X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fevents.c;h=6066335d64e1f2193d93acfcd5da54a8e29081c4;hp=8279f70fb223bba859d2203823528650d7b40ef4;hb=cf41c74d18630924c1e32ad913d315a493402ef9;hpb=85d75459965f445bf71cf0113a6bb441199d139f diff --git a/src/events.c b/src/events.c index 8279f70f..6066335d 100644 --- a/src/events.c +++ b/src/events.c @@ -40,6 +40,7 @@ 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 @@ -47,6 +48,24 @@ static void HandleNoEvent(void); static void HandleEventActions(void); +// 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') @@ -84,6 +103,15 @@ static int FilterEvents(const Event *event) cursor_inside_playfield = (motion->x >= SX && motion->x < SX + SXSIZE && motion->y >= SY && motion->y < SY + SYSIZE); + // 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 && @@ -164,6 +192,11 @@ boolean NextValidEvent(Event *event) return FALSE; } +void StopProcessingEvents(void) +{ + stop_processing_events = TRUE; +} + static void HandleEvents(void) { Event event; @@ -172,6 +205,8 @@ static void HandleEvents(void) ResetDelayCounter(&event_frame_delay); + stop_processing_events = FALSE; + while (NextValidEvent(&event)) { switch (event.type) @@ -215,6 +250,10 @@ static void HandleEvents(void) HandleKeyEvent((KeyEvent *) &event); break; + case EVENT_USER: + HandleUserEvent((UserEvent *) &event); + break; + default: HandleOtherEvents(&event); break; @@ -223,6 +262,10 @@ static void HandleEvents(void) // 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; } } @@ -230,27 +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; - case SDL_CONTROLLERBUTTONDOWN: case SDL_CONTROLLERBUTTONUP: // for any game controller button event, disable overlay buttons @@ -275,6 +297,10 @@ void HandleOtherEvents(Event *event) HandleDropEvent(event); break; + case EVENT_QUIT: + CloseAllAndExit(0); + break; + default: break; } @@ -440,58 +466,6 @@ static void SetPlayerMouseAction(int mx, int my, int button) SetTileCursorXY(lx, ly); } -void SleepWhileUnmapped(void) -{ - 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; - - case SDL_CONTROLLERBUTTONUP: - HandleJoystickEvent(&event); - key_joystick_mapping = 0; - break; - - 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 @@ -633,6 +607,8 @@ void HandleWindowEvent(WindowEvent *event) if (game_status == GAME_MODE_SETUP) RedrawSetupScreenAfterFullscreenToggle(); + UpdateMousePosition(); + SetWindowTitle(); } } @@ -689,7 +665,6 @@ static struct 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]; @@ -701,30 +676,6 @@ static 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" : @@ -1016,6 +967,8 @@ void HandleFingerEvent(FingerEvent *event) event->pressure); #endif + runtime.uses_touch_device = TRUE; + if (game_status != GAME_MODE_PLAYING) return; @@ -1488,52 +1441,6 @@ void HandleKeyEvent(KeyEvent *event) HandleKey(key, key_status); } -void HandleFocusEvent(FocusChangeEvent *event) -{ - static int old_joystick_status = -1; - - if (event->type == EVENT_FOCUSOUT) - { - KeyboardAutoRepeatOn(); - old_joystick_status = joystick.status; - joystick.status = JOYSTICK_NOT_AVAILABLE; - - ClearPlayerAction(); - } - else if (event->type == EVENT_FOCUSIN) - { - /* When there are two Rocks'n'Diamonds windows which overlap and - the player moves the pointer from one game window to the other, - a 'FocusOut' event is generated for the window the pointer is - leaving and a 'FocusIn' event is generated for the window the - pointer is entering. In some cases, it can happen that the - 'FocusIn' event is handled by the one game process before the - 'FocusOut' event by the other game process. In this case the - X11 environment would end up with activated keyboard auto repeat, - because unfortunately this is a global setting and not (which - would be far better) set for each X11 window individually. - The effect would be keyboard auto repeat while playing the game - (game_status == GAME_MODE_PLAYING), which is not desired. - To avoid this special case, we just wait 1/10 second before - processing the 'FocusIn' event. */ - - if (game_status == GAME_MODE_PLAYING) - { - Delay(100); - KeyboardAutoRepeatOffUnlessAutoplay(); - } - - if (old_joystick_status != -1) - joystick.status = old_joystick_status; - } -} - -void HandleClientMessageEvent(ClientMessageEvent *event) -{ - if (CheckCloseWindowEvent(event)) - CloseAllAndExit(0); -} - static int HandleDropFileEvent(char *filename) { Error(ERR_DEBUG, "DROP FILE EVENT: '%s'", filename); @@ -1709,6 +1616,24 @@ void HandleDropEvent(Event *event) 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) { static int old_mx = 0, old_my = 0; @@ -1740,7 +1665,7 @@ void HandleButton(int mx, int my, int button, int button_nr) !virtual_button_pressed)); #endif - if (HandleGlobalAnimClicks(mx, my, button)) + if (HandleGlobalAnimClicks(mx, my, button, FALSE)) { // do not handle this button event anymore return; // force mouse event not to be handled at all @@ -1960,6 +1885,13 @@ static void HandleKeysSpecial(Key key) { CopyClipboardToBrush(); } + else if (letter == 'z') // undo or redo last operation + { + if (GetKeyModState() & KMOD_Shift) + RedoLevelEditorOperation(); + else + UndoLevelEditorOperation(); + } } } @@ -2208,6 +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; @@ -2239,12 +2173,17 @@ 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 @@ -2555,7 +2494,7 @@ void HandleJoystick(void) 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 return;