X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fevents.c;h=6066335d64e1f2193d93acfcd5da54a8e29081c4;hp=4fcbd19981885ce1074cb310c08aae18cb6c2490;hb=cf41c74d18630924c1e32ad913d315a493402ef9;hpb=164e6c72eba4eac8002bd6b334579e78e5010d0f diff --git a/src/events.c b/src/events.c index 4fcbd199..6066335d 100644 --- a/src/events.c +++ b/src/events.c @@ -39,30 +39,49 @@ static int cursor_mode_last = CURSOR_DEFAULT; static unsigned int special_cursor_delay = 0; static unsigned int special_cursor_delay_value = 1000; +static boolean virtual_button_pressed = FALSE; +static boolean stop_processing_events = FALSE; -/* forward declarations for internal use */ + +// forward declarations for internal use static void HandleNoEvent(void); static void HandleEventActions(void); -/* 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 to set mouse x/y position (for pointer class global animations) +// (this is especially required to ensure smooth global animation mouse pointer +// movement when the screen is updated without handling events; this can happen +// when drawing door/envelope request animations, for example) + +int FilterMouseMotionEvents(void *userdata, Event *event) +{ + if (event->type == EVENT_MOTIONNOTIFY) + { + int mouse_x = ((MotionEvent *)event)->x; + int mouse_y = ((MotionEvent *)event)->y; + + UpdateRawMousePosition(mouse_x, mouse_y); + } + + return 1; +} + +// 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 */ +// 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) { MotionEvent *motion; -#if defined(TARGET_SDL2) - /* skip repeated key press events if keyboard auto-repeat is disabled */ + // 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) @@ -76,7 +95,7 @@ static int FilterEvents(const Event *event) ((MotionEvent *)event)->y -= video.screen_yoffset; } - /* non-motion events are directly passed to event handler functions */ + // non-motion events are directly passed to event handler functions if (event->type != EVENT_MOTIONNOTIFY) return 1; @@ -84,7 +103,16 @@ static int FilterEvents(const Event *event) cursor_inside_playfield = (motion->x >= SX && motion->x < SX + SXSIZE && motion->y >= SY && motion->y < SY + SYSIZE); - /* do no reset mouse cursor before all pending events have been processed */ + // set correct mouse x/y position (for pointer class global animations) + // (this is required in rare cases where the mouse x/y position calculated + // from raw values (to apply logical screen size scaling corrections) does + // not match the final mouse event x/y position -- this may happen because + // the SDL renderer's viewport position is internally represented as float, + // but only accessible as integer, which may lead to rounding errors) + gfx.mouse_x = motion->x; + gfx.mouse_y = motion->y; + + // 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) || @@ -98,7 +126,7 @@ static int FilterEvents(const Event *event) cursor_mode_last = CURSOR_DEFAULT; } - /* skip mouse motion events without pressed button outside level editor */ + // 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; @@ -106,17 +134,17 @@ static int FilterEvents(const Event *event) 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) */ +// 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 */ + // 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 */ + // only skip motion events with pressed button outside the game if (button_status == MB_RELEASED || game_status == GAME_MODE_PLAYING) return FALSE; @@ -126,7 +154,7 @@ static boolean SkipPressedMouseMotionEvent(const Event *event) PeekEvent(&next_event); - /* if next event is also a mouse motion event, skip the current one */ + // if next event is also a mouse motion event, skip the current one if (next_event.type == EVENT_MOTIONNOTIFY) return TRUE; } @@ -164,7 +192,12 @@ boolean NextValidEvent(Event *event) return FALSE; } -void HandleEvents() +void StopProcessingEvents(void) +{ + stop_processing_events = TRUE; +} + +static void HandleEvents(void) { Event event; unsigned int event_frame_delay = 0; @@ -172,6 +205,8 @@ void HandleEvents() ResetDelayCounter(&event_frame_delay); + stop_processing_events = FALSE; + while (NextValidEvent(&event)) { switch (event.type) @@ -185,7 +220,6 @@ void HandleEvents() HandleMotionEvent((MotionEvent *) &event); break; -#if defined(TARGET_SDL2) case EVENT_WHEELMOTION: HandleWheelEvent((WheelEvent *) &event); break; @@ -210,13 +244,16 @@ void HandleEvents() case SDL_APP_DIDENTERFOREGROUND: HandlePauseResumeEvent((PauseResumeEvent *) &event); break; -#endif case EVENT_KEYPRESS: case EVENT_KEYRELEASE: HandleKeyEvent((KeyEvent *) &event); break; + case EVENT_USER: + HandleUserEvent((UserEvent *) &event); + break; + default: HandleOtherEvents(&event); break; @@ -225,6 +262,10 @@ void HandleEvents() // do not handle events for longer than standard frame delay period if (DelayReached(&event_frame_delay, event_frame_delay_value)) break; + + // do not handle any further events if triggered by a special flag + if (stop_processing_events) + break; } } @@ -232,29 +273,6 @@ void HandleOtherEvents(Event *event) { switch (event->type) { - case EVENT_EXPOSE: - HandleExposeEvent((ExposeEvent *) event); - break; - - case EVENT_UNMAPNOTIFY: -#if 0 - /* This causes the game to stop not only when iconified, but also - when on another virtual desktop, which might be not desired. */ - SleepWhileUnmapped(); -#endif - break; - - case EVENT_FOCUSIN: - case EVENT_FOCUSOUT: - HandleFocusEvent((FocusChangeEvent *) event); - break; - - case EVENT_CLIENTMESSAGE: - HandleClientMessageEvent((ClientMessageEvent *) event); - break; - -#if defined(TARGET_SDL) -#if defined(TARGET_SDL2) case SDL_CONTROLLERBUTTONDOWN: case SDL_CONTROLLERBUTTONUP: // for any game controller button event, disable overlay buttons @@ -262,32 +280,37 @@ void HandleOtherEvents(Event *event) HandleSpecialGameControllerButtons(event); - /* FALL THROUGH */ + // FALL THROUGH case SDL_CONTROLLERDEVICEADDED: case SDL_CONTROLLERDEVICEREMOVED: case SDL_CONTROLLERAXISMOTION: -#endif case SDL_JOYAXISMOTION: case SDL_JOYBUTTONDOWN: case SDL_JOYBUTTONUP: HandleJoystickEvent(event); break; - case SDL_SYSWMEVENT: - HandleWindowManagerEvent(event); + case SDL_DROPBEGIN: + case SDL_DROPCOMPLETE: + case SDL_DROPFILE: + case SDL_DROPTEXT: + HandleDropEvent(event); + break; + + case EVENT_QUIT: + CloseAllAndExit(0); break; -#endif default: break; } } -void HandleMouseCursor() +static void HandleMouseCursor(void) { if (game_status == GAME_MODE_TITLE) { - /* when showing title screens, hide mouse pointer (if not moved) */ + // when showing title screens, hide mouse pointer (if not moved) if (gfx.cursor_mode != CURSOR_NONE && DelayReached(&special_cursor_delay, special_cursor_delay_value)) @@ -298,7 +321,7 @@ void HandleMouseCursor() else if (game_status == GAME_MODE_PLAYING && (!tape.pausing || tape.single_step)) { - /* when playing, display a special mouse pointer inside the playfield */ + // when playing, display a special mouse pointer inside the playfield if (gfx.cursor_mode != CURSOR_PLAYFIELD && cursor_inside_playfield && @@ -314,7 +337,7 @@ void HandleMouseCursor() SetMouseCursor(CURSOR_DEFAULT); } - /* this is set after all pending events have been processed */ + // this is set after all pending events have been processed cursor_mode_last = gfx.cursor_mode; } @@ -327,19 +350,19 @@ void EventLoop(void) else HandleNoEvent(); - /* execute event related actions after pending events have been processed */ + // execute event related actions after pending events have been processed HandleEventActions(); - /* don't use all CPU time when idle; the main loop while playing - has its own synchronization and is CPU friendly, too */ + // 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 */ + // always copy backbuffer to visible screen for every video frame BackToFront(); - /* reset video frame delay to default (may change again while playing) */ + // reset video frame delay to default (may change again while playing) SetVideoFrameDelay(MenuFrameDelay); if (game_status == GAME_MODE_QUIT) @@ -347,7 +370,24 @@ void EventLoop(void) } } -void ClearEventQueue() +void ClearAutoRepeatKeyEvents(void) +{ + while (PendingEvent()) + { + Event next_event; + + PeekEvent(&next_event); + + // if event is repeated key press event, remove it from event queue + if (next_event.type == EVENT_KEYPRESS && + next_event.key.repeat) + WaitEvent(&next_event); + else + break; + } +} + +void ClearEventQueue(void) { Event event; @@ -363,12 +403,10 @@ void ClearEventQueue() ClearPlayerAction(); break; -#if defined(TARGET_SDL2) case SDL_CONTROLLERBUTTONUP: HandleJoystickEvent(&event); ClearPlayerAction(); break; -#endif default: HandleOtherEvents(&event); @@ -377,27 +415,30 @@ void ClearEventQueue() } } -void ClearPlayerMouseAction() +static void ClearPlayerMouseAction(void) { local_player->mouse_action.lx = 0; local_player->mouse_action.ly = 