X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fevents.c;h=6066335d64e1f2193d93acfcd5da54a8e29081c4;hp=90f6615a20f61ee0647a61f58f03b0b586d17791;hb=cf41c74d18630924c1e32ad913d315a493402ef9;hpb=f11d2545f41637e871283f7624dccc8243d05138 diff --git a/src/events.c b/src/events.c index 90f6615a..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 @@ -268,12 +290,15 @@ void HandleOtherEvents(Event *event) HandleJoystickEvent(event); break; + case SDL_DROPBEGIN: + case SDL_DROPCOMPLETE: case SDL_DROPFILE: - HandleDropFileEvent(event); + case SDL_DROPTEXT: + HandleDropEvent(event); break; - case SDL_DROPTEXT: - HandleDropTextEvent(event); + case EVENT_QUIT: + CloseAllAndExit(0); break; default: @@ -404,7 +429,10 @@ void ClearPlayerAction(void) // 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(); @@ -438,58 +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 @@ -631,6 +607,8 @@ void HandleWindowEvent(WindowEvent *event) if (game_status == GAME_MODE_SETUP) RedrawSetupScreenAfterFullscreenToggle(); + UpdateMousePosition(); + SetWindowTitle(); } } @@ -682,11 +660,11 @@ static struct SDL_FingerID finger_id; int counter; Key key; + byte action; } touch_info[NUM_TOUCH_FINGERS]; 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]; @@ -698,30 +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" : @@ -810,6 +764,9 @@ static 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); } @@ -827,6 +784,7 @@ static 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 { @@ -842,6 +800,7 @@ static 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; } } } @@ -1008,6 +967,8 @@ void HandleFingerEvent(FingerEvent *event) event->pressure); #endif + runtime.uses_touch_device = TRUE; + if (game_status != GAME_MODE_PLAYING) return; @@ -1480,89 +1441,197 @@ void HandleKeyEvent(KeyEvent *event) HandleKey(key, key_status); } -void HandleFocusEvent(FocusChangeEvent *event) +static int HandleDropFileEvent(char *filename) { - static int old_joystick_status = -1; + Error(ERR_DEBUG, "DROP FILE EVENT: '%s'", filename); - if (event->type == EVENT_FOCUSOUT) + // check and extract dropped zip files into correct user data directory + if (!strSuffixLower(filename, ".zip")) { - KeyboardAutoRepeatOn(); - old_joystick_status = joystick.status; - joystick.status = JOYSTICK_NOT_AVAILABLE; + Error(ERR_WARN, "file '%s' not supported", filename); - ClearPlayerAction(); + return TREE_TYPE_UNDEFINED; } - else if (event->type == EVENT_FOCUSIN) + + TreeInfo *tree_node = NULL; + int tree_type = GetZipFileTreeType(filename); + char *directory = TREE_USERDIR(tree_type); + + if (directory == NULL) { - /* 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_WARN, "zip file '%s' has invalid content!", filename); - if (game_status == GAME_MODE_PLAYING) - { - Delay(100); - KeyboardAutoRepeatOffUnlessAutoplay(); - } + 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); - if (old_joystick_status != -1) - joystick.status = old_joystick_status; + // 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); } -static void HandleDropFileEventExt(char *filename) +static void HandleDropCompleteEvent(int num_level_sets_succeeded, + int num_artwork_sets_succeeded, + int num_files_failed) { - Error(ERR_DEBUG, "DROP FILE EVENT: '%s'", filename); + // only show request dialog if no other request dialog already active + if (game.request_active) + return; - // check and extract dropped zip files into correct user data directory - if (strSuffixLower(filename, ".zip")) + // 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) { - int tree_type = GetZipFileTreeType(filename); - char *directory = TREE_USERDIR(tree_type); + char message_part1[50]; - if (directory == NULL) - { - Error(ERR_WARN, "zip file '%s' has invalid content!", filename); + 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" : "")); - return; - } + 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" : ""); + } - ExtractZipFileIntoDirectory(filename, directory, tree_type); + Request(message, REQ_CONFIRM); } -static void HandleDropTextEventExt(char *text) +void HandleDropEvent(Event *event) { - Error(ERR_DEBUG, "DROP TEXT EVENT: '%s'", text); -} + 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; -void HandleDropFileEvent(Event *event) -{ - HandleDropFileEventExt(event->drop.file); + 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; + } - SDL_free(event->drop.file); + 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 HandleDropTextEvent(Event *event) +void HandleUserEvent(UserEvent *event) { - HandleDropTextEventExt(event->drop.file); + 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; - SDL_free(event->drop.file); + default: + break; + } } void HandleButton(int mx, int my, int button, int button_nr) @@ -1596,7 +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 @@ -1816,6 +1885,13 @@ static void HandleKeysSpecial(Key key) { CopyClipboardToBrush(); } + else if (letter == 'z') // undo or redo last operation + { + if (GetKeyModState() & KMOD_Shift) + RedoLevelEditorOperation(); + else + UndoLevelEditorOperation(); + } } } @@ -1855,13 +1931,13 @@ boolean HandleKeysDebug(Key key, int key_status) 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)"); return TRUE; } @@ -1874,14 +1950,14 @@ boolean HandleKeysDebug(Key key, int key_status) { 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; @@ -1936,6 +2012,7 @@ void HandleKey(Key key, int key_status) for (pnr = 0; pnr < MAX_PLAYERS; pnr++) { byte key_action = 0; + byte key_snap_action = 0; if (setup.input[pnr].use_joystick) continue; @@ -1951,15 +2028,33 @@ void HandleKey(Key key, int key_status) { 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) { @@ -2045,6 +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; @@ -2076,12 +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 @@ -2392,7 +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;