X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fevents.c;h=3997764e0dfdb948517b13950db73e2eb260e0ac;hp=952f8995f602cdec1a475dd9c4fd76211138d907;hb=12d5d704d201d4df017290bfee65145e51cdf97a;hpb=30f5fd7b8f2235820dcbe638a18319d802317530 diff --git a/src/events.c b/src/events.c index 952f8995..3997764e 100644 --- a/src/events.c +++ b/src/events.c @@ -19,7 +19,7 @@ #include "editor.h" #include "files.h" #include "tape.h" -#include "cartoons.h" +#include "anim.h" #include "network.h" @@ -152,114 +152,63 @@ boolean NextValidEvent(Event *event) return FALSE; } -void EventLoop(void) +void HandleEvents() { - static unsigned int sync_frame_delay = 0; - unsigned int sync_frame_delay_value = GAME_FRAME_DELAY; + Event event; + unsigned int event_frame_delay = 0; + unsigned int event_frame_delay_value = GAME_FRAME_DELAY; - while (1) + 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; - - case SDL_APP_WILLENTERBACKGROUND: - case SDL_APP_DIDENTERBACKGROUND: - case SDL_APP_WILLENTERFOREGROUND: - case SDL_APP_DIDENTERFOREGROUND: - HandlePauseResumeEvent((PauseResumeEvent *) &event); - break; -#endif + case SDL_WINDOWEVENT: + HandleWindowEvent((WindowEvent *) &event); + break; - case EVENT_KEYPRESS: - case EVENT_KEYRELEASE: - HandleKeyEvent((KeyEvent *) &event); - break; + case EVENT_FINGERPRESS: + case EVENT_FINGERRELEASE: + case EVENT_FINGERMOTION: + HandleFingerEvent((FingerEvent *) &event); + break; - default: - HandleOtherEvents(&event); - break; - } - } - } - else - { - if (game_status == GAME_MODE_TITLE) - { - /* when showing title screens, hide mouse pointer (if not moved) */ + case EVENT_TEXTINPUT: + HandleTextEvent((TextEvent *) &event); + break; - 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 */ + case SDL_APP_WILLENTERBACKGROUND: + case SDL_APP_DIDENTERBACKGROUND: + case SDL_APP_WILLENTERFOREGROUND: + case SDL_APP_DIDENTERFOREGROUND: + HandlePauseResumeEvent((PauseResumeEvent *) &event); + break; +#endif - 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); - } + case EVENT_KEYPRESS: + case EVENT_KEYRELEASE: + HandleKeyEvent((KeyEvent *) &event); + break; - /* this is set after all pending events have been processed */ - cursor_mode_last = gfx.cursor_mode; + default: + HandleOtherEvents(&event); + break; } - /* 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(); - - /* refresh window contents from drawing buffer, if needed */ - BackToFront(); - - if (game_status != GAME_MODE_PLAYING) - WaitUntilDelayReached(&sync_frame_delay, sync_frame_delay_value); - - 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; } } @@ -305,6 +254,68 @@ 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()) @@ -449,10 +460,13 @@ void HandleWindowEvent(WindowEvent *event) 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 && !video.fullscreen_enabled) { @@ -466,8 +480,10 @@ void HandleWindowEvent(WindowEvent *event) int new_xpercent = (100 * new_window_width / video.width); int new_ypercent = (100 * new_window_height / video.height); - setup.window_scaling_percent = video.window_scaling_percent = - MIN(MAX(MIN_WINDOW_SCALING_PERCENT, MIN(new_xpercent, new_ypercent)), + // (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; @@ -1145,6 +1161,7 @@ static void HandleKeysSpecial(Key key) 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 @@ -1312,12 +1329,18 @@ 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_F11 || ((key == KSYM_Return || key == KSYM_KP_Enter) && (GetKeyModState() & KMOD_Alt))) && - video.fullscreen_available) + video.fullscreen_available && + !ignore_repeated_key) { setup.fullscreen = !setup.fullscreen; @@ -1326,14 +1349,19 @@ void HandleKey(Key key, int key_status) 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_equal || // ("Shift-=" is "+" on US keyboards) key == KSYM_0) && ((GetKeyModState() & KMOD_Control) || - (GetKeyModState() & KMOD_Alt)) && + (GetKeyModState() & KMOD_Alt) || + (GetKeyModState() & KMOD_Meta)) && video.window_scaling_available && !video.fullscreen_enabled) { @@ -1495,10 +1523,6 @@ void HandleKey(Key key, int key_status) 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", @@ -1525,20 +1549,6 @@ void HandleKey(Key key, int key_status) break; #ifdef DEBUG - case KSYM_0: - 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) { @@ -1567,12 +1577,48 @@ void HandleKey(Key key, int key_status) default: if (key == KSYM_Escape) { - game_status = GAME_MODE_MAIN; + SetGameStatus(GAME_MODE_MAIN); + DrawMainMenu(); return; } } + +#ifdef DEBUG + if (game_status == GAME_MODE_PLAYING || !setup.debug.frame_delay_game_only) + { + boolean mod_key_pressed = ((GetKeyModState() & KMOD_Control) || + (GetKeyModState() & KMOD_Alt) || + (GetKeyModState() & KMOD_Meta)); + + 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] : 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; + } + } + } +#endif } void HandleNoEvent() @@ -1596,15 +1642,6 @@ void HandleNoEvent() { case GAME_MODE_MAIN: DrawPreviewLevelAnimation(); - DoAnimation(); - break; - - case GAME_MODE_LEVELS: - case GAME_MODE_LEVELNR: - case GAME_MODE_SETUP: - case GAME_MODE_INFO: - case GAME_MODE_SCORES: - DoAnimation(); break; case GAME_MODE_EDITOR: