X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fevents.c;h=25d243b7b105f5beb368b203e7195ee97a1bc450;hp=4bbd8a523c37a5913c49d466111d3757c99b862b;hb=ad543757bee23838b7f1a58bd1eca6192a37af5e;hpb=68d1418be737276c8214780106399c0dae588d1c diff --git a/src/events.c b/src/events.c index 4bbd8a52..25d243b7 100644 --- a/src/events.c +++ b/src/events.c @@ -1,15 +1,13 @@ -/*********************************************************** -* Rocks'n'Diamonds -- McDuffin Strikes Back! * -*----------------------------------------------------------* -* (c) 1995-2006 Artsoft Entertainment * -* Holger Schemel * -* Detmolder Strasse 189 * -* 33604 Bielefeld * -* Germany * -* e-mail: info@artsoft.org * -*----------------------------------------------------------* -* 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" @@ -21,16 +19,25 @@ #include "editor.h" #include "files.h" #include "tape.h" +#include "anim.h" #include "network.h" #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 boolean playfield_cursor_set = FALSE; -static unsigned int playfield_cursor_delay = 0; +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 @@ -39,7 +46,7 @@ static unsigned int playfield_cursor_delay = 0; /* 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 FilterEventsExt(const Event *event) +static int FilterEvents(const Event *event) { MotionEvent *motion; @@ -51,6 +58,18 @@ static int FilterEventsExt(const Event *event) return 0; #endif + if (event->type == EVENT_BUTTONPRESS || + event->type == EVENT_BUTTONRELEASE) + { + ((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; + } + /* non-motion events are directly passed to event handler functions */ if (event->type != EVENT_MOTIONNOTIFY) return 1; @@ -59,11 +78,18 @@ static int FilterEventsExt(const Event *event) cursor_inside_playfield = (motion->x >= SX && motion->x < SX + SXSIZE && motion->y >= SY && motion->y < SY + SYSIZE); - if (game_status == GAME_MODE_PLAYING && playfield_cursor_set) + /* 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); - playfield_cursor_set = FALSE; - DelayReached(&playfield_cursor_delay, 0); + + DelayReached(&special_cursor_delay, 0); + + cursor_mode_last = CURSOR_DEFAULT; } /* skip mouse motion events without pressed button outside level editor */ @@ -74,31 +100,18 @@ static int FilterEventsExt(const Event *event) return 1; } -#if defined(TARGET_SDL2) -int FilterEvents(void *userdata, Event *event) -{ - return FilterEventsExt(event); -} -#else -int FilterEvents(const Event *event) -{ - return FilterEventsExt(event); -} -#endif - /* 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) */ -boolean SkipPressedMouseMotionEvent(const Event *event) +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 level editor */ - if (button_status == MB_RELEASED || - game_status == GAME_MODE_EDITOR || game_status == GAME_MODE_PLAYING) + /* only skip motion events with pressed button outside the game */ + if (button_status == MB_RELEASED || game_status == GAME_MODE_PLAYING) return FALSE; if (PendingEvent()) @@ -115,11 +128,15 @@ boolean SkipPressedMouseMotionEvent(const Event *event) return FALSE; } -/* this is only really needed for non-SDL targets to filter unwanted events; - when using SDL with properly installed event filter, this function can be - replaced with a simple "NextEvent()" call, but it doesn't hurt either */ +/* 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) */ -static boolean NextValidEvent(Event *event) +boolean NextValidEvent(Event *event) { while (PendingEvent()) { @@ -127,7 +144,7 @@ static boolean NextValidEvent(Event *event) NextEvent(event); - if (FilterEventsExt(event)) + if (FilterEvents(event)) handle_this_event = TRUE; if (SkipPressedMouseMotionEvent(event)) @@ -140,94 +157,67 @@ static boolean NextValidEvent(Event *event) return FALSE; } -void EventLoop(void) +void HandleEvents() { - while (1) + Event event; + unsigned int event_frame_delay = 0; + unsigned int event_frame_delay_value = GAME_FRAME_DELAY; + + ResetDelayCounter(&event_frame_delay); + + while (NextValidEvent(&event)) { - if (PendingEvent()) /* got event */ + switch (event.type) { - Event event; + case EVENT_BUTTONPRESS: + case EVENT_BUTTONRELEASE: + HandleButtonEvent((ButtonEvent *) &event); + break; - while (NextValidEvent(&event)) - { - switch (event.type) - { - case EVENT_BUTTONPRESS: - case EVENT_BUTTONRELEASE: - HandleButtonEvent((ButtonEvent *) &event); - break; - - case EVENT_MOTIONNOTIFY: - HandleMotionEvent((MotionEvent *) &event); - break; + case EVENT_MOTIONNOTIFY: + HandleMotionEvent((MotionEvent *) &event); + break; #if defined(TARGET_SDL2) - 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; -#endif + case EVENT_WHEELMOTION: + HandleWheelEvent((WheelEvent *) &event); + break; - case EVENT_KEYPRESS: - case EVENT_KEYRELEASE: - HandleKeyEvent((KeyEvent *) &event); - break; + case SDL_WINDOWEVENT: + HandleWindowEvent((WindowEvent *) &event); + break; - default: - HandleOtherEvents(&event); - break; - } - } - } - else - { - /* when playing, display a special mouse pointer inside the playfield */ - if (game_status == GAME_MODE_PLAYING && !tape.pausing) - { - if (!playfield_cursor_set && cursor_inside_playfield && - DelayReached(&playfield_cursor_delay, 1000)) - { - SetMouseCursor(CURSOR_PLAYFIELD); - playfield_cursor_set = TRUE; - } - } - else if (playfield_cursor_set) - { - SetMouseCursor(CURSOR_DEFAULT); - playfield_cursor_set = FALSE; - } + case EVENT_FINGERPRESS: + case EVENT_FINGERRELEASE: + case EVENT_FINGERMOTION: + HandleFingerEvent((FingerEvent *) &event); + break; - HandleNoEvent(); - } + case EVENT_TEXTINPUT: + HandleTextEvent((TextEvent *) &event); + break; - /* don't use all CPU time when idle; the main loop while playing - has its own synchronization and is CPU friendly, too */ + case SDL_APP_WILLENTERBACKGROUND: + case SDL_APP_DIDENTERBACKGROUND: + case SDL_APP_WILLENTERFOREGROUND: + case SDL_APP_DIDENTERFOREGROUND: + HandlePauseResumeEvent((PauseResumeEvent *) &event); + break; +#endif - if (game_status == GAME_MODE_PLAYING) - { - HandleGameActions(); - } - else - { - SyncDisplay(); - if (!PendingEvent()) /* delay only if no pending events */ - Delay(10); - } + case EVENT_KEYPRESS: + case EVENT_KEYRELEASE: + HandleKeyEvent((KeyEvent *) &event); + break; - /* refresh window contents from drawing buffer, if needed */ - BackToFront(); + default: + HandleOtherEvents(&event); + break; + } - if (game_status == GAME_MODE_QUIT) - return; + // do not handle events for longer than standard frame delay period + if (DelayReached(&event_frame_delay, event_frame_delay_value)) + break; } } @@ -273,6 +263,68 @@ void HandleOtherEvents(Event *event) } } +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 (PendingEvent()) @@ -288,11 +340,7 @@ void ClearEventQueue() break; case EVENT_KEYRELEASE: -#if 1 ClearPlayerAction(); -#else - key_joystick_mapping = 0; -#endif break; default: @@ -357,21 +405,22 @@ void SleepWhileUnmapped() void HandleExposeEvent(ExposeEvent *event) { -#if !defined(TARGET_SDL) - RedrawPlayfield(FALSE, event->x, event->y, event->width, event->height); - FlushDisplay(); -#endif } void HandleButtonEvent(ButtonEvent *event) { -#if DEBUG_EVENTS +#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) @@ -384,15 +433,12 @@ void HandleButtonEvent(ButtonEvent *event) void HandleMotionEvent(MotionEvent *event) { - if (!PointerInWindow(window)) - return; /* window and pointer are on different screens */ - if (button_status == MB_RELEASED && game_status != GAME_MODE_EDITOR) return; motion_status = TRUE; -#if DEBUG_EVENTS +#if DEBUG_EVENTS_MOTION Error(ERR_DEBUG, "MOTION EVENT: button %d moved, x/y %d/%d\n", button_status, event->x, event->y); #endif @@ -401,8 +447,49 @@ void HandleMotionEvent(MotionEvent *event) } #if defined(TARGET_SDL2) + +void HandleWheelEvent(WheelEvent *event) +{ + int button_nr; + +#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 = @@ -424,91 +511,92 @@ void HandleWindowEvent(WindowEvent *event) Error(ERR_DEBUG, "WINDOW EVENT: '%s', %ld, %ld", event_name, event->data1, event->data2); - - if (event->event == SDL_WINDOWEVENT_EXPOSED) - SDLRedrawWindow(); +#endif #if 0 - if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED) - { - // if game started in fullscreen mode, window will also get fullscreen size - if (!video.fullscreen_enabled && video.fullscreen_initial) - { - SDLSetWindowScaling(setup.window_scaling_percent); - - // only do this correction once - video.fullscreen_initial = FALSE; - } - } + // (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 && !video.fullscreen_enabled) + if (event->event == SDL_WINDOWEVENT_RESIZED) { -#if 1 - int new_window_width = event->data1; - int new_window_height = event->data2; + if (!video.fullscreen_enabled) + { + int new_window_width = event->data1; + int new_window_height = event->data2; - printf("::: RESIZED from %d, %d to %d, %d\n", - video.window_width, video.window_height, - new_window_width, new_window_height); + // 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 = 100.0 * new_window_width / video.screen_width + .5; + int new_ypercent = 100.0 * new_window_height / video.screen_height + .5; - // 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.width); - int new_ypercent = (100 * new_window_height / video.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); - setup.window_scaling_percent = video.window_scaling_percent = - MIN(MAX(MIN_WINDOW_SCALING_PERCENT, MIN(new_xpercent, new_ypercent)), - MAX_WINDOW_SCALING_PERCENT); + video.window_width = new_window_width; + video.window_height = new_window_height; - video.window_width = new_window_width; - video.window_height = new_window_height; + if (game_status == GAME_MODE_SETUP) + RedrawSetupScreenAfterFullscreenToggle(); - printf("::: setup.window_scaling_percent set to %d\n", - setup.window_scaling_percent); + SetWindowTitle(); + } } -#else - // prevent slightly wrong scaling factor due to rounding differences - float scaling_factor = (float)setup.window_scaling_percent / 100; - int old_xsize = (int)(scaling_factor * video.width); - int old_ysize = (int)(scaling_factor * video.height); - int new_xsize = event->data1; - int new_ysize = event->data2; - - // window size is unchanged when going from fullscreen to window mode, - // but reverse calculation of scaling factor might result in a scaling - // factor that is slightly different due to rounding differences; - // therefore compare old/new window size and not old/new scaling factor - if (old_xsize != new_xsize || - old_ysize != new_ysize) +#if defined(PLATFORM_ANDROID) + else { - int new_xpercent = (100 * new_xsize / video.width); - int new_ypercent = (100 * new_ysize / video.height); + int new_display_width = event->data1; + int new_display_height = event->data2; - setup.window_scaling_percent = MIN(new_xpercent, new_ypercent); - - if (setup.window_scaling_percent < MIN_WINDOW_SCALING_PERCENT) - setup.window_scaling_percent = MIN_WINDOW_SCALING_PERCENT; - else if (setup.window_scaling_percent > MAX_WINDOW_SCALING_PERCENT) - setup.window_scaling_percent = MAX_WINDOW_SCALING_PERCENT; + // 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; - printf("::: setup.window_scaling_percent