0; local_player->mouse_action.button = 0; } -void ClearPlayerAction() +void ClearPlayerAction(void) { int i; - /* simulate key release events for still pressed keys */ + // simulate key release events for still pressed keys key_joystick_mapping = 0; for (i = 0; i < MAX_PLAYERS; i++) + { stored_player[i].action = 0; + stored_player[i].snap_action = 0; + } ClearJoystickState(); ClearPlayerMouseAction(); } -void SetPlayerMouseAction(int mx, int my, int button) +static void SetPlayerMouseAction(int mx, int my, int button) { int lx = getLevelFromScreenX(mx); int ly = getLevelFromScreenY(my); @@ -417,7 +458,7 @@ void SetPlayerMouseAction(int mx, int my, int button) if (tape.recording && tape.pausing && tape.use_mouse) { - /* un-pause a paused game only if mouse button was newly pressed down */ + // un-pause a paused game only if mouse button was newly pressed down if (new_button) TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); } @@ -425,61 +466,6 @@ void SetPlayerMouseAction(int mx, int my, int button) SetTileCursorXY(lx, ly); } -void SleepWhileUnmapped() -{ - boolean window_unmapped = TRUE; - - KeyboardAutoRepeatOn(); - - while (window_unmapped) - { - Event event; - - if (!WaitValidEvent(&event)) - continue; - - switch (event.type) - { - case EVENT_BUTTONRELEASE: - button_status = MB_RELEASED; - break; - - case EVENT_KEYRELEASE: - key_joystick_mapping = 0; - break; - -#if defined(TARGET_SDL2) - case SDL_CONTROLLERBUTTONUP: - HandleJoystickEvent(&event); - key_joystick_mapping = 0; - break; -#endif - - case EVENT_MAPNOTIFY: - window_unmapped = FALSE; - break; - - case EVENT_UNMAPNOTIFY: - /* this is only to surely prevent the 'should not happen' case - * of recursively looping between 'SleepWhileUnmapped()' and - * 'HandleOtherEvents()' which usually calls this funtion. - */ - break; - - default: - HandleOtherEvents(&event); - break; - } - } - - if (game_status == GAME_MODE_PLAYING) - KeyboardAutoRepeatOffUnlessAutoplay(); -} - -void HandleExposeEvent(ExposeEvent *event) -{ -} - void HandleButtonEvent(ButtonEvent *event) { #if DEBUG_EVENTS_BUTTON @@ -522,8 +508,6 @@ void HandleMotionEvent(MotionEvent *event) HandleButton(event->x, event->y, button_status, button_status); } -#if defined(TARGET_SDL2) - void HandleWheelEvent(WheelEvent *event) { int button_nr; @@ -623,6 +607,8 @@ void HandleWindowEvent(WindowEvent *event) if (game_status == GAME_MODE_SETUP) RedrawSetupScreenAfterFullscreenToggle(); + UpdateMousePosition(); + SetWindowTitle(); } } @@ -649,21 +635,16 @@ void HandleWindowEvent(WindowEvent *event) int x, y; if (game_status == GAME_MODE_SETUP) - { - // save active virtual buttons (in case of just configuring them) - for (x = 0; x < MAX_GRID_XSIZE; x++) - for (y = 0; y < MAX_GRID_YSIZE; y++) - overlay.grid_button_all[nr][x][y] = overlay.grid_button[x][y]; - } + RedrawSetupScreenAfterScreenRotation(nr); nr = GRID_ACTIVE_NR(); - overlay.grid_xsize = overlay.grid_xsize_all[nr]; - overlay.grid_ysize = overlay.grid_ysize_all[nr]; + overlay.grid_xsize = setup.touch.grid_xsize[nr]; + overlay.grid_ysize = setup.touch.grid_ysize[nr]; for (x = 0; x < MAX_GRID_XSIZE; x++) for (y = 0; y < MAX_GRID_YSIZE; y++) - overlay.grid_button[x][y] = overlay.grid_button_all[nr][x][y]; + overlay.grid_button[x][y] = setup.touch.grid_button[nr][x][y]; } } } @@ -679,14 +660,15 @@ static struct SDL_FingerID finger_id; int counter; Key key; + byte action; } touch_info[NUM_TOUCH_FINGERS]; -void HandleFingerEvent_VirtualButtons(FingerEvent *event) +static void HandleFingerEvent_VirtualButtons(FingerEvent *event) { -#if 1 int x = event->x * overlay.grid_xsize; int y = event->y * overlay.grid_ysize; int grid_button = overlay.grid_button[x][y]; + int grid_button_action = GET_ACTION_FROM_GRID_BUTTON(grid_button); Key key = (grid_button == CHAR_GRID_BUTTON_LEFT ? setup.input[0].key.left : grid_button == CHAR_GRID_BUTTON_RIGHT ? setup.input[0].key.right : grid_button == CHAR_GRID_BUTTON_UP ? setup.input[0].key.up : @@ -694,42 +676,25 @@ void HandleFingerEvent_VirtualButtons(FingerEvent *event) grid_button == CHAR_GRID_BUTTON_SNAP ? setup.input[0].key.snap : grid_button == CHAR_GRID_BUTTON_DROP ? setup.input[0].key.drop : KSYM_UNDEFINED); -#else - float ypos = 1.0 - 1.0 / 3.0 * video.display_width / video.display_height; - float event_x = (event->x); - float 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); -#endif int key_status = (event->type == EVENT_FINGERRELEASE ? KEY_RELEASED : KEY_PRESSED); char *key_status_name = (key_status == KEY_RELEASED ? "KEY_RELEASED" : "KEY_PRESSED"); int i; + virtual_button_pressed = (key_status == KEY_PRESSED && key != KSYM_UNDEFINED); + // 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); + if (key_status == KEY_PRESSED) + overlay.grid_button_action |= grid_button_action; + else + overlay.grid_button_action &= ~grid_button_action; + // check if we already know this touch event's finger id for (i = 0; i < NUM_TOUCH_FINGERS; i++) { @@ -799,6 +764,9 @@ void HandleFingerEvent_VirtualButtons(FingerEvent *event) { HandleKey(touch_info[i].key, KEY_RELEASED); + // undraw previous grid button when moving finger away + overlay.grid_button_action &= ~touch_info[i].action; + Error(ERR_DEBUG, "=> key == '%s', key_status == '%s' [slot %d] [2]", getKeyNameFromKey(touch_info[i].key), "KEY_RELEASED", i); } @@ -816,6 +784,7 @@ void HandleFingerEvent_VirtualButtons(FingerEvent *event) touch_info[i].finger_id = event->fingerId; touch_info[i].counter = Counter(); touch_info[i].key = key; + touch_info[i].action = grid_button_action; } else { @@ -831,11 +800,12 @@ void HandleFingerEvent_VirtualButtons(FingerEvent *event) touch_info[i].finger_id = 0; touch_info[i].counter = 0; touch_info[i].key = 0; + touch_info[i].action = JOY_NO_ACTION; } } } -void HandleFingerEvent_WipeGestures(FingerEvent *event) +static void HandleFingerEvent_WipeGestures(FingerEvent *event) { static Key motion_key_x = KSYM_UNDEFINED; static Key motion_key_y = KSYM_UNDEFINED; @@ -997,6 +967,8 @@ void HandleFingerEvent(FingerEvent *event) event->pressure); #endif + runtime.uses_touch_device = TRUE; + if (game_status != GAME_MODE_PLAYING) return; @@ -1018,8 +990,6 @@ void HandleFingerEvent(FingerEvent *event) HandleFingerEvent_WipeGestures(event); } -#endif - static void HandleButtonOrFinger_WipeGestures_MM(int mx, int my, int button) { static int old_mx = 0, old_my = 0; @@ -1369,6 +1339,8 @@ static void HandleButtonOrFinger(int mx, int my, int button) HandleButtonOrFinger_WipeGestures_MM(mx, my, button); else if (strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER)) HandleButtonOrFinger_FollowFinger_MM(mx, my, button); + else if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS)) + SetPlayerMouseAction(mx, my, button); // special case } else { @@ -1377,9 +1349,7 @@ static void HandleButtonOrFinger(int mx, int my, int button) } } -#if defined(TARGET_SDL2) - -static boolean checkTextInputKeyModState() +static boolean checkTextInputKeyModState(void) { // when playing, only handle raw key events and ignore text input if (game_status == GAME_MODE_PLAYING) @@ -1427,8 +1397,6 @@ void HandlePauseResumeEvent(PauseResumeEvent *event) } } -#endif - void HandleKeyEvent(KeyEvent *event) { int key_status = (event->type == EVENT_KEYPRESS ? KEY_PRESSED : KEY_RELEASED); @@ -1453,76 +1421,217 @@ void HandleKeyEvent(KeyEvent *event) // always map the "back" button to the "escape" key on Android devices key = KSYM_Escape; } + else if (key == KSYM_Menu) + { + // the "menu" button can be used to toggle displaying virtual buttons + if (key_status == KEY_PRESSED) + SetOverlayEnabled(!GetOverlayEnabled()); + } else { - // for any key event other than "back" button, disable overlay buttons + // for any other "real" key event, disable virtual buttons SetOverlayEnabled(FALSE); } #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 HandleDropFileEvent(char *filename) { - 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. - */ + Error(ERR_DEBUG, "DROP FILE EVENT: '%s'", filename); - if (game_status == GAME_MODE_PLAYING) - { - Delay(100); - KeyboardAutoRepeatOffUnlessAutoplay(); - } + // check and extract dropped zip files into correct user data directory + if (!strSuffixLower(filename, ".zip")) + { + Error(ERR_WARN, "file '%s' not supported", filename); + + return TREE_TYPE_UNDEFINED; + } + + TreeInfo *tree_node = NULL; + int tree_type = GetZipFileTreeType(filename); + char *directory = TREE_USERDIR(tree_type); + + if (directory == NULL) + { + Error(ERR_WARN, "zip file '%s' has invalid content!", filename); - if (old_joystick_status != -1) - joystick.status = old_joystick_status; + return TREE_TYPE_UNDEFINED; } + + if (tree_type == TREE_TYPE_LEVEL_DIR && + game_status == GAME_MODE_LEVELS && + leveldir_current->node_parent != NULL) + { + // extract new level set next to currently selected level set + tree_node = leveldir_current; + + // get parent directory of currently selected level set directory + directory = getLevelDirFromTreeInfo(leveldir_current->node_parent); + + // use private level directory instead of top-level package level directory + if (strPrefix(directory, options.level_directory) && + strEqual(leveldir_current->node_parent->fullpath, ".")) + directory = getUserLevelDir(NULL); + } + + // extract level or artwork set from zip file to target directory + char *top_dir = ExtractZipFileIntoDirectory(filename, directory, tree_type); + + if (top_dir == NULL) + { + // error message already issued by "ExtractZipFileIntoDirectory()" + + return TREE_TYPE_UNDEFINED; + } + + // add extracted level or artwork set to tree info structure + AddTreeSetToTreeInfo(tree_node, directory, top_dir, tree_type); + + // update menu screen (and possibly change current level set) + DrawScreenAfterAddingSet(top_dir, tree_type); + + return tree_type; } -void HandleClientMessageEvent(ClientMessageEvent *event) +static void HandleDropTextEvent(char *text) { - if (CheckCloseWindowEvent(event)) - CloseAllAndExit(0); + Error(ERR_DEBUG, "DROP TEXT EVENT: '%s'", text); } -void HandleWindowManagerEvent(Event *event) +static void HandleDropCompleteEvent(int num_level_sets_succeeded, + int num_artwork_sets_succeeded, + int num_files_failed) { -#if defined(TARGET_SDL) - SDLHandleWindowManagerEvent(event); -#endif + // only show request dialog if no other request dialog already active + if (game.request_active) + return; + + // this case can happen with drag-and-drop with older SDL versions + if (num_level_sets_succeeded == 0 && + num_artwork_sets_succeeded == 0 && + num_files_failed == 0) + return; + + char message[100]; + + if (num_level_sets_succeeded > 0 || num_artwork_sets_succeeded > 0) + { + char message_part1[50]; + + sprintf(message_part1, "New %s set%s added", + (num_artwork_sets_succeeded == 0 ? "level" : + num_level_sets_succeeded == 0 ? "artwork" : "level and artwork"), + (num_level_sets_succeeded + + num_artwork_sets_succeeded > 1 ? "s" : "")); + + if (num_files_failed > 0) + sprintf(message, "%s, but %d dropped file%s failed!", + message_part1, num_files_failed, num_files_failed > 1 ? "s" : ""); + else + sprintf(message, "%s!", message_part1); + } + else if (num_files_failed > 0) + { + sprintf(message, "Failed to process dropped file%s!", + num_files_failed > 1 ? "s" : ""); + } + + Request(message, REQ_CONFIRM); +} + +void HandleDropEvent(Event *event) +{ + static boolean confirm_on_drop_complete = FALSE; + static int num_level_sets_succeeded = 0; + static int num_artwork_sets_succeeded = 0; + static int num_files_failed = 0; + + switch (event->type) + { + case SDL_DROPBEGIN: + { + confirm_on_drop_complete = TRUE; + num_level_sets_succeeded = 0; + num_artwork_sets_succeeded = 0; + num_files_failed = 0; + + break; + } + + case SDL_DROPFILE: + { + int tree_type = HandleDropFileEvent(event->drop.file); + + if (tree_type == TREE_TYPE_LEVEL_DIR) + num_level_sets_succeeded++; + else if (tree_type == TREE_TYPE_GRAPHICS_DIR || + tree_type == TREE_TYPE_SOUNDS_DIR || + tree_type == TREE_TYPE_MUSIC_DIR) + num_artwork_sets_succeeded++; + else + num_files_failed++; + + // SDL_DROPBEGIN / SDL_DROPCOMPLETE did not exist in older SDL versions + if (!confirm_on_drop_complete) + { + // process all remaining events, including further SDL_DROPFILE events + ClearEventQueue(); + + HandleDropCompleteEvent(num_level_sets_succeeded, + num_artwork_sets_succeeded, + num_files_failed); + + num_level_sets_succeeded = 0; + num_artwork_sets_succeeded = 0; + num_files_failed = 0; + } + + break; + } + + case SDL_DROPTEXT: + { + HandleDropTextEvent(event->drop.file); + + break; + } + + case SDL_DROPCOMPLETE: + { + HandleDropCompleteEvent(num_level_sets_succeeded, + num_artwork_sets_succeeded, + num_files_failed); + + break; + } + } + + if (event->drop.file != NULL) + SDL_free(event->drop.file); +} + +void HandleUserEvent(UserEvent *event) +{ + switch (event->code) + { + case USEREVENT_ANIM_DELAY_ACTION: + case USEREVENT_ANIM_EVENT_ACTION: + // execute action functions until matching action was found + if (DoKeysymAction(event->value1) || + DoGadgetAction(event->value1) || + DoScreenAction(event->value1)) + return; + break; + + default: + break; + } } void HandleButton(int mx, int my, int button, int button_nr) @@ -1547,28 +1656,31 @@ void HandleButton(int mx, int my, int button, int button_nr) #if defined(PLATFORM_ANDROID) // when playing, only handle gadgets when using "follow finger" controls // or when