X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fevents.c;h=18898fb2c8e1401c1a97d76580b6ddfc1a849914;hp=87011a9732167f4aafd2c45b73f4d1e61b6e9a96;hb=bad67e8c9c6b1ba51f001b2a3f79e059e3e2e786;hpb=e913fbf7e7caa3234df0de282363ee4d6bb727e1 diff --git a/src/events.c b/src/events.c index 87011a97..18898fb2 100644 --- a/src/events.c +++ b/src/events.c @@ -128,6 +128,19 @@ static boolean SkipPressedMouseMotionEvent(const Event *event) return FALSE; } +static boolean WaitValidEvent(Event *event) +{ + WaitEvent(event); + + if (!FilterEvents(event)) + return FALSE; + + if (SkipPressedMouseMotionEvent(event)) + return FALSE; + + return TRUE; +} + /* 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 @@ -139,20 +152,8 @@ static boolean SkipPressedMouseMotionEvent(const Event *event) 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) + if (WaitValidEvent(event)) return TRUE; - } return FALSE; } @@ -248,11 +249,17 @@ void HandleOtherEvents(Event *event) #if defined(TARGET_SDL) #if defined(TARGET_SDL2) + case SDL_CONTROLLERBUTTONDOWN: + case SDL_CONTROLLERBUTTONUP: + // for any game controller button event, disable overlay buttons + SetOverlayEnabled(FALSE); + + HandleSpecialGameControllerButtons(event); + + /* FALL THROUGH */ case SDL_CONTROLLERDEVICEADDED: case SDL_CONTROLLERDEVICEREMOVED: case SDL_CONTROLLERAXISMOTION: - case SDL_CONTROLLERBUTTONDOWN: - case SDL_CONTROLLERBUTTONUP: #endif case SDL_JOYAXISMOTION: case SDL_JOYBUTTONDOWN: @@ -291,7 +298,8 @@ void HandleMouseCursor() cursor_inside_playfield && DelayReached(&special_cursor_delay, special_cursor_delay_value)) { - SetMouseCursor(CURSOR_PLAYFIELD); + if (level.game_engine_type != GAME_ENGINE_TYPE_MM) + SetMouseCursor(CURSOR_PLAYFIELD); } } else if (gfx.cursor_mode != CURSOR_DEFAULT) @@ -334,12 +342,10 @@ void EventLoop(void) void ClearEventQueue() { - while (PendingEvent()) - { - Event event; - - NextEvent(&event); + Event event; + while (NextValidEvent(&event)) + { switch (event.type) { case EVENT_BUTTONRELEASE: @@ -350,6 +356,13 @@ void ClearEventQueue() ClearPlayerAction(); break; +#if defined(TARGET_SDL2) + case SDL_CONTROLLERBUTTONUP: + HandleJoystickEvent(&event); + ClearPlayerAction(); + break; +#endif + default: HandleOtherEvents(&event); break; @@ -357,6 +370,13 @@ void ClearEventQueue() } } +void ClearPlayerMouseAction() +{ + local_player->mouse_action.lx = 0; + local_player->mouse_action.ly = 0; + local_player->mouse_action.button = 0; +} + void ClearPlayerAction() { int i; @@ -365,6 +385,31 @@ void ClearPlayerAction() key_joystick_mapping = 0; for (i = 0; i < MAX_PLAYERS; i++) stored_player[i].action = 0; + + ClearJoystickState(); + ClearPlayerMouseAction(); +} + +void SetPlayerMouseAction(int mx, int my, int button) +{ + int lx = getLevelFromScreenX(mx); + int ly = getLevelFromScreenY(my); + + ClearPlayerMouseAction(); + + if (!IN_GFX_FIELD_PLAY(mx, my) || !IN_LEV_FIELD(lx, ly)) + return; + + local_player->mouse_action.lx = lx; + local_player->mouse_action.ly = ly; + local_player->mouse_action.button = button; + + if (tape.recording && tape.pausing && tape.use_mouse) + { + /* prevent button release or motion events from un-pausing a paused game */ + if (button && !motion_status) + TapeTogglePause(TAPE_TOGGLE_MANUAL); + } } void SleepWhileUnmapped() @@ -377,7 +422,8 @@ void SleepWhileUnmapped() { Event event; - NextEvent(&event); + if (!WaitValidEvent(&event)) + continue; switch (event.type) { @@ -389,6 +435,13 @@ void SleepWhileUnmapped() key_joystick_mapping = 0; break; +#if defined(TARGET_SDL2) + case SDL_CONTROLLERBUTTONUP: + HandleJoystickEvent(&event); + key_joystick_mapping = 0; + break; +#endif + case EVENT_MAPNOTIFY: window_unmapped = FALSE; break; @@ -652,6 +705,9 @@ void HandleFingerEvent(FingerEvent *event) "KEY_PRESSED"); int i; + // for any touch input event, enable overlay buttons (if activated) + SetOverlayEnabled(TRUE); + Error(ERR_DEBUG, "::: key '%s' was '%s' [fingerId: %lld]", getKeyNameFromKey(key), key_status_name, event->fingerId); @@ -1132,9 +1188,16 @@ void HandleKeyEvent(KeyEvent *event) #endif #if defined(PLATFORM_ANDROID) - // always map the "back" button to the "escape" key on Android devices if (key == KSYM_Back) + { + // always map the "back" button to the "escape" key on Android devices key = KSYM_Escape; + } + else + { + // for any key event other than "back" button, disable overlay buttons + SetOverlayEnabled(FALSE); + } #endif HandleKeyModState(keymod, key_status); @@ -1243,7 +1306,7 @@ void HandleButton(int mx, int my, int button, int button_nr) if (HandleGlobalAnimClicks(mx, my, button)) { /* do not handle this button event anymore */ - mx = my = -32; /* force mouse event to be outside screen tiles */ + return; /* force mouse event not to be handled at all */ } if (button_hold && game_status == GAME_MODE_PLAYING && tape.pausing) @@ -1291,14 +1354,16 @@ void HandleButton(int mx, int my, int button, int button_nr) HandleSetupScreen(mx, my, 0, 0, button); break; -#if defined(TARGET_SDL2) case GAME_MODE_PLAYING: + SetPlayerMouseAction(mx, my, button); + +#if defined(TARGET_SDL2) HandleFollowFinger(mx, my, button); #endif #ifdef DEBUG - if (button == MB_PRESSED && !motion_status && IN_GFX_FIELD_PLAY(mx, my) && - GetKeyModState() & KMOD_Control) + if (button == MB_PRESSED && !motion_status && !button_hold && + IN_GFX_FIELD_PLAY(mx, my) && GetKeyModState() & KMOD_Control) DumpTileFromScreen(mx, my); #endif @@ -1409,6 +1474,11 @@ static void HandleKeysSpecial(Key key) { SaveNativeLevel(&level); } + else if (is_string_suffix(cheat_input, ":frames-per-second") || + is_string_suffix(cheat_input, ":fps")) + { + global.show_frames_per_second = !global.show_frames_per_second; + } } else if (game_status == GAME_MODE_PLAYING) { @@ -1438,7 +1508,7 @@ void HandleKeysDebug(Key key) if (game_status == GAME_MODE_PLAYING || !setup.debug.frame_delay_game_only) { - boolean mod_key_pressed = (GetKeyModState() != KMOD_None); + boolean mod_key_pressed = ((GetKeyModState() & KMOD_Valid) != KMOD_None); for (i = 0; i < NUM_DEBUG_FRAME_DELAY_KEYS; i++) { @@ -1509,13 +1579,20 @@ void HandleKey(Key key, int key_status) int joy = 0; int i; +#if defined(TARGET_SDL2) + /* map special keys (media keys / remote control buttons) to default keys */ + if (key == KSYM_PlayPause) + key = KSYM_space; + else if (key == KSYM_Select) + key = KSYM_Return; +#endif + + HandleSpecialGameControllerKeys(key, key_status); + 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 }; + static