set to %d\n", - setup.window_scaling_percent); + SDLSetScreenProperties(); + } } #endif } } -void HandleFingerEvent(FingerEvent *event) +#define NUM_TOUCH_FINGERS 3 + +static struct { -#if 0 - static int num_events = 0; - int max_events = 10; -#endif + boolean touched; + SDL_FingerID finger_id; + int counter; + Key key; +} touch_info[NUM_TOUCH_FINGERS]; -#if DEBUG_EVENTS +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", @@ -519,68 +607,453 @@ void HandleFingerEvent(FingerEvent *event) event->pressure); #endif -#if 0 - int x = (int)(event->x * video.width); - int y = (int)(event->y * video.height); - int button = MB_LEFTBUTTON; + if (game_status != GAME_MODE_PLAYING) + return; - Error(ERR_DEBUG, "=> screen x/y %d/%d", x, y); -#endif + if (strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER)) + return; -#if 0 - if (++num_events >= max_events) - CloseAllAndExit(0); -#endif + if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS)) + { + 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); + + // 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); -#if 1 -#if 0 - if (event->type == EVENT_FINGERPRESS || - event->type == EVENT_FINGERMOTION) - button_status = button; - else - button_status = MB_RELEASED; + break; + } + } - int max_x = SX + SXSIZE; - int max_y = SY + SYSIZE; -#endif + if (i >= NUM_TOUCH_FINGERS) + { + if (key_status == KEY_PRESSED) + { + int oldest_pos = 0, oldest_counter = touch_info[0].counter; -#if 1 - if (game_status == GAME_MODE_PLAYING) -#else - if (game_status == GAME_MODE_PLAYING && - x < max_x) -#endif + // 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); + + 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; + } + + // use touch direction control + + if (event->type == EVENT_FINGERPRESS) { - int key_status = (event->type == EVENT_FINGERRELEASE ? KEY_RELEASED : - KEY_PRESSED); -#if 1 - Key key = (event->y < 1.0 / 3.0 ? setup.input[0].key.up : - event->y > 2.0 / 3.0 ? setup.input[0].key.down : - event->x < 1.0 / 3.0 ? setup.input[0].key.left : - event->x > 2.0 / 3.0 ? setup.input[0].key.right : - setup.input[0].key.drop); -#else - Key key = (y < max_y / 3 ? setup.input[0].key.up : - y > 2 * max_y / 3 ? setup.input[0].key.down : - x < max_x / 3 ? setup.input[0].key.left : - x > 2 * max_x / 3 ? setup.input[0].key.right : - setup.input[0].key.drop); -#endif + if (event_x > 1.0 / 3.0) + { + // motion area - Error(ERR_DEBUG, "=> key == %d, key_status == %d", key, key_status); + motion_id = event->fingerId; - HandleKey(key, key_status); + 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 + else if (event->type == EVENT_FINGERRELEASE) { -#if 0 - Error(ERR_DEBUG, "::: button_status == %d, button == %d\n", - button_status, button); + if (event->fingerId == motion_id) + { + motion_id = -1; - HandleButton(x, y, button_status, button); -#endif + 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; + + HandleKey(button_key, KEY_PRESSED); + + Error(ERR_DEBUG, "---------- DROP STARTED ----------"); + } + } + } +} + +static void HandleFollowFinger(int mx, int my, int button) +{ + 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 (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; } -#endif } static boolean checkTextInputKeyModState() @@ -597,26 +1070,40 @@ void HandleTextEvent(TextEvent *event) char *text = event->text; Key key = getKeyFromKeyName(text); -#if DEBUG_EVENTS - Error(ERR_DEBUG, "TEXT EVENT: text == '%s' [%d byte(s), '%c'/%d], resulting key == %d (%s)", +#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)); + 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 - // if (game_status != GAME_MODE_PLAYING && GetKeyModState() != KMOD_None) - /* - if (game_status != GAME_MODE_PLAYING && - (GetKeyModState() & KMOD_TextInput) != KMOD_None) - */ - if (checkTextInputKeyModState()) + // 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) { - HandleKey(key, KEY_PRESSED); - HandleKey(key, KEY_RELEASED); + Mix_ResumeMusic(); } } + #endif void HandleKeyEvent(KeyEvent *event) @@ -626,7 +1113,7 @@ void HandleKeyEvent(KeyEvent *event) Key key = GetEventKey(event, with_modifiers); Key keymod = (with_modifiers ? GetEventKey(event, FALSE) : key); -#if DEBUG_EVENTS +#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, @@ -637,13 +1124,6 @@ void HandleKeyEvent(KeyEvent *event) 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) @@ -653,12 +1133,7 @@ void HandleKeyEvent(KeyEvent *event) HandleKeyModState(keymod, key_status); #if defined(TARGET_SDL2) - - // if (game_status == GAME_MODE_PLAYING || GetKeyModState() == KMOD_None) - /* - if (game_status == GAME_MODE_PLAYING || - (GetKeyModState() & KMOD_TextInput) == KMOD_None) - */ + // only handle raw key input without text modifier keys pressed if (!checkTextInputKeyModState()) HandleKey(key, key_status); #else @@ -723,12 +1198,14 @@ void HandleWindowManagerEvent(Event *event) 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 < 0) + if (button_nr < 0) { mx = old_mx; my = old_my; - button = -button; + button_nr = -button_nr; + button_hold = TRUE; } else { @@ -736,20 +1213,33 @@ void HandleButton(int mx, int my, int button, int button_nr) 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; -#if 0 - Error(ERR_DEBUG, "::: game_status == %d", game_status); -#endif - switch (game_status) { case GAME_MODE_TITLE: @@ -788,11 +1278,17 @@ 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: + HandleFollowFinger(mx, my, button); +#endif + #ifdef DEBUG - if (button == MB_PRESSED && !motion_status && IN_GFX_SCREEN(mx, my)) - DumpTile(LEVELX((mx - SX) / TILEX), LEVELY((my - SY) / TILEY)); + if (button == MB_PRESSED && !motion_status && IN_GFX_FIELD_PLAY(mx, my) && + GetKeyModState() & KMOD_Control) + DumpTileFromScreen(mx, my); #endif + break; default: @@ -834,7 +1330,7 @@ static void HandleKeysSpecial(Key key) cheat_input[cheat_input_len++] = letter; cheat_input[cheat_input_len] = '\0'; -#if DEBUG_EVENTS +#if DEBUG_EVENTS_KEY Error(ERR_DEBUG, "SPECIAL KEY '%s' [%d]\n", cheat_input, cheat_input_len); #endif @@ -881,6 +1377,20 @@ static void HandleKeysSpecial(Key key) { 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 */ + + /* remove player input actions for all players but the first one */ + for (i = 1; i < MAX_PLAYERS; i++) + tape.player_participates[i] = FALSE; + + tape.changed = TRUE; + } else if (is_string_suffix(cheat_input, ":save-native-level") || is_string_suffix(cheat_input, ":snl")) { @@ -908,9 +1418,64 @@ static void HandleKeysSpecial(Key key) } } +void HandleKeysDebug(Key key) +{ +#ifdef DEBUG + int i; + + if (game_status == GAME_MODE_PLAYING || !setup.debug.frame_delay_game_only) + { + boolean mod_key_pressed = (GetKeyModState() != KMOD_None); + + 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)) + { + GameFrameDelay = (GameFrameDelay != setup.debug.frame_delay[i] ? + setup.debug.frame_delay[i] : setup.game_frame_delay); + + if (!setup.debug.frame_delay_game_only) + MenuFrameDelay = GameFrameDelay; + + SetVideoFrameDelay(GameFrameDelay); + + 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)"); + + 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(Key key, int key_status) { boolean anyTextGadgetActiveOrJustFinished = anyTextGadgetActive(); + static boolean ignore_repeated_key = FALSE; static struct SetupKeyboardInfo ski; static struct SetupShortcutInfo ssi; static struct @@ -998,15 +1563,11 @@ void HandleKey(Key key, int key_status) if (stored_player[pnr].action & KEY_BUTTON_DROP) element_dropped[pnr] = TRUE; } -#if 1 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 0 - printf("::: drop key pressed\n"); -#endif if (level.game_engine_type == GAME_ENGINE_TYPE_SP && getRedDiskReleaseFlag_SP() == 0) @@ -1015,7 +1576,6 @@ void HandleKey(Key key, int key_status) TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); } } -#endif else if (key_status == KEY_RELEASED && key_action & KEY_BUTTON) { if (key_action & KEY_BUTTON_SNAP) @@ -1034,7 +1594,6 @@ void HandleKey(Key key, int key_status) element_snapped[pnr] = FALSE; } -#if 1 if (key_action & KEY_BUTTON_DROP && level.game_engine_type == GAME_ENGINE_TYPE_RND) { @@ -1053,7 +1612,6 @@ void HandleKey(Key key, int key_status) element_dropped[pnr] = FALSE; } -#endif } } else if (tape.recording && tape.pausing) @@ -1085,39 +1643,53 @@ void HandleKey(Key key, int key_status) key_joystick_mapping = 0; if (key_status == KEY_RELEASED) + { + // reset flag to ignore repeated "key pressed" events after key release + ignore_repeated_key = FALSE; + return; + } - if ((key == KSYM_Return || key == KSYM_KP_Enter) && - (GetKeyModState() & KMOD_Alt) && video.fullscreen_available) + if ((key == KSYM_F11 || + ((key == KSYM_Return || + key == KSYM_KP_Enter) && (GetKeyModState() & KMOD_Alt))) && + video.fullscreen_available && + !ignore_repeated_key) { setup.fullscreen = !setup.fullscreen; - printf("::: %d\n", setup.window_scaling_percent); - - ToggleFullscreenIfNeeded(); + ToggleFullscreenOrChangeWindowScalingIfNeeded(); if (game_status == GAME_MODE_SETUP) RedrawSetupScreenAfterFullscreenToggle(); + // set flag to ignore repeated "key pressed" events + ignore_repeated_key = TRUE; + return; } - if ((key == KSYM_minus || key == KSYM_plus || key == KSYM_0) && - (GetKeyModState() & KMOD_Control) && video.window_scaling_available && + if ((key == KSYM_0 || key == KSYM_KP_0 || + key == KSYM_minus || key == KSYM_KP_Subtract || + key == KSYM_plus || key == KSYM_KP_Add || + key == KSYM_equal) && // ("Shift-=" is "+" on US keyboards) + (GetKeyModState() & (KMOD_Control | KMOD_Meta)) && + video.window_scaling_available && !video.fullscreen_enabled) { - if (key == KSYM_0) + if (key == KSYM_0 || key == KSYM_KP_0) setup.window_scaling_percent = STD_WINDOW_SCALING_PERCENT; + else if (key == KSYM_minus || key == KSYM_KP_Subtract) + setup.window_scaling_percent -= STEP_WINDOW_SCALING_PERCENT; else - setup.window_scaling_percent += - (key == KSYM_minus ? -1 : +1) * STEP_WINDOW_SCALING_PERCENT; + setup.window_scaling_percent += STEP_WINDOW_SCALING_PERCENT; if (setup.window_scaling_percent < MIN_WINDOW_SCALING_PERCENT) setup.window_scaling_percent = MIN_WINDOW_SCALING_PERCENT; else if (setup.window_scaling_percent > MAX_WINDOW_SCALING_PERCENT) setup.window_scaling_percent = MAX_WINDOW_SCALING_PERCENT; - ToggleFullscreenIfNeeded(); + ToggleFullscreenOrChangeWindowScalingIfNeeded(); if (game_status == GAME_MODE_SETUP) RedrawSetupScreenAfterFullscreenToggle(); @@ -1125,13 +1697,8 @@ void HandleKey(Key key, int key_status) return; } -#if 0 - if (game_status == GAME_MODE_PLAYING && local_player->LevelSolved_GameEnd && - (key == KSYM_Return || key == setup.shortcut.toggle_pause)) -#else if (game_status == GAME_MODE_PLAYING && AllPlayersGone && (key == KSYM_Return || key == setup.shortcut.toggle_pause)) -#endif { GameEnd(); @@ -1153,7 +1720,7 @@ void HandleKey(Key key, int key_status) else if (key == setup.shortcut.load_game) TapeQuickLoad(); else if (key == setup.shortcut.toggle_pause) - TapeTogglePause(TAPE_TOGGLE_MANUAL); + TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE); HandleTapeButtonKeys(key); HandleSoundButtonKeys(key); @@ -1268,18 +1835,6 @@ void HandleKey(Key key, int