using touch controls in combination with the MM game engine + // or when using gadgets that do not overlap with virtual buttons handle_gadgets = (game_status != GAME_MODE_PLAYING || level.game_engine_type == GAME_ENGINE_TYPE_MM || - strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER)); + strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER) || + (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS) && + !virtual_button_pressed)); #endif - if (handle_gadgets && HandleGadgets(mx, my, button)) + if (HandleGlobalAnimClicks(mx, my, button, FALSE)) { - /* do not handle this button event anymore */ - mx = my = -32; /* force mouse event to be outside screen tiles */ + // do not handle this button event anymore + return; // force mouse event not to be handled at all } - if (HandleGlobalAnimClicks(mx, my, button)) + if (handle_gadgets && HandleGadgets(mx, my, button)) { - /* do not handle this button event anymore */ - return; /* force mouse event not to be handled at all */ + // do not handle this button event anymore + mx = my = -32; // force mouse event to be outside screen tiles } if (button_hold && game_status == GAME_MODE_PLAYING && tape.pausing) return; - /* do not use scroll wheel button events for anything other than gadgets */ + // do not use scroll wheel button events for anything other than gadgets if (IS_WHEEL_BUTTON(button_nr)) return; @@ -1674,6 +1786,11 @@ static void HandleKeysSpecial(Key key) { InsertSolutionTape(); } + else if (is_string_suffix(cheat_input, ":play-solution-tape") || + is_string_suffix(cheat_input, ":pst")) + { + PlaySolutionTape(); + } else if (is_string_suffix(cheat_input, ":reload-graphics") || is_string_suffix(cheat_input, ":rg")) { @@ -1718,7 +1835,7 @@ static void HandleKeysSpecial(Key key) 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 */ + // remove player input actions for all players but the first one for (i = 1; i < MAX_PLAYERS; i++) tape.player_participates[i] = FALSE; @@ -1753,14 +1870,49 @@ static void HandleKeysSpecial(Key key) { DumpBrush_Small(); } + + if (GetKeyModState() & (KMOD_Control | KMOD_Meta)) + { + if (letter == 'x') // copy brush to clipboard (small size) + { + CopyBrushToClipboard_Small(); + } + else if (letter == 'c') // copy brush to clipboard (normal size) + { + CopyBrushToClipboard(); + } + else if (letter == 'v') // paste brush from Clipboard + { + CopyClipboardToBrush(); + } + else if (letter == 'z') // undo or redo last operation + { + if (GetKeyModState() & KMOD_Shift) + RedoLevelEditorOperation(); + else + UndoLevelEditorOperation(); + } + } + } + + // special key shortcuts for all game modes + if (is_string_suffix(cheat_input, ":dump-event-actions") || + is_string_suffix(cheat_input, ":dea") || + is_string_suffix(cheat_input, ":DEA")) + { + DumpGadgetIdentifiers(); + DumpScreenIdentifiers(); } } -void HandleKeysDebug(Key key) +boolean HandleKeysDebug(Key key, int key_status) { #ifdef DEBUG int i; + if (key_status != KEY_PRESSED) + return FALSE; + if (game_status == GAME_MODE_PLAYING || !setup.debug.frame_delay_game_only) { boolean mod_key_pressed = ((GetKeyModState() & KMOD_Valid) != KMOD_None); @@ -1779,15 +1931,15 @@ void HandleKeysDebug(Key key) SetVideoFrameDelay(GameFrameDelay); if (GameFrameDelay > ONE_SECOND_DELAY) - Error(ERR_DEBUG, "frame delay == %d ms", GameFrameDelay); + Error(ERR_INFO, "frame delay == %d ms", GameFrameDelay); else if (GameFrameDelay != 0) - Error(ERR_DEBUG, "frame delay == %d ms (max. %d fps / %d %%)", + Error(ERR_INFO, "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)"); + Error(ERR_INFO, "frame delay == 0 ms (maximum speed)"); - break; + return TRUE; } } } @@ -1798,16 +1950,22 @@ void HandleKeysDebug(Key key) { options.debug = !options.debug; - Error(ERR_DEBUG, "debug mode %s", + Error(ERR_INFO, "debug mode %s", (options.debug ? "enabled" : "disabled")); + + return TRUE; } else if (key == KSYM_v) { - Error(ERR_DEBUG, "currently using game engine version %d", + Error(ERR_INFO, "currently using game engine version %d", game.engine_version); + + return TRUE; } } #endif + + return FALSE; } void HandleKey(Key key, int key_status) @@ -1834,25 +1992,27 @@ 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 (HandleKeysDebug(key, key_status)) + return; // do not handle already processed keys again + + // 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 */ + // only needed for single-step tape recording mode static boolean