelayCounter(&event_frame_delay); + + while (NextValidEvent(&event)) + { + switch (event.type) { - XSync(display, FALSE); - Delay(10); - } + case EVENT_BUTTONPRESS: + case EVENT_BUTTONRELEASE: + HandleButtonEvent((ButtonEvent *) &event); + break; - /* refresh window contents from drawing buffer, if needed */ - BackToFront(); + case EVENT_MOTIONNOTIFY: + HandleMotionEvent((MotionEvent *) &event); + break; - if (game_status == EXITGAME) - return; +#if defined(TARGET_SDL2) + case EVENT_WHEELMOTION: + HandleWheelEvent((WheelEvent *) &event); + break; + + case SDL_WINDOWEVENT: + HandleWindowEvent((WindowEvent *) &event); + break; + + case EVENT_FINGERPRESS: + case EVENT_FINGERRELEASE: + case EVENT_FINGERMOTION: + HandleFingerEvent((FingerEvent *) &event); + break; + + case EVENT_TEXTINPUT: + HandleTextEvent((TextEvent *) &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: + case EVENT_KEYRELEASE: + HandleKeyEvent((KeyEvent *) &event); + break; + + default: + HandleOtherEvents(&event); + break; + } + + // do not handle events for longer than standard frame delay period + if (DelayReached(&event_frame_delay, event_frame_delay_value)) + break; } } -void HandleOtherEvents(XEvent *event) +void HandleOtherEvents(Event *event) { - switch(event->type) + 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; + + case SDL_SYSWMEVENT: + HandleWindowManagerEvent(event); + break; +#endif + default: break; } } +void HandleMouseCursor() +{ + if (game_status == GAME_MODE_TITLE) + { + /* when showing title screens, hide mouse pointer (if not moved) */ + + if (gfx.cursor_mode != CURSOR_NONE && + DelayReached(&special_cursor_delay, special_cursor_delay_value)) + { + SetMouseCursor(CURSOR_NONE); + } + } + else if (game_status == GAME_MODE_PLAYING && (!tape.pausing || + tape.single_step)) + { + /* when playing, display a special mouse pointer inside the playfield */ + + if (gfx.cursor_mode != CURSOR_PLAYFIELD && + cursor_inside_playfield && + DelayReached(&special_cursor_delay, special_cursor_delay_value)) + { + SetMouseCursor(CURSOR_PLAYFIELD); + } + } + else if (gfx.cursor_mode != CURSOR_DEFAULT) + { + SetMouseCursor(CURSOR_DEFAULT); + } + + /* this is set after all pending events have been processed */ + cursor_mode_last = gfx.cursor_mode; +} + +void EventLoop(void) +{ + while (1) + { + if (PendingEvent()) + HandleEvents(); + else + HandleMouseCursor(); + + /* also execute after pending events have been processed before */ + 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 == GAME_MODE_PLAYING) + HandleGameActions(); + + /* always copy backbuffer to visible screen for every video frame */ + BackToFront(); + + /* reset video frame delay to default (may change again while playing) */ + SetVideoFrameDelay(MenuFrameDelay); + + if (game_status == GAME_MODE_QUIT) + return; + } +} + void ClearEventQueue() { - while(XPending(display)) + while (PendingEvent()) { - XEvent event; + Event event; - XNextEvent(display, &event); + NextEvent(&event); - switch(event.type) + switch (event.type) { - case ButtonRelease: + case EVENT_BUTTONRELEASE: button_status = MB_RELEASED; break; - case KeyRelease: - key_joystick_mapping = 0; + case EVENT_KEYRELEASE: + ClearPlayerAction(); break; default: @@ -130,33 +350,43 @@ 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) + while (window_unmapped) { - XEvent event; + Event event; - XNextEvent(display, &event); + NextEvent(&event); - switch(event.type) + 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. @@ -169,262 +399,1233 @@ void SleepWhileUnmapped() } } - if (game_status==PLAYING) - XAutoRepeatOff(display); + if (game_status == GAME_MODE_PLAYING) + KeyboardAutoRepeatOffUnlessAutoplay(); +} + +void HandleExposeEvent(ExposeEvent *event) +{ +} + +void HandleButtonEvent(ButtonEvent *event) +{ +#if DEBUG_EVENTS_BUTTON + 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 + +#if defined(HAS_SCREEN_KEYBOARD) + if (video.shifted_up) + event->y += video.shifted_up_pos; +#endif + + motion_status = FALSE; + + if (event->type == EVENT_BUTTONPRESS) + button_status = event->button; + else + button_status = MB_RELEASED; + + HandleButton(event->x, event->y, button_status, event->button); } -void HandleExposeEvent(XExposeEvent *event) +void HandleMotionEvent(MotionEvent *event) +{ + if (button_status == MB_RELEASED && game_status != GAME_MODE_EDITOR) + return; + + motion_status = TRUE; + +#if DEBUG_EVENTS_MOTION + Error(ERR_DEBUG, "MOTION EVENT: button %d moved, x/y %d/%d\n", + button_status, event->x, event->y); +#endif + + HandleButton(event->x, event->y, button_status, button_status); +} + +#if defined(TARGET_SDL2) + +void HandleWheelEvent(WheelEvent *event) { - int x = event->x, y = event->y; - int width = event->width, height = event->height; + int button_nr; - if (setup.direct_draw && game_status==PLAYING) +#if DEBUG_EVENTS_WHEEL +#if 1 + Error(ERR_DEBUG, "WHEEL EVENT: mouse == %d, x/y == %d/%d\n", + event->which, event->x, event->y); +#else + // (SDL_MOUSEWHEEL_NORMAL/SDL_MOUSEWHEEL_FLIPPED needs SDL 2.0.4 or newer) + Error(ERR_DEBUG, "WHEEL EVENT: mouse == %d, x/y == %d/%d, direction == %s\n", + event->which, event->x, event->y, + (event->direction == SDL_MOUSEWHEEL_NORMAL ? "SDL_MOUSEWHEEL_NORMAL" : + "SDL_MOUSEWHEEL_FLIPPED")); +#endif +#endif + + button_nr = (event->x < 0 ? MB_WHEEL_LEFT : + event->x > 0 ? MB_WHEEL_RIGHT : + event->y < 0 ? MB_WHEEL_DOWN : + event->y > 0 ? MB_WHEEL_UP : 0); + +#if defined(PLATFORM_WIN32) || defined(PLATFORM_MACOSX) + // accelerated mouse wheel available on Mac and Windows + wheel_steps = (event->x ? ABS(event->x) : ABS(event->y)); +#else + // no accelerated mouse wheel available on Unix/Linux + wheel_steps = DEFAULT_WHEEL_STEPS; +#endif + + motion_status = FALSE; + + button_status = button_nr; + HandleButton(0, 0, button_status, -button_nr); + + button_status = MB_RELEASED; + HandleButton(0, 0, button_status, -button_nr); +} + +void HandleWindowEvent(WindowEvent *event) +{ +#if DEBUG_EVENTS_WINDOW + int subtype = event->event; + + char *event_name = + (subtype == SDL_WINDOWEVENT_SHOWN ? "SDL_WINDOWEVENT_SHOWN" : + subtype == SDL_WINDOWEVENT_HIDDEN ? "SDL_WINDOWEVENT_HIDDEN" : + subtype == SDL_WINDOWEVENT_EXPOSED ? "SDL_WINDOWEVENT_EXPOSED" : + subtype == SDL_WINDOWEVENT_MOVED ? "SDL_WINDOWEVENT_MOVED" : + subtype == SDL_WINDOWEVENT_SIZE_CHANGED ? "SDL_WINDOWEVENT_SIZE_CHANGED" : + subtype == SDL_WINDOWEVENT_RESIZED ? "SDL_WINDOWEVENT_RESIZED" : + subtype == SDL_WINDOWEVENT_MINIMIZED ? "SDL_WINDOWEVENT_MINIMIZED" : + subtype == SDL_WINDOWEVENT_MAXIMIZED ? "SDL_WINDOWEVENT_MAXIMIZED" : + subtype == SDL_WINDOWEVENT_RESTORED ? "SDL_WINDOWEVENT_RESTORED" : + subtype == SDL_WINDOWEVENT_ENTER ? "SDL_WINDOWEVENT_ENTER" : + subtype == SDL_WINDOWEVENT_LEAVE ? "SDL_WINDOWEVENT_LEAVE" : + subtype == SDL_WINDOWEVENT_FOCUS_GAINED ? "SDL_WINDOWEVENT_FOCUS_GAINED" : + subtype == SDL_WINDOWEVENT_FOCUS_LOST ? "SDL_WINDOWEVENT_FOCUS_LOST" : + subtype == SDL_WINDOWEVENT_CLOSE ? "SDL_WINDOWEVENT_CLOSE" : + "(UNKNOWN)"); + + Error(ERR_DEBUG, "WINDOW EVENT: '%s', %ld, %ld", + event_name, event->data1, event->data2); +#endif + +#if 0 + // (not needed, as the screen gets redrawn every 20 ms anyway) + if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED || + event->event == SDL_WINDOWEVENT_RESIZED || + event->event == SDL_WINDOWEVENT_EXPOSED) + SDLRedrawWindow(); +#endif + + if (event->event == SDL_WINDOWEVENT_RESIZED) { - int xx,yy; - int x1 = (x-SX)/TILEX, y1 = (y-SY)/TILEY; - int x2 = (x-SX+width)/TILEX, y2 = (y-SY+height)/TILEY; + if (!video.fullscreen_enabled) + { + int new_window_width = event->data1; + int new_window_height = event->data2; + + // if window size has changed after resizing, calculate new scaling factor + if (new_window_width != video.window_width || + new_window_height != video.window_height) + { + int new_xpercent = (100 * new_window_width / video.screen_width); + int new_ypercent = (100 * new_window_height / video.screen_height); + + // (extreme window scaling allowed, but cannot be saved permanently) + video.window_scaling_percent = MIN(new_xpercent, new_ypercent); + setup.window_scaling_percent = + MIN(MAX(MIN_WINDOW_SCALING_PERCENT, video.window_scaling_percent), + MAX_WINDOW_SCALING_PERCENT); + + video.window_width = new_window_width; + video.window_height = new_window_height; - SetDrawtoField(DRAW_BACKBUFFER); + if (game_status == GAME_MODE_SETUP) + RedrawSetupScreenAfterFullscreenToggle(); - for(xx=0; xx=x1 && xx<=x2 && yy>=y1 && yy<=y2) - DrawScreenField(xx,yy); - DrawAllPlayers(); + SetWindowTitle(); + } + } +#if defined(PLATFORM_ANDROID) + else + { + int new_display_width = event->data1; + int new_display_height = event->data2; - SetDrawtoField(DRAW_DIRECT); + // if fullscreen display size has changed, device has been rotated + if (new_display_width != video.display_width || + new_display_height != video.display_height) + { + video.display_width = new_display_width; + video.display_height = new_display_height; + + SDLSetScreenProperties(); + } + } +#endif } +} + +#define NUM_TOUCH_FINGERS 3 - if (setup.soft_scrolling && game_status == PLAYING) +static struct +{ + boolean touched; + SDL_FingerID finger_id; + int counter; + Key key; +} touch_info[NUM_TOUCH_FINGERS]; + +void HandleFingerEvent(FingerEvent *event) +{ + static Key motion_key_x = KSYM_UNDEFINED; + static Key motion_key_y = KSYM_UNDEFINED; + static Key button_key = KSYM_UNDEFINED; + static float motion_x1, motion_y1; + static float button_x1, button_y1; + static SDL_FingerID motion_id = -1; + static SDL_FingerID button_id = -1; + int move_trigger_distance_percent = setup.touch.move_distance; + int drop_trigger_distance_percent = setup.touch.drop_distance; + float move_trigger_distance = (float)move_trigger_distance_percent / 100; + float drop_trigger_distance = (float)drop_trigger_distance_percent / 100; + float event_x = event->x; + float event_y = event->y; + +#if DEBUG_EVENTS_FINGER + 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->touchId, + event->fingerId, + event->x, event->y, + event->dx, event->dy, + event->pressure); +#endif + + if (game_status != GAME_MODE_PLAYING) + return; + + if (strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER)) + return; + + if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS)) { - int fx = FX, fy = FY; + int key_status = (event->type == EVENT_FINGERRELEASE ? KEY_RELEASED : + KEY_PRESSED); + float ypos = 1.0 - 1.0 / 3.0 * video.display_width / video.display_height; + + event_y = (event_y - ypos) / (1 - ypos); + + Key key = (event_x > 0 && event_x < 1.0 / 6.0 && + event_y > 2.0 / 3.0 && event_y < 1 ? + setup.input[0].key.snap : + event_x > 1.0 / 6.0 && event_x < 1.0 / 3.0 && + event_y > 2.0 / 3.0 && event_y < 1 ? + setup.input[0].key.drop : + event_x > 7.0 / 9.0 && event_x < 8.0 / 9.0 && + event_y > 0 && event_y < 1.0 / 3.0 ? + setup.input[0].key.up : + event_x > 6.0 / 9.0 && event_x < 7.0 / 9.0 && + event_y > 1.0 / 3.0 && event_y < 2.0 / 3.0 ? + setup.input[0].key.left : + event_x > 8.0 / 9.0 && event_x < 1 && + event_y > 1.0 / 3.0 && event_y < 2.0 / 3.0 ? + setup.input[0].key.right : + event_x > 7.0 / 9.0 && event_x < 8.0 / 9.0 && + event_y > 2.0 / 3.0 && event_y < 1 ? + setup.input[0].key.down : + KSYM_UNDEFINED); + + char *key_status_name = (key_status == KEY_RELEASED ? "KEY_RELEASED" : + "KEY_PRESSED"); + int i; + + Error(ERR_DEBUG, "::: key '%s' was '%s' [fingerId: %lld]", + getKeyNameFromKey(key), key_status_name, event->fingerId); - fx += (ScreenMovDir & (MV_LEFT|MV_RIGHT) ? ScreenGfxPos : 0); - fy += (ScreenMovDir & (MV_UP|MV_DOWN) ? ScreenGfxPos : 0); + // check if we already know this touch event's finger id + for (i = 0; i < NUM_TOUCH_FINGERS; i++) + { + if (touch_info[i].touched && + touch_info[i].finger_id == event->fingerId) + { + // Error(ERR_DEBUG, "MARK 1: %d", i); + + break; + } + } + + if (i >= NUM_TOUCH_FINGERS) + { + if (key_status == KEY_PRESSED) + { + int oldest_pos = 0, oldest_counter = touch_info[0].counter; + + // unknown finger id -- get new, empty slot, if available + for (i = 0; i < NUM_TOUCH_FINGERS; i++) + { + if (touch_info[i].counter < oldest_counter) + { + oldest_pos = i; + oldest_counter = touch_info[i].counter; + + // Error(ERR_DEBUG, "MARK 2: %d", i); + } + + if (!touch_info[i].touched) + { + // Error(ERR_DEBUG, "MARK 3: %d", i); + + break; + } + } + + if (i >= NUM_TOUCH_FINGERS) + { + // all slots allocated -- use oldest slot + i = oldest_pos; + + // Error(ERR_DEBUG, "MARK 4: %d", i); + } + } + else + { + // release of previously unknown key (should not happen) + + if (key != KSYM_UNDEFINED) + { + HandleKey(key, KEY_RELEASED); + + Error(ERR_DEBUG, "=> key == '%s', key_status == '%s' [slot %d] [1]", + getKeyNameFromKey(key), "KEY_RELEASED", i); + } + } + } + + if (i < NUM_TOUCH_FINGERS) + { + if (key_status == KEY_PRESSED) + { + if (touch_info[i].key != key) + { + if (touch_info[i].key != KSYM_UNDEFINED) + { + HandleKey(touch_info[i].key, KEY_RELEASED); + + Error(ERR_DEBUG, "=> key == '%s', key_status == '%s' [slot %d] [2]", + getKeyNameFromKey(touch_info[i].key), "KEY_RELEASED", i); + } + + if (key != KSYM_UNDEFINED) + { + HandleKey(key, KEY_PRESSED); - XCopyArea(display,fieldbuffer,backbuffer,gc, - fx,fy, SXSIZE,SYSIZE, - SX,SY); + Error(ERR_DEBUG, "=> key == '%s', key_status == '%s' [slot %d] [3]", + getKeyNameFromKey(key), "KEY_PRESSED", i); + } + } + + touch_info[i].touched = TRUE; + touch_info[i].finger_id = event->fingerId; + touch_info[i].counter = Counter(); + touch_info[i].key = key; + } + else + { + if (touch_info[i].key != KSYM_UNDEFINED) + { + HandleKey(touch_info[i].key, KEY_RELEASED); + + Error(ERR_DEBUG, "=> key == '%s', key_status == '%s' [slot %d] [4]", + getKeyNameFromKey(touch_info[i].key), "KEY_RELEASED", i); + } + + touch_info[i].touched = FALSE; + touch_info[i].finger_id = 0; + touch_info[i].counter = 0; + touch_info[i].key = 0; + } + } + + return; } - XCopyArea(display,drawto,window,gc, x,y, width,height, x,y); + // use touch direction control + + if (event->type == EVENT_FINGERPRESS) + { + if (event_x > 1.0 / 3.0) + { + // motion area + + motion_id = event->fingerId; + + motion_x1 = event_x; + motion_y1 = event_y; + + motion_key_x = KSYM_UNDEFINED; + motion_key_y = KSYM_UNDEFINED; + + Error(ERR_DEBUG, "---------- MOVE STARTED (WAIT) ----------"); + } + else + { + // button area + + button_id = event->fingerId; + + button_x1 = event_x; + button_y1 = event_y; + + button_key = setup.input[0].key.snap; + + HandleKey(button_key, KEY_PRESSED); + + Error(ERR_DEBUG, "---------- SNAP STARTED ----------"); + } + } + else if (event->type == EVENT_FINGERRELEASE) + { + if (event->fingerId == motion_id) + { + motion_id = -1; + + if (motion_key_x != KSYM_UNDEFINED) + HandleKey(motion_key_x, KEY_RELEASED); + if (motion_key_y != KSYM_UNDEFINED) + HandleKey(motion_key_y, KEY_RELEASED); + + motion_key_x = KSYM_UNDEFINED; + motion_key_y = KSYM_UNDEFINED; + + Error(ERR_DEBUG, "---------- MOVE STOPPED ----------"); + } + else if (event->fingerId == button_id) + { + button_id = -1; + + if (button_key != KSYM_UNDEFINED) + HandleKey(button_key, KEY_RELEASED); + + button_key = KSYM_UNDEFINED; + + Error(ERR_DEBUG, "---------- SNAP STOPPED ----------"); + } + } + else if (event->type == EVENT_FINGERMOTION) + { + if (event->fingerId == motion_id) + { + float distance_x = ABS(event_x - motion_x1); + float distance_y = ABS(event_y - motion_y1); + Key new_motion_key_x = (event_x < motion_x1 ? setup.input[0].key.left : + event_x > motion_x1 ? setup.input[0].key.right : + KSYM_UNDEFINED); + Key new_motion_key_y = (event_y < motion_y1 ? setup.input[0].key.up : + event_y > motion_y1 ? setup.input[0].key.down : + KSYM_UNDEFINED); + + if (distance_x < move_trigger_distance / 2 || + distance_x < distance_y) + new_motion_key_x = KSYM_UNDEFINED; + + if (distance_y < move_trigger_distance / 2 || + distance_y < distance_x) + new_motion_key_y = KSYM_UNDEFINED; + + if (distance_x > move_trigger_distance || + distance_y > move_trigger_distance) + { + if (new_motion_key_x != motion_key_x) + { + if (motion_key_x != KSYM_UNDEFINED) + HandleKey(motion_key_x, KEY_RELEASED); + if (new_motion_key_x != KSYM_UNDEFINED) + HandleKey(new_motion_key_x, KEY_PRESSED); + } + + if (new_motion_key_y != motion_key_y) + { + if (motion_key_y != KSYM_UNDEFINED) + HandleKey(motion_key_y, KEY_RELEASED); + if (new_motion_key_y != KSYM_UNDEFINED) + HandleKey(new_motion_key_y, KEY_PRESSED); + } + + motion_x1 = event_x; + motion_y1 = event_y; + + motion_key_x = new_motion_key_x; + motion_key_y = new_motion_key_y; + + Error(ERR_DEBUG, "---------- MOVE STARTED (MOVE) ----------"); + } + } + else if (event->fingerId == button_id) + { + float distance_x = ABS(event_x - button_x1); + float distance_y = ABS(event_y - button_y1); + + if (distance_x < drop_trigger_distance / 2 && + distance_y > drop_trigger_distance) + { + if (button_key == setup.input[0].key.snap) + HandleKey(button_key, KEY_RELEASED); + + button_x1 = event_x; + button_y1 = event_y; + + button_key = setup.input[0].key.drop; - XFlush(display); + HandleKey(button_key, KEY_PRESSED); + + Error(ERR_DEBUG, "---------- DROP STARTED ----------"); + } + } + } } -void HandleButtonEvent(XButtonEvent *event) +static void HandleFollowFinger(int mx, int my, int button) { - motion_status = FALSE; + static int old_mx = 0, old_my = 0; + static Key motion_key_x = KSYM_UNDEFINED; + static Key motion_key_y = KSYM_UNDEFINED; + static boolean started_on_player = FALSE; + static boolean player_is_dropping = FALSE; + static int player_drop_count = 0; + static int last_player_x = -1; + static int last_player_y = -1; + + if (!strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER)) + return; - if (event->type==ButtonPress) - button_status = event->button; + if (button == MB_PRESSED && IN_GFX_FIELD_PLAY(mx, my)) + { + touch_info[0].touched = TRUE; + touch_info[0].key = 0; + + old_mx = mx; + old_my = my; + + if (!motion_status) + { + started_on_player = FALSE; + player_is_dropping = FALSE; + player_drop_count = 0; + last_player_x = -1; + last_player_y = -1; + + motion_key_x = KSYM_UNDEFINED; + motion_key_y = KSYM_UNDEFINED; + + Error(ERR_DEBUG, "---------- TOUCH ACTION STARTED ----------"); + } + } + else if (button == MB_RELEASED && touch_info[0].touched) + { + touch_info[0].touched = FALSE; + touch_info[0].key = 0; + + old_mx = 0; + old_my = 0; + + if (motion_key_x != KSYM_UNDEFINED) + HandleKey(motion_key_x, KEY_RELEASED); + if (motion_key_y != KSYM_UNDEFINED) + HandleKey(motion_key_y, KEY_RELEASED); + + if (started_on_player) + { + if (player_is_dropping) + { + Error(ERR_DEBUG, "---------- DROP STOPPED ----------"); + + HandleKey(setup.input[0].key.drop, KEY_RELEASED); + } + else + { + Error(ERR_DEBUG, "---------- SNAP STOPPED ----------"); + + HandleKey(setup.input[0].key.snap, KEY_RELEASED); + } + } + + motion_key_x = KSYM_UNDEFINED; + motion_key_y = KSYM_UNDEFINED; + + Error(ERR_DEBUG, "---------- TOUCH ACTION STOPPED ----------"); + } + + if (touch_info[0].touched) + { + int src_x = local_player->jx; + int src_y = local_player->jy; + int dst_x = getLevelFromScreenX(old_mx); + int dst_y = getLevelFromScreenY(old_my); + int dx = dst_x - src_x; + int dy = dst_y - src_y; + Key new_motion_key_x = (dx < 0 ? setup.input[0].key.left : + dx > 0 ? setup.input[0].key.right : + KSYM_UNDEFINED); + Key new_motion_key_y = (dy < 0 ? setup.input[0].key.up : + dy > 0 ? setup.input[0].key.down : + KSYM_UNDEFINED); + + if (dx != 0 && dy != 0 && ABS(dx) != ABS(dy) && + (last_player_x != local_player->jx || + last_player_y != local_player->jy)) + { + // in case of asymmetric diagonal movement, use "preferred" direction + + int last_move_dir = (ABS(dx) > ABS(dy) ? MV_VERTICAL : MV_HORIZONTAL); + + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + level.native_em_level->ply[0]->last_move_dir = last_move_dir; + else + local_player->last_move_dir = last_move_dir; + + // (required to prevent accidentally forcing direction for next movement) + last_player_x = local_player->jx; + last_player_y = local_player->jy; + } + + if (button == MB_PRESSED && !motion_status && dx == 0 && dy == 0) + { + started_on_player = TRUE; + player_drop_count = getPlayerInventorySize(0); + player_is_dropping = (player_drop_count > 0); + + if (player_is_dropping) + { + Error(ERR_DEBUG, "---------- DROP STARTED ----------"); + + HandleKey(setup.input[0].key.drop, KEY_PRESSED); + } + else + { + Error(ERR_DEBUG, "---------- SNAP STARTED ----------"); + + HandleKey(setup.input[0].key.snap, KEY_PRESSED); + } + } + else if (dx != 0 || dy != 0) + { + if (player_is_dropping && + player_drop_count == getPlayerInventorySize(0)) + { + Error(ERR_DEBUG, "---------- DROP -> SNAP ----------"); + + HandleKey(setup.input[0].key.drop, KEY_RELEASED); + HandleKey(setup.input[0].key.snap, KEY_PRESSED); + + player_is_dropping = FALSE; + } + } + + if (new_motion_key_x != motion_key_x) + { + Error(ERR_DEBUG, "---------- %s %s ----------", + started_on_player && !player_is_dropping ? "SNAPPING" : "MOVING", + dx < 0 ? "LEFT" : dx > 0 ? "RIGHT" : "PAUSED"); + + if (motion_key_x != KSYM_UNDEFINED) + HandleKey(motion_key_x, KEY_RELEASED); + if (new_motion_key_x != KSYM_UNDEFINED) + HandleKey(new_motion_key_x, KEY_PRESSED); + } + + if (new_motion_key_y != motion_key_y) + { + Error(ERR_DEBUG, "---------- %s %s ----------", + started_on_player && !player_is_dropping ? "SNAPPING" : "MOVING", + dy < 0 ? "UP" : dy > 0 ? "DOWN" : "PAUSED"); + + if (motion_key_y != KSYM_UNDEFINED) + HandleKey(motion_key_y, KEY_RELEASED); + if (new_motion_key_y != KSYM_UNDEFINED) + HandleKey(new_motion_key_y, KEY_PRESSED); + } + + motion_key_x = new_motion_key_x; + motion_key_y = new_motion_key_y; + } +} + +static boolean checkTextInputKeyModState() +{ + // when playing, only handle raw key events and ignore text input + if (game_status == GAME_MODE_PLAYING) + return FALSE; + + return ((GetKeyModState() & KMOD_TextInput) != KMOD_None); +} + +void HandleTextEvent(TextEvent *event) +{ + char *text = event->text; + Key key = getKeyFromKeyName(text); + +#if DEBUG_EVENTS_TEXT + Error(ERR_DEBUG, "TEXT EVENT: text == '%s' [%d byte(s), '%c'/%d], resulting key == %d (%s) [%04x]", + text, + strlen(text), + text[0], (int)(text[0]), + key, + getKeyNameFromKey(key), + GetKeyModState()); +#endif + +#if !defined(HAS_SCREEN_KEYBOARD) + // non-mobile devices: only handle key input with modifier keys pressed here + // (every other key input is handled directly as physical key input event) + if (!checkTextInputKeyModState()) + return; +#endif + + // process text input as "classic" (with uppercase etc.) key input event + HandleKey(key, KEY_PRESSED); + HandleKey(key, KEY_RELEASED); +} + +void HandlePauseResumeEvent(PauseResumeEvent *event) +{ + if (event->type == SDL_APP_WILLENTERBACKGROUND) + { + Mix_PauseMusic(); + } + else if (event->type == SDL_APP_DIDENTERFOREGROUND) + { + Mix_ResumeMusic(); + } +} + +#endif + +void HandleKeyEvent(KeyEvent *event) +{ + 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_KEY + Error(ERR_DEBUG, "KEY EVENT: key was %s, keysym.scancode == %d, keysym.sym == %d, keymod = %d, GetKeyModState() = 0x%04x, resulting key == %d (%s)", + event->type == EVENT_KEYPRESS ? "pressed" : "released", + event->keysym.scancode, + event->keysym.sym, + keymod, + GetKeyModState(), + key, + getKeyNameFromKey(key)); +#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 defined(TARGET_SDL2) + // only handle raw key input without text modifier keys pressed + if (!checkTextInputKeyModState()) + HandleKey(key, key_status); +#else + HandleKey(key, key_status); +#endif +} + +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); +} + +void HandleWindowManagerEvent(Event *event) +{ +#if defined(TARGET_SDL) + SDLHandleWindowManagerEvent(event); +#endif +} + +void HandleButton(int mx, int my, int button, int button_nr) +{ + static int old_mx = 0, old_my = 0; + boolean button_hold = FALSE; + + if (button_nr < 0) + { + mx = old_mx; + my = old_my; + button_nr = -button_nr; + button_hold = TRUE; + } else - button_status = MB_RELEASED; + { + old_mx = mx; + old_my = my; + } + +#if defined(PLATFORM_ANDROID) + // when playing, only handle gadgets when using "follow finger" controls + boolean handle_gadgets = + (game_status != GAME_MODE_PLAYING || + strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER)); + + if (handle_gadgets && + HandleGadgets(mx, my, button)) + { + /* do not handle this button event anymore */ + mx = my = -32; /* force mouse event to be outside screen tiles */ + } +#else + if (HandleGadgets(mx, my, button)) + { + /* do not handle this button event anymore */ + mx = my = -32; /* force mouse event to be outside screen tiles */ + } +#endif + + if (button_hold && game_status == GAME_MODE_PLAYING && tape.pausing) + return; + + /* do not use scroll wheel button events for anything other than gadgets */ + if (IS_WHEEL_BUTTON(button_nr)) + return; - HandleButton(event->x, event->y, button_status); + switch (game_status) + { + case GAME_MODE_TITLE: + HandleTitleScreen(mx, my, 0, 0, button); + break; + + case GAME_MODE_MAIN: + HandleMainMenu(mx, my, 0, 0, button); + break; + + case GAME_MODE_PSEUDO_TYPENAME: + HandleTypeName(0, KSYM_Return); + break; + + case GAME_MODE_LEVELS: + HandleChooseLevelSet(mx, my, 0, 0, button); + break; + + case GAME_MODE_LEVELNR: + HandleChooseLevelNr(mx, my, 0, 0, button); + break; + + case GAME_MODE_SCORES: + HandleHallOfFame(0, 0, 0, 0, button); + break; + + case GAME_MODE_EDITOR: + HandleLevelEditorIdle(); + break; + + case GAME_MODE_INFO: + HandleInfoScreen(mx, my, 0, 0, button); + break; + + case GAME_MODE_SETUP: + HandleSetupScreen(mx, my, 0, 0, button); + break; + +#if defined(TARGET_SDL2) + case GAME_MODE_PLAYING: + HandleFollowFinger(mx, my, button); +#endif + +#ifdef DEBUG + if (button == MB_PRESSED && !motion_status && IN_GFX_FIELD_PLAY(mx, my) && + GetKeyModState() & KMOD_Control) + DumpTileFromScreen(mx, my); +#endif + + break; + + default: + break; + } } -void HandleMotionEvent(XMotionEvent *event) +static boolean is_string_suffix(char *string, char *suffix) { - motion_status = TRUE; + int string_len = strlen(string); + int suffix_len = strlen(suffix); + + if (suffix_len > string_len) + return FALSE; - HandleButton(event->x, event->y, button_status); + return (strEqual(&string[string_len - suffix_len], suffix)); } -void HandleKeyEvent(XKeyEvent *event) +#define MAX_CHEAT_INPUT_LEN 32 + +static void HandleKeysSpecial(Key key) { - int key_status = (event->type == KeyPress ? KEY_PRESSED : KEY_RELEASED); - KeySym key; + static char cheat_input[2 * MAX_CHEAT_INPUT_LEN + 1] = ""; + char letter = getCharFromKey(key); + int cheat_input_len = strlen(cheat_input); + int i; - if (game_status == PLAYING) - { - /* use '0' instead of 'event->state' to get the key without modifiers */ - key = XLookupKeysym(event, 0); - } - else + if (letter == 0) + return; + + if (cheat_input_len >= 2 * MAX_CHEAT_INPUT_LEN) { - /* get the key with all modifiers */ - char buffer[10]; - int buffer_size = 10; - XComposeStatus compose; - int char_count; + for (i = 0; i < MAX_CHEAT_INPUT_LEN + 1; i++) + cheat_input[i] = cheat_input[MAX_CHEAT_INPUT_LEN + i]; - char_count = XLookupString(event, buffer, buffer_size, &key, &compose); - buffer[char_count] = '\0'; + cheat_input_len = MAX_CHEAT_INPUT_LEN; } - HandleKey(key, key_status); -} + cheat_input[cheat_input_len++] = letter; + cheat_input[cheat_input_len] = '\0'; -void HandleFocusEvent(XFocusChangeEvent *event) -{ - static int old_joystick_status = -1; +#if DEBUG_EVENTS_KEY + Error(ERR_DEBUG, "SPECIAL KEY '%s' [%d]\n", cheat_input, cheat_input_len); +#endif - if (event->type == FocusOut) - { - XAutoRepeatOn(display); - old_joystick_status = joystick_status; - joystick_status = JOYSTICK_OFF; - key_joystick_mapping = 0; - } - else if (event->type == FocusIn) + if (game_status == GAME_MODE_MAIN) { - if (game_status == PLAYING) - XAutoRepeatOff(display); - if (old_joystick_status != -1) - joystick_status = old_joystick_status; - } -} - -void HandleClientMessageEvent(XClientMessageEvent *event) -{ -#ifndef MSDOS - if ((event->window == window) && - (event->data.l[0] == XInternAtom(display, "WM_DELETE_WINDOW", FALSE))) - CloseAllAndExit(0); -#endif -} + if (is_string_suffix(cheat_input, ":insert-solution-tape") || + is_string_suffix(cheat_input, ":ist")) + { + InsertSolutionTape(); + } + else if (is_string_suffix(cheat_input, ":reload-graphics") || + is_string_suffix(cheat_input, ":rg")) + { + ReloadCustomArtwork(1 << ARTWORK_TYPE_GRAPHICS); + DrawMainMenu(); + } + else if (is_string_suffix(cheat_input, ":reload-sounds") || + is_string_suffix(cheat_input, ":rs")) + { + ReloadCustomArtwork(1 << ARTWORK_TYPE_SOUNDS); + DrawMainMenu(); + } + else if (is_string_suffix(cheat_input, ":reload-music") || + is_string_suffix(cheat_input, ":rm")) + { + ReloadCustomArtwork(1 << ARTWORK_TYPE_MUSIC); + DrawMainMenu(); + } + else if (is_string_suffix(cheat_input, ":reload-artwork") || + is_string_suffix(cheat_input, ":ra")) + { + ReloadCustomArtwork(1 << ARTWORK_TYPE_GRAPHICS | + 1 << ARTWORK_TYPE_SOUNDS | + 1 << ARTWORK_TYPE_MUSIC); + DrawMainMenu(); + } + else if (is_string_suffix(cheat_input, ":dump-level") || + is_string_suffix(cheat_input, ":dl")) + { + DumpLevel(&level); + } + else if (is_string_suffix(cheat_input, ":dump-tape") || + is_string_suffix(cheat_input, ":dt")) + { + DumpTape(&tape); + } + else if (is_string_suffix(cheat_input, ":fix-tape") || + is_string_suffix(cheat_input, ":ft")) + { + /* fix single-player tapes that contain player input for more than one + player (due to a bug in 3.3.1.2 and earlier versions), which results + in playing levels with more than one player in multi-player mode, + even though the tape was originally recorded in single-player mode */ -void HandleButton(int mx, int my, int button) -{ - static int old_mx = 0, old_my = 0; + /* remove player input actions for all players but the first one */ + for (i = 1; i < MAX_PLAYERS; i++) + tape.player_participates[i] = FALSE; - if (button < 0) + tape.changed = TRUE; + } + else if (is_string_suffix(cheat_input, ":save-native-level") || + is_string_suffix(cheat_input, ":snl")) + { + SaveNativeLevel(&level); + } + } + else if (game_status == GAME_MODE_PLAYING) { - mx = old_mx; - my = old_my; - button = -button; +#ifdef DEBUG + if (is_string_suffix(cheat_input, ".q")) + DEBUG_SetMaximumDynamite(); +#endif } - else + else if (game_status == GAME_MODE_EDITOR) { - old_mx = mx; - old_my = my; - - HandleVideoButtons(mx,my, button); - HandleSoundButtons(mx,my, button); - HandleGameButtons(mx,my, button); + if (is_string_suffix(cheat_input, ":dump-brush") || + is_string_suffix(cheat_input, ":DB")) + { + DumpBrush(); + } + else if (is_string_suffix(cheat_input, ":DDB")) + { + DumpBrush_Small(); + } } +} - HandleGadgets(mx, my, button); +void HandleKeysDebug(Key key) +{ +#ifdef DEBUG + int i; - switch(game_status) + if (game_status == GAME_MODE_PLAYING || !setup.debug.frame_delay_game_only) { - case MAINMENU: - HandleMainMenu(mx,my, 0,0, button); - break; - - case TYPENAME: - HandleTypeName(0, XK_Return); - break; - - case CHOOSELEVEL: - HandleChooseLevel(mx,my, 0,0, button); - break; - - case HALLOFFAME: - HandleHallOfFame(button); - break; - - case LEVELED: - LevelEd(mx,my, button); - break; - - case HELPSCREEN: - HandleHelpScreen(button); - break; - - case SETUP: - HandleSetupScreen(mx,my, 0,0, button); - break; - - case SETUPINPUT: - HandleSetupInputScreen(mx,my, 0,0, button); - break; + boolean mod_key_pressed = (GetKeyModState() != KMOD_None); - case PLAYING: -#ifdef DEBUG - if (button == MB_RELEASED) + for (i = 0; i < NUM_DEBUG_FRAME_DELAY_KEYS; i++) + { + if (key == setup.debug.frame_delay_key[i] && + (mod_key_pressed == setup.debug.frame_delay_use_mod_key)) { - int sx = (mx - SX) / TILEX; - int sy = (my - SY) / TILEY; + GameFrameDelay = (GameFrameDelay != setup.debug.frame_delay[i] ? + setup.debug.frame_delay[i] : GAME_FRAME_DELAY); - if (IN_VIS_FIELD(sx,sy)) - { - int x = LEVELX(sx); - int y = LEVELY(sy); + if (!setup.debug.frame_delay_game_only) + MenuFrameDelay = GameFrameDelay; - printf("INFO: SCREEN(%d, %d), LEVEL(%d, %d)\n", sx, sy, x, y); + SetVideoFrameDelay(GameFrameDelay); - if (!IN_LEV_FIELD(x, y)) - break; + if (GameFrameDelay > ONE_SECOND_DELAY) + Error(ERR_DEBUG, "frame delay == %d ms", GameFrameDelay); + else if (GameFrameDelay != 0) + Error(ERR_DEBUG, "frame delay == %d ms (max. %d fps / %d %%)", + GameFrameDelay, ONE_SECOND_DELAY / GameFrameDelay, + GAME_FRAME_DELAY * 100 / GameFrameDelay); + else + Error(ERR_DEBUG, "frame delay == 0 ms (maximum speed)"); - printf(" 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"); - } + break; } -#endif - break; + } + } - default: - break; + if (game_status == GAME_MODE_PLAYING) + { + if (key == KSYM_d) + { + options.debug = !options.debug; + + Error(ERR_DEBUG, "debug mode %s", + (options.debug ? "enabled" : "disabled")); + } + else if (key == KSYM_v) + { + Error(ERR_DEBUG, "currently using game engine version %d", + game.engine_version); + } } +#endif } -void HandleKey(KeySym key, int key_status) +void HandleKey(Key key, int key_status) { - int joy = 0; - static struct SetupKeyboardInfo custom_key; + boolean anyTextGadgetActiveOrJustFinished = anyTextGadgetActive(); + static boolean ignore_repeated_key = FALSE; + static struct SetupKeyboardInfo ski; + static struct SetupShortcutInfo ssi; static struct { - KeySym *keysym_custom; - KeySym keysym_default; + Key *key_custom; + Key *key_snap; + Key key_default; byte action; } key_info[] = { - { &custom_key.left, DEFAULT_KEY_LEFT, JOY_LEFT }, - { &custom_key.right, DEFAULT_KEY_RIGHT, JOY_RIGHT }, - { &custom_key.up, DEFAULT_KEY_UP, JOY_UP }, - { &custom_key.down, DEFAULT_KEY_DOWN, JOY_DOWN }, - { &custom_key.snap, DEFAULT_KEY_SNAP, JOY_BUTTON_1 }, - { &custom_key.bomb, DEFAULT_KEY_BOMB, JOY_BUTTON_2 } + { &ski.left, &ssi.snap_left, DEFAULT_KEY_LEFT, JOY_LEFT }, + { &ski.right, &ssi.snap_right, DEFAULT_KEY_RIGHT, JOY_RIGHT }, + { &ski.up, &ssi.snap_up, DEFAULT_KEY_UP, JOY_UP }, + { &ski.down, &ssi.snap_down, DEFAULT_KEY_DOWN, JOY_DOWN }, + { &ski.snap, NULL, DEFAULT_KEY_SNAP, JOY_BUTTON_SNAP }, + { &ski.drop, NULL, DEFAULT_KEY_DROP, JOY_BUTTON_DROP } }; + int joy = 0; + int i; - if (game_status == PLAYING) + if (game_status == GAME_MODE_PLAYING) { + /* only needed for single-step tape recording mode */ + static boolean clear_snap_button[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE }; + static boolean clear_drop_button[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE }; + static boolean element_snapped[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE }; + static boolean element_dropped[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE }; int pnr; - for (pnr=0; pnr MAX_WINDOW_SCALING_PERCENT) + setup.window_scaling_percent = MAX_WINDOW_SCALING_PERCENT; + + ToggleFullscreenOrChangeWindowScalingIfNeeded(); + + if (game_status == GAME_MODE_SETUP) + RedrawSetupScreenAfterFullscreenToggle(); - CloseDoor(DOOR_CLOSE_1 | DOOR_OPEN_2 | DOOR_NO_DELAY); - game_status = MAINMENU; - DrawMainMenu(); return; } + if (game_status == GAME_MODE_PLAYING && AllPlayersGone && + (key == KSYM_Return || key == setup.shortcut.toggle_pause)) + { + GameEnd(); + return; + } -#ifndef DEBUG + if (game_status == GAME_MODE_MAIN && + (key == setup.shortcut.toggle_pause || key == KSYM_space)) + { + StartGameActions(options.network, setup.autorecord, level.random_seed); - if (game_status == PLAYING && (tape.playing || tape.pausing)) return; + } -#endif + 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 | TAPE_TOGGLE_PLAY_PAUSE); + + HandleTapeButtonKeys(key); + HandleSoundButtonKeys(key); + } + + if (game_status == GAME_MODE_PLAYING && !network_playing) + { + int centered_player_nr_next = -999; + if (key == setup.shortcut.focus_player_all) + centered_player_nr_next = -1; + else + for (i = 0; i < MAX_PLAYERS; i++) + if (key == setup.shortcut.focus_player[i]) + centered_player_nr_next = i; + + if (centered_player_nr_next != -999) + { + game.centered_player_nr_next = centered_player_nr_next; + game.set_centered_player = TRUE; + + if (tape.recording) + { + tape.centered_player_nr_next = game.centered_player_nr_next; + tape.set_centered_player = TRUE; + } + } + } + HandleKeysSpecial(key); - HandleGadgetsKeyInput(key); + if (HandleGadgetsKeyInput(key)) + { + if (key != KSYM_Escape) /* always allow ESC key to be handled */ + key = KSYM_UNDEFINED; + } - switch(game_status) + switch (game_status) { - case TYPENAME: + case GAME_MODE_PSEUDO_TYPENAME: HandleTypeName(0, key); break; - case MAINMENU: - case CHOOSELEVEL: - case SETUP: - case SETUPINPUT: - switch(key) + case GAME_MODE_TITLE: + case GAME_MODE_MAIN: + case GAME_MODE_LEVELS: + case GAME_MODE_LEVELNR: + case GAME_MODE_SETUP: + case GAME_MODE_INFO: + case GAME_MODE_SCORES: + 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_space: + case KSYM_Return: + if (game_status == GAME_MODE_TITLE) + HandleTitleScreen(0, 0, 0, 0, MB_MENU_CHOICE); + else if (game_status == GAME_MODE_MAIN) + HandleMainMenu(0, 0, 0, 0, MB_MENU_CHOICE); + else if (game_status == GAME_MODE_LEVELS) + HandleChooseLevelSet(0, 0, 0, 0, MB_MENU_CHOICE); + else if (game_status == GAME_MODE_LEVELNR) + HandleChooseLevelNr(0, 0, 0, 0, MB_MENU_CHOICE); + else if (game_status == GAME_MODE_SETUP) + HandleSetupScreen(0, 0, 0, 0, MB_MENU_CHOICE); + else if (game_status == GAME_MODE_INFO) + HandleInfoScreen(0, 0, 0, 0, MB_MENU_CHOICE); + else if (game_status == GAME_MODE_SCORES) + HandleHallOfFame(0, 0, 0, 0, MB_MENU_CHOICE); break; - default: + case KSYM_Escape: + if (game_status != GAME_MODE_MAIN) + FadeSkipNextFadeIn(); + + if (game_status == GAME_MODE_TITLE) + HandleTitleScreen(0, 0, 0, 0, MB_MENU_LEAVE); + else if (game_status == GAME_MODE_LEVELS) + HandleChooseLevelSet(0, 0, 0, 0, MB_MENU_LEAVE); + else if (game_status == GAME_MODE_LEVELNR) + HandleChooseLevelNr(0, 0, 0, 0, MB_MENU_LEAVE); + else if (game_status == GAME_MODE_SETUP) + HandleSetupScreen(0, 0, 0, 0, MB_MENU_LEAVE); + else if (game_status == GAME_MODE_INFO) + HandleInfoScreen(0, 0, 0, 0, MB_MENU_LEAVE); + else if (game_status == GAME_MODE_SCORES) + HandleHallOfFame(0, 0, 0, 0, MB_MENU_LEAVE); break; - } - break; - case HELPSCREEN: - HandleHelpScreen(MB_RELEASED); - break; + case KSYM_Page_Up: + if (game_status == GAME_MODE_LEVELS) + HandleChooseLevelSet(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK); + else if (game_status == GAME_MODE_LEVELNR) + HandleChooseLevelNr(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); + else if (game_status == GAME_MODE_INFO) + HandleInfoScreen(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK); + else if (game_status == GAME_MODE_SCORES) + HandleHallOfFame(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK); + break; - case HALLOFFAME: - switch(key) - { - case XK_Return: - game_status = MAINMENU; - DrawMainMenu(); - BackToFront(); + case KSYM_Page_Down: + if (game_status == GAME_MODE_LEVELS) + HandleChooseLevelSet(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK); + else if (game_status == GAME_MODE_LEVELNR) + HandleChooseLevelNr(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); + else if (game_status == GAME_MODE_INFO) + HandleInfoScreen(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK); + else if (game_status == GAME_MODE_SCORES) + HandleHallOfFame(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK); break; default: @@ -530,144 +1840,75 @@ void HandleKey(KeySym key, int key_status) } break; - case LEVELED: - HandleLevelEditorKeyInput(key); - LevelNameTyping(key); + case GAME_MODE_EDITOR: + if (!anyTextGadgetActiveOrJustFinished || key == KSYM_Escape) + HandleLevelEditorKeyInput(key); break; - case PLAYING: + case GAME_MODE_PLAYING: { - switch(key) + switch (key) { - -#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) - { - if (GameFrameDelay == 500) - GameFrameDelay = GAME_FRAME_DELAY; - else - GameFrameDelay = 500; - } - else - GameFrameDelay = (key - XK_0) * 10; - printf("Game speed == %d%% (%d ms delay between two frames)\n", - GAME_FRAME_DELAY * 100 / GameFrameDelay, GameFrameDelay); - break; - - -#if 0 - case XK_a: - if (ScrollStepSize == TILEX/8) - ScrollStepSize = TILEX/4; - else - ScrollStepSize = TILEX/8; - printf("ScrollStepSize == %d\n", ScrollStepSize); + case KSYM_Escape: + RequestQuitGame(setup.ask_on_escape); break; -#endif - -#if 1 - case XK_m: - if (MoveSpeed == 8) - { - MoveSpeed = 4; - ScrollStepSize = TILEX/4; - } - else - { - MoveSpeed = 8; - ScrollStepSize = TILEX/8; - } - printf("MoveSpeed == %d\n", MoveSpeed); - break; -#endif - - case XK_f: - ScrollStepSize = TILEX/8; - printf("ScrollStepSize == %d (1/8)\n", ScrollStepSize); - break; - - case XK_g: - ScrollStepSize = TILEX/4; - printf("ScrollStepSize == %d (1/4)\n", ScrollStepSize); - break; - - case XK_h: - ScrollStepSize = TILEX/2; - printf("ScrollStepSize == %d (1/2)\n", ScrollStepSize); - break; - - case XK_l: - ScrollStepSize = TILEX; - printf("ScrollStepSize == %d (1/1)\n", ScrollStepSize); - break; - -#ifndef MSDOS - case XK_Q: -#endif - case XK_q: - local_player->dynamite = 1000; - break; - - - -#if 0 - - case XK_z: - { - int i; - - for(i=0; i