X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fevents.c;h=879b5396dd22f13549eb52245e15e97d1fa71db5;hp=63856e59f6480535de10aa9de2440577df04db7c;hb=066b410c0573fe64a1783116daf9d64883e9f03e;hpb=b7d31643c9c84104fb3ebef778e545928610ff65 diff --git a/src/events.c b/src/events.c index 63856e59..879b5396 100644 --- a/src/events.c +++ b/src/events.c @@ -1,103 +1,176 @@ /*********************************************************** -* Rocks'n'Diamonds -- McDuffin Strikes Back! * +* Rocks'n'Diamonds -- McDuffin Strikes Back! * *----------------------------------------------------------* -* ©1995 Artsoft Development * -* Holger Schemel * -* 33659 Bielefeld-Senne * -* Telefon: (0521) 493245 * -* eMail: aeglos@valinor.owl.de * -* aeglos@uni-paderborn.de * -* q99492@pbhrzx.uni-paderborn.de * +* (c) 1995-2001 Artsoft Entertainment * +* Holger Schemel * +* Detmolder Strasse 189 * +* 33604 Bielefeld * +* Germany * +* e-mail: info@artsoft.org * *----------------------------------------------------------* -* events.c * +* events.c * ***********************************************************/ +#include "libgame/libgame.h" + #include "events.h" +#include "init.h" #include "screens.h" #include "tools.h" #include "game.h" #include "editor.h" -#include "misc.h" +#include "files.h" #include "tape.h" -#include "joystick.h" +#include "network.h" + +/* values for key_status */ +#define KEY_NOT_PRESSED FALSE +#define KEY_RELEASED FALSE +#define KEY_PRESSED TRUE + + +/* event filter especially needed for SDL event filtering due to + delay problems with lots of mouse motion events when mouse + button not pressed */ + +int FilterMouseMotionEvents(const Event *event) +{ + if (event->type != EVENT_MOTIONNOTIFY) + return 1; + + /* get mouse motion events without pressed button only in level editor */ + if (button_status == MB_RELEASED && game_status != LEVELED) + return 0; + else + return 1; +} + +/* 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 */ + +static boolean NextValidEvent(Event *event) +{ + while (PendingEvent()) + { + NextEvent(event); + + if (FilterMouseMotionEvents(event)) + return TRUE; + } + + return FALSE; +} void EventLoop(void) { while(1) { - if (XPending(display)) /* got an event */ + if (PendingEvent()) /* got event */ { - XEvent event; + Event event; - XNextEvent(display, &event); - - switch(event.type) + if (NextValidEvent(&event)) { - case Expose: - HandleExposeEvent((XExposeEvent *) &event); - break; - case UnmapNotify: - SleepWhileUnmapped(); - break; - case ButtonPress: - case ButtonRelease: - HandleButtonEvent((XButtonEvent *) &event); - break; - case MotionNotify: - HandleMotionEvent((XMotionEvent *) &event); - break; - case KeyPress: - case KeyRelease: - HandleKeyEvent((XKeyEvent *) &event); - break; - case FocusIn: - case FocusOut: - HandleFocusEvent((XFocusChangeEvent *) &event); - break; - default: - break; + switch(event.type) + { + case EVENT_BUTTONPRESS: + case EVENT_BUTTONRELEASE: + HandleButtonEvent((ButtonEvent *) &event); + break; + + case EVENT_MOTIONNOTIFY: + HandleMotionEvent((MotionEvent *) &event); + break; + + case EVENT_KEYPRESS: + case EVENT_KEYRELEASE: + HandleKeyEvent((KeyEvent *) &event); + break; + + default: + HandleOtherEvents(&event); + break; + } } } - else /* got no event, but don't be lazy... */ + else + 