has_snapped[MAX_PLAYERS] = { FALSE, FALSE, FALSE, FALSE }; int pnr; for (pnr = 0; pnr < MAX_PLAYERS; pnr++) { byte key_action = 0; + byte key_snap_action = 0; if (setup.input[pnr].use_joystick) continue; @@ -1863,20 +2023,38 @@ void HandleKey(Key key, int key_status) if (key == *key_info[i].key_custom) key_action |= key_info[i].action; - /* use combined snap+direction keys for the first player only */ + // use combined snap+direction keys for the first player only if (pnr == 0) { ssi = setup.shortcut; + // also remember normal snap key when handling snap+direction keys + key_snap_action |= key_action & JOY_BUTTON_SNAP; + for (i = 0; i < NUM_DIRECTIONS; i++) + { if (key == *key_info[i].key_snap) - key_action |= key_info[i].action | JOY_BUTTON_SNAP; + { + key_action |= key_info[i].action | JOY_BUTTON_SNAP; + key_snap_action |= key_info[i].action; + } + } } if (key_status == KEY_PRESSED) - stored_player[pnr].action |= key_action; + { + stored_player[pnr].action |= key_action; + stored_player[pnr].snap_action |= key_snap_action; + } else - stored_player[pnr].action &= ~key_action; + { + stored_player[pnr].action &= ~key_action; + stored_player[pnr].snap_action &= ~key_snap_action; + } + + // restore snap action if one of several pressed snap keys was released + if (stored_player[pnr].snap_action) + stored_player[pnr].action |= JOY_BUTTON_SNAP; if (tape.single_step && tape.recording && tape.pausing && !tape.use_mouse) { @@ -1884,7 +2062,7 @@ void HandleKey(Key key, int key_status) { TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); - /* if snap key already pressed, keep pause mode when releasing */ + // if snap key already pressed, keep pause mode when releasing if (stored_player[pnr].action & KEY_BUTTON_SNAP) has_snapped[pnr] = TRUE; } @@ -1895,14 +2073,14 @@ void HandleKey(Key key, int key_status) if (level.game_engine_type == GAME_ENGINE_TYPE_SP && getRedDiskReleaseFlag_SP() == 0) { - /* add a single inactive frame before dropping starts */ + // 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_SNAP) { - /* if snap key was pressed without direction, leave pause mode */ + // if snap key was pressed without direction, leave pause mode if (!has_snapped[pnr]) TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); @@ -1911,7 +2089,7 @@ void HandleKey(Key key, int key_status) } else if (tape.recording && tape.pausing && !tape.use_mouse) { - /* prevent key release events from un-pausing a paused game */ + // prevent key release events from un-pausing a paused game if (key_status == KEY_PRESSED && key_action & KEY_ACTION) TapeTogglePause(TAPE_TOGGLE_MANUAL); } @@ -1962,6 +2140,8 @@ void HandleKey(Key key, int key_status) if (game_status == GAME_MODE_SETUP) RedrawSetupScreenAfterFullscreenToggle(); + UpdateMousePosition(); + // set flag to ignore repeated "key pressed" events ignore_repeated_key = TRUE; @@ -1993,19 +2173,24 @@ void HandleKey(Key key, int key_status) if (game_status == GAME_MODE_SETUP) RedrawSetupScreenAfterFullscreenToggle(); + UpdateMousePosition(); + return; } - if (HandleGlobalAnimClicks(-1, -1, (key == KSYM_space || - key == KSYM_Return || - key == KSYM_Escape))) + // some key events are handled like clicks for global animations + boolean click = (key == KSYM_space || + key == KSYM_Return || + key == KSYM_Escape); + + if (click && HandleGlobalAnimClicks(-1, -1, MB_LEFTBUTTON, TRUE)) { - /* do not handle this key event anymore */ - if (key != KSYM_Escape) /* always allow ESC key to be handled */ + // do not handle this key event anymore + if (key != KSYM_Escape) // always allow ESC key to be handled return; } - if (game_status == GAME_MODE_PLAYING && AllPlayersGone && + if (game_status == GAME_MODE_PLAYING && game.all_players_gone && (key == KSYM_Return || key == setup.shortcut.toggle_pause)) { GameEnd(); @@ -2016,7 +2201,7 @@ void HandleKey(Key key, int key_status) if (game_status == GAME_MODE_MAIN && (key == setup.shortcut.toggle_pause || key == KSYM_space)) { - StartGameActions(options.network, setup.autorecord, level.random_seed); + StartGameActions(network.enabled, setup.autorecord, level.random_seed); return; } @@ -2061,10 +2246,7 @@ void HandleKey(Key key, int key_status) HandleKeysSpecial(key); if (HandleGadgetsKeyInput(key)) - { - if (key != KSYM_Escape) /* always allow ESC key to be handled */ - key = KSYM_UNDEFINED; - } + return; // do not handle already processed keys again switch (game_status) { @@ -2079,6 +2261,10 @@ void HandleKey(Key key, int key_status) case