boolean has_snapped[MAX_PLAYERS] = { FALSE, FALSE, FALSE, FALSE }; int pnr; for (pnr = 0; pnr < MAX_PLAYERS; pnr++) @@ -1541,22 +1618,6 @@ void HandleKey(Key key, int key_status) key_action |= key_info[i].action | JOY_BUTTON_SNAP; } - /* clear delayed snap and drop actions in single step mode (see below) */ - if (tape.single_step) - { - if (clear_snap_button[pnr]) - { - stored_player[pnr].action &= ~KEY_BUTTON_SNAP; - clear_snap_button[pnr] = FALSE; - } - - if (clear_drop_button[pnr]) - { - stored_player[pnr].action &= ~KEY_BUTTON_DROP; - clear_drop_button[pnr] = FALSE; - } - } - if (key_status == KEY_PRESSED) stored_player[pnr].action |= key_action; else @@ -1568,66 +1629,32 @@ void HandleKey(Key key, int key_status) { TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); - /* if snap key already pressed, don't snap when releasing (below) */ + /* if snap key already pressed, keep pause mode when releasing */ if (stored_player[pnr].action & KEY_BUTTON_SNAP) - element_snapped[pnr] = TRUE; - - /* if drop key already pressed, don't drop when releasing (below) */ - if (stored_player[pnr].action & KEY_BUTTON_DROP) - element_dropped[pnr] = TRUE; + has_snapped[pnr] = TRUE; } else if (key_status == KEY_PRESSED && key_action & KEY_BUTTON_DROP) { - if (level.game_engine_type == GAME_ENGINE_TYPE_EM || - level.game_engine_type == GAME_ENGINE_TYPE_SP) - { - - if (level.game_engine_type == GAME_ENGINE_TYPE_SP && - getRedDiskReleaseFlag_SP() == 0) - stored_player[pnr].action &= ~KEY_BUTTON_DROP; + TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); - TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); + if (level.game_engine_type == GAME_ENGINE_TYPE_SP && + getRedDiskReleaseFlag_SP() == 0) + { + /* add a single inactive frame before dropping starts */ + stored_player[pnr].action &= ~KEY_BUTTON_DROP; + stored_player[pnr].force_dropping = TRUE; } } - else if (key_status == KEY_RELEASED && key_action & KEY_BUTTON) + else if (key_status == KEY_RELEASED && key_action & KEY_BUTTON_SNAP) { - if (key_action & KEY_BUTTON_SNAP) - { - /* if snap key was released without moving (see above), snap now */ - if (!element_snapped[pnr]) - { - TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); - - stored_player[pnr].action |= KEY_BUTTON_SNAP; - - /* clear delayed snap button on next event */ - clear_snap_button[pnr] = TRUE; - } - - element_snapped[pnr] = FALSE; - } - - if (key_action & KEY_BUTTON_DROP && - level.game_engine_type == GAME_ENGINE_TYPE_RND) - { - /* if drop key was released without moving (see above), drop now */ - if (!element_dropped[pnr]) - { - TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); - - if (level.game_engine_type != GAME_ENGINE_TYPE_SP || - getRedDiskReleaseFlag_SP() != 0) - stored_player[pnr].action |= KEY_BUTTON_DROP; - - /* clear delayed drop button on next event */ - clear_drop_button[pnr] = TRUE; - } + /* if snap key was pressed without direction, leave pause mode */ + if (!has_snapped[pnr]) + TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); - element_dropped[pnr] = FALSE; - } + has_snapped[pnr] = FALSE; } } - else if (tape.recording && tape.pausing) + else if (tape.recording && tape.pausing && !tape.use_mouse) { /* prevent key release