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 == PLAYING) + HandleGameActions(); + else { - HandleNoXEvent(); - Delay(10000); /* don't use all CPU time when idle */ + SyncDisplay(); + if (!PendingEvent()) /* delay only if no pending events */ + Delay(10); } - XSync(display,FALSE); + /* refresh window contents from drawing buffer, if needed */ + BackToFront(); - if (game_status==EXITGAME) + if (game_status == EXITGAME) return; } } +void HandleOtherEvents(Event *event) +{ + switch(event->type) + { + case EVENT_EXPOSE: + HandleExposeEvent((ExposeEvent *) event); + break; + + case EVENT_UNMAPNOTIFY: + SleepWhileUnmapped(); + break; + + case EVENT_FOCUSIN: + case EVENT_FOCUSOUT: + HandleFocusEvent((FocusChangeEvent *) event); + break; + + case EVENT_CLIENTMESSAGE: + HandleClientMessageEvent((ClientMessageEvent *) event); + break; + +#if defined(TARGET_SDL) + case SDL_JOYAXISMOTION: + case SDL_JOYBUTTONDOWN: + case SDL_JOYBUTTONUP: + HandleJoystickEvent(event); + break; +#endif + + default: + break; + } +} + void ClearEventQueue() { - while(XPending(display)) + while (PendingEvent()) { - XEvent event; + Event event; - XNextEvent(display, &event); + NextEvent(&event); switch(event.type) { - case Expose: - HandleExposeEvent((XExposeEvent *) &event); - break; - case UnmapNotify: - SleepWhileUnmapped(); - break; - case ButtonRelease: + case EVENT_BUTTONRELEASE: button_status = MB_RELEASED; break; - case KeyRelease: + + case EVENT_KEYRELEASE: key_joystick_mapping = 0; break; - case FocusIn: - case FocusOut: - HandleFocusEvent((XFocusChangeEvent *) &event); - break; + default: + HandleOtherEvents(&event); break; } } @@ -105,71 +178,60 @@ void ClearEventQueue() void SleepWhileUnmapped() { - BOOL window_unmapped = TRUE; + boolean window_unmapped = TRUE; - XAutoRepeatOn(display); + KeyboardAutoRepeatOn(); while(window_unmapped) { - XEvent event; + Event event; - XNextEvent(display, &event); + NextEvent(&event); switch(event.type) { - case Expose: - HandleExposeEvent((XExposeEvent *) &event); - break; - case ButtonRelease: + case EVENT_BUTTONRELEASE: button_status = MB_RELEASED; break; - case KeyRelease: + + case EVENT_KEYRELEASE: key_joystick_mapping = 0; break; - case MapNotify: + + 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==PLAYING) - XAutoRepeatOff(display); + if (game_status == PLAYING) + KeyboardAutoRepeatOff(); } -void HandleExposeEvent(XExposeEvent *event) +void HandleExposeEvent(ExposeEvent *event) { - int x = event->x, y = event->y; - int width = event->width, height = event->height; - - if (direct_draw_on && game_status==PLAYING) - { - int xx,yy; - int x1 = (x-SX)/TILEX, y1 = (y-SY)/TILEY; - int x2 = (x-SX+width)/TILEX, y2 = (y-SY+height)/TILEY; - - drawto_field = backbuffer; - - for(xx=0;xx=x1 && xx<=x2 && yy>=y1 && yy<=y2) - DrawScreenField(xx,yy); - DrawPlayerField(); - - drawto_field = window; - } - - XCopyArea(display,drawto,window,gc, x,y, width,height, x,y); - - XFlush(display); +#ifndef TARGET_SDL + RedrawPlayfield(FALSE, event->x, event->y, event->width, event->height); + FlushDisplay(); +#endif } -void HandleButtonEvent(XButtonEvent *event) +void HandleButtonEvent(ButtonEvent *event) { motion_status = FALSE; - if (event->type==ButtonPress) + if (event->type == EVENT_BUTTONPRESS) button_status = event->button; else button_status = MB_RELEASED; @@ -177,189 +239,214 @@ void HandleButtonEvent(XButtonEvent *event) HandleButton(event->x, event->y, button_status); } -void HandleMotionEvent(XMotionEvent *event) +void HandleMotionEvent(MotionEvent *event) { + if (!PointerInWindow(window)) + return; /* window and pointer are on different screens */ + +#if 1 + if (button_status == MB_RELEASED && game_status != LEVELED) + return; +#endif + motion_status = TRUE; HandleButton(event->x, event->y, button_status); } -void HandleKeyEvent(XKeyEvent *event) +void HandleKeyEvent(KeyEvent *event) { - int key_status = (event->type == KeyPress ? KEY_PRESSED : KEY_RELEASED); - unsigned int event_state = (game_status != PLAYING ? event->state : 0); - KeySym key = XLookupKeysym(event, event_state); + int key_status = (event->type==EVENT_KEYPRESS ? KEY_PRESSED : KEY_RELEASED); + boolean with_modifiers = (game_status == PLAYING ? FALSE : TRUE); + Key key = GetEventKey(event, with_modifiers); HandleKey(key, key_status); } -void HandleFocusEvent(XFocusChangeEvent *event) +void HandleFocusEvent(FocusChangeEvent *event) { static int old_joystick_status = -1; - if (event->type == FocusOut) + if (event->type == EVENT_FOCUSOUT) { - XAutoRepeatOn(display); - old_joystick_status = joystick_status; - joystick_status = JOYSTICK_OFF; + int i; + + KeyboardAutoRepeatOn(); + old_joystick_status = joystick.status; + joystick.status = JOYSTICK_NOT_AVAILABLE; + + /* simulate key release events for still pressed keys */ + key_joystick_mapping = 0; + for (i=0; itype == FocusIn) + 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 == PLAYING), which is not desired. + To avoid this special case, we just wait 1/10 second before + processing the 'FocusIn' event. + */ + if (game_status == PLAYING) - XAutoRepeatOff(display); + { + Delay(100); + KeyboardAutoRepeatOff(); + } if (old_joystick_status != -1) - joystick_status = old_joystick_status; + joystick.status = old_joystick_status; } } +void HandleClientMessageEvent(ClientMessageEvent *event) +{ + if (CheckCloseWindowEvent(event)) + CloseAllAndExit(0); +} + void HandleButton(int mx, int my, int button) { static int old_mx = 0, old_my = 0; - if (mx<0 || my<0) + if (button < 0) { mx = old_mx; my = old_my; + button = -button; } else { old_mx = mx; old_my = my; - - HandleVideoButtons(mx,my,button); - HandleSoundButtons(mx,my,button); - HandleGameButtons(mx,my,button); } + HandleGadgets(mx, my, button); + switch(game_status) { case MAINMENU: - HandleMainMenu(mx,my,0,0,button); + HandleMainMenu(mx,my, 0,0, button); break; + case TYPENAME: - HandleTypeName(0,XK_Return); + HandleTypeName(0, KSYM_Return); break; + case CHOOSELEVEL: - HandleChooseLevel(mx,my,0,0,button); + HandleChooseLevel(mx,my, 0,0, button); break; + case HALLOFFAME: - HandleHallOfFame(button); + HandleHallOfFame(0,0, 0,0, button); break; + case LEVELED: - LevelEd(mx,my,button); break; + case HELPSCREEN: HandleHelpScreen(button); break; + case SETUP: - HandleSetupScreen(mx,my,0,0,button); + HandleSetupScreen(mx,my, 0,0, button); break; + case PLAYING: - HandleGameActions(); +#ifdef DEBUG + if (button == MB_RELEASED) + { + int sx = (mx - SX) / TILEX; + int sy = (my - SY) / TILEY; + + if (IN_VIS_FIELD(sx,sy)) + { + int x = LEVELX(sx); + int y = LEVELY(sy); + + printf("INFO: SCREEN(%d, %d), LEVEL(%d, %d)\