GAME_MODE_SETUP: case GAME_MODE_INFO: case GAME_MODE_SCORES: + + if (anyTextGadgetActiveOrJustFinished && key != KSYM_Escape) + break; + switch (key) { case KSYM_space: @@ -2177,11 +2363,9 @@ void HandleKey(Key key, int key_status) return; } } - - HandleKeysDebug(key); } -void HandleNoEvent() +void HandleNoEvent(void) { HandleMouseCursor(); @@ -2193,7 +2377,7 @@ void HandleNoEvent() } } -void HandleEventActions() +void HandleEventActions(void) { // if (button_status && game_status != GAME_MODE_PLAYING) if (button_status && (game_status != GAME_MODE_PLAYING || @@ -2207,10 +2391,8 @@ void HandleEventActions() HandleJoystick(); } -#if defined(NETWORK_AVALIABLE) - if (options.network) + if (network.enabled) HandleNetworking(); -#endif switch (game_status) { @@ -2258,7 +2440,7 @@ static void HandleTileCursor(int dx, int dy, int button) } } -static int HandleJoystickForAllPlayers() +static int HandleJoystickForAllPlayers(void) { int i; int result = 0; @@ -2270,7 +2452,7 @@ static int HandleJoystickForAllPlayers() if (setup.input[i].use_joystick) no_joysticks_configured = FALSE; - /* if no joysticks configured, map connected joysticks to players */ + // if no joysticks configured, map connected joysticks to players if (no_joysticks_configured) use_as_joystick_nr = TRUE; @@ -2291,7 +2473,7 @@ static int HandleJoystickForAllPlayers() return result; } -void HandleJoystick() +void HandleJoystick(void) { static unsigned int joytest_delay = 0; static unsigned int joytest_delay_value = GADGET_FRAME_DELAY; @@ -2312,9 +2494,19 @@ void HandleJoystick() int dy = (up ? -1 : down ? 1 : 0); boolean use_delay_value_first = (joytest != joytest_last); - if (HandleGlobalAnimClicks(-1, -1, newbutton)) + if (HandleGlobalAnimClicks(-1, -1, newbutton, FALSE)) { - /* do not handle this button event anymore */ + // do not handle this button event anymore + return; + } + + if (newbutton && (game_status == GAME_MODE_PSEUDO_TYPENAME || + anyTextGadgetActive())) + { + // leave name input in main menu or text input gadget + HandleKey(KSYM_Escape, KEY_PRESSED); + HandleKey(KSYM_Escape, KEY_RELEASED); + return; } @@ -2339,12 +2531,12 @@ void HandleJoystick() if (joytest && !button && !DelayReached(&joytest_delay, joytest_delay_value)) { - /* delay joystick/keyboard actions if axes/keys continually pressed */ + // delay joystick/keyboard actions if axes/keys continually pressed newbutton = dx = dy = 0; } else { - /* first start with longer delay, then continue with shorter delay */ + // first start with longer delay, then continue with shorter delay joytest_delay_value = (use_delay_value_first ? delay_value_first : delay_value); } @@ -2361,6 +2553,9 @@ void HandleJoystick() case GAME_MODE_INFO: case GAME_MODE_SCORES: { + if (anyTextGadgetActive()) + break; + if (game_status == GAME_MODE_TITLE) HandleTitleScreen(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK); else if (game_status == GAME_MODE_MAIN) @@ -2386,7 +2581,7 @@ void HandleJoystick() newbutton = ((joy & JOY_BUTTON) != 0); #endif - if (newbutton && AllPlayersGone) + if (newbutton && game.all_players_gone) { GameEnd(); @@ -2416,35 +2611,46 @@ void HandleJoystick() void HandleSpecialGameControllerButtons(Event *event) { -#if defined(TARGET_SDL2) + int key_status; + Key key; + 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); - + key_status = 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); + key_status = KEY_RELEASED; + break; + + default: + return; + } + + switch (event->cbutton.button) + { + case SDL_CONTROLLER_BUTTON_START: + key = KSYM_space; + break; + case SDL_CONTROLLER_BUTTON_BACK: + key = KSYM_Escape; break; + + default: + return; } -#endif + + HandleKey(key, key_status); } 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) */ + // 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) @@ -2457,7 +2663,7 @@ void HandleSpecialGameControllerKeys(Key key, int key_status) event.type = (key_status == KEY_PRESSED ? SDL_CONTROLLERBUTTONDOWN : SDL_CONTROLLERBUTTONUP); - event.cbutton.which = 0; /* first joystick (Amazon Fire TV remote) */ + 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); @@ -2465,5 +2671,19 @@ void HandleSpecialGameControllerKeys(Key key, int key_status) HandleJoystickEvent(&event); } #endif -#endif +} + +boolean DoKeysymAction(int keysym) +{ + if (keysym < 0) + { + Key key = (Key)(-keysym); + + HandleKey(key, KEY_PRESSED); + HandleKey(key, KEY_RELEASED); + + return TRUE; + } + + return FALSE; }