key_status) HandleHallOfFame(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK); break; -#ifdef DEBUG - case KSYM_0: - GameFrameDelay = (GameFrameDelay == 500 ? GAME_FRAME_DELAY : 500); - break; - - case KSYM_b: - setup.sp_show_border_elements = !setup.sp_show_border_elements; - printf("Supaplex border elements %s\n", - setup.sp_show_border_elements ? "enabled" : "disabled"); - break; -#endif - default: break; } @@ -1298,91 +1853,6 @@ void HandleKey(Key key, int key_status) RequestQuitGame(setup.ask_on_escape); break; -#ifdef DEBUG - case KSYM_0: -#if 0 - case KSYM_1: - case KSYM_2: - case KSYM_3: - case KSYM_4: - case KSYM_5: - case KSYM_6: - case KSYM_7: - case KSYM_8: - case KSYM_9: -#endif - if (key == KSYM_0) - { - if (GameFrameDelay == 500) - GameFrameDelay = GAME_FRAME_DELAY; - else - GameFrameDelay = 500; - } - else - GameFrameDelay = (key - KSYM_0) * 10; - printf("Game speed == %d%% (%d ms delay between two frames)\n", - GAME_FRAME_DELAY * 100 / GameFrameDelay, GameFrameDelay); - break; - - case KSYM_d: - if (options.debug) - { - options.debug = FALSE; - printf("debug mode disabled\n"); - } - else - { - options.debug = TRUE; - printf("debug mode enabled\n"); - } - break; - - case KSYM_s: - if (!global.fps_slowdown) - { - global.fps_slowdown = TRUE; - global.fps_slowdown_factor = 2; - printf("fps slowdown enabled -- display only every 2nd frame\n"); - } - else if (global.fps_slowdown_factor == 2) - { - global.fps_slowdown_factor = 4; - printf("fps slowdown enabled -- display only every 4th frame\n"); - } - else - { - global.fps_slowdown = FALSE; - global.fps_slowdown_factor = 1; - printf("fps slowdown disabled\n"); - } - break; - - case KSYM_f: - ScrollStepSize = TILEX / 8; - printf("ScrollStepSize == %d (1/8)\n", ScrollStepSize); - break; - - case KSYM_g: - ScrollStepSize = TILEX / 4; - printf("ScrollStepSize == %d (1/4)\n", ScrollStepSize); - break; - - case KSYM_h: - ScrollStepSize = TILEX / 2; - printf("ScrollStepSize == %d (1/2)\n", ScrollStepSize); - break; - - case KSYM_l: - ScrollStepSize = TILEX; - printf("ScrollStepSize == %d (1/1)\n", ScrollStepSize); - break; - - case KSYM_v: - printf("::: currently using game engine version %d\n", - game.engine_version); - break; -#endif - default: break; } @@ -1392,21 +1862,27 @@ void HandleKey(Key key, int key_status) default: if (key == KSYM_Escape) { - game_status = GAME_MODE_MAIN; + SetGameStatus(GAME_MODE_MAIN); + DrawMainMenu(); return; } } + + HandleKeysDebug(key); } void HandleNoEvent() { - if (button_status && game_status != GAME_MODE_PLAYING) + // if (button_status && game_status != GAME_MODE_PLAYING) + if (button_status && (game_status != GAME_MODE_PLAYING || tape.pausing)) { - HandleButton(0, 0, -button_status, button_status); - - return; + HandleButton(0, 0, button_status, -button_status); + } + else + { + HandleJoystick(); } #if defined(NETWORK_AVALIABLE) @@ -1414,7 +1890,25 @@ void HandleNoEvent() HandleNetworking(); #endif - HandleJoystick(); + switch (game_status) + { + case GAME_MODE_MAIN: + DrawPreviewLevelAnimation(); + break; + + case GAME_MODE_EDITOR: + HandleLevelEditorIdle(); + break; + +#if defined(TARGET_SDL2) + case GAME_MODE_PLAYING: + HandleFollowFinger(-1, -1, -1); + break; +#endif + + default: + break; + } } static int HandleJoystickForAllPlayers() @@ -1491,19 +1985,11 @@ void HandleJoystick() HandleHallOfFame(0, 0, dx, dy, !newbutton); break; - case GAME_MODE_EDITOR: - HandleLevelEditorIdle(); - break; - case GAME_MODE_PLAYING: if (tape.playing || keyboard) newbutton = ((joy & JOY_BUTTON) != 0); -#if 0 - if (local_player->LevelSolved_GameEnd && newbutton) -#else - if (AllPlayersGone && newbutton) -#endif + if (newbutton && AllPlayersGone) { GameEnd();