events from un-pausing a paused game */ if (key_status == KEY_PRESSED && key_action & KEY_ACTION) @@ -1898,7 +1925,9 @@ void HandleKey(Key key, int key_status) void HandleNoEvent() { // if (button_status && game_status != GAME_MODE_PLAYING) - if (button_status && (game_status != GAME_MODE_PLAYING || tape.pausing)) + if (button_status && (game_status != GAME_MODE_PLAYING || + tape.pausing || + level.game_engine_type == GAME_ENGINE_TYPE_MM)) { HandleButton(0, 0, button_status, -button_status); } @@ -1996,10 +2025,23 @@ void HandleJoystick() case GAME_MODE_INFO: { static unsigned int joystickmove_delay = 0; + static unsigned int joystickmove_delay_value = GADGET_FRAME_DELAY; + static int joystick_last = 0; if (joystick && !button && - !DelayReached(&joystickmove_delay, GADGET_FRAME_DELAY)) + !DelayReached(&joystickmove_delay, joystickmove_delay_value)) + { + /* delay joystick actions if buttons/axes continually pressed */ newbutton = dx = dy = 0; + } + else + { + /* start with longer delay, then continue with shorter delay */ + if (joystick != joystick_last) + joystickmove_delay_value = GADGET_FRAME_DELAY_FIRST; + else + joystickmove_delay_value = GADGET_FRAME_DELAY; + } if (game_status == GAME_MODE_TITLE) HandleTitleScreen(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK); @@ -2013,6 +2055,9 @@ void HandleJoystick() HandleSetupScreen(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK); else if (game_status == GAME_MODE_INFO) HandleInfoScreen(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK); + + joystick_last = joystick; + break; } @@ -2031,9 +2076,69 @@ void HandleJoystick() return; } + if (tape.recording && tape.pausing) + { + if (joystick & JOY_ACTION) + TapeTogglePause(TAPE_TOGGLE_MANUAL); + } + break; default: break; } } + +void HandleSpecialGameControllerButtons(Event *event) +{ +#if defined(TARGET_SDL2) + switch (event->type) + { + case SDL_CONTROLLERBUTTONDOWN: + if (event->cbutton.button == SDL_CONTROLLER_BUTTON_START) + HandleKey(KSYM_space, KEY_PRESSED); + else if (event->cbutton.button == SDL_CONTROLLER_BUTTON_BACK) + HandleKey(KSYM_Escape, KEY_PRESSED); + + break; + + case SDL_CONTROLLERBUTTONUP: + if (event->cbutton.button == SDL_CONTROLLER_BUTTON_START) + HandleKey(KSYM_space, KEY_RELEASED); + else if (event->cbutton.button == SDL_CONTROLLER_BUTTON_BACK) + HandleKey(KSYM_Escape, KEY_RELEASED); + + break; + } +#endif +} + +void HandleSpecialGameControllerKeys(Key key, int key_status) +{ +#if defined(TARGET_SDL2) +#if defined(KSYM_Rewind) && defined(KSYM_FastForward) + int button = SDL_CONTROLLER_BUTTON_INVALID; + + /* map keys to joystick buttons (special hack for Amazon Fire TV remote) */ + if (key == KSYM_Rewind) + button = SDL_CONTROLLER_BUTTON_A; + else if (key == KSYM_FastForward || key == KSYM_Menu) + button = SDL_CONTROLLER_BUTTON_B; + + if (button != SDL_CONTROLLER_BUTTON_INVALID) + { + Event event; + + event.type = (key_status == KEY_PRESSED ? SDL_CONTROLLERBUTTONDOWN : + SDL_CONTROLLERBUTTONUP); + + event.cbutton.which = 0; /* first joystick (Amazon Fire TV remote) */ + event.cbutton.button = button; + event.cbutton.state = (key_status == KEY_PRESSED ? SDL_PRESSED : + SDL_RELEASED); + + HandleJoystickEvent(&event); + } +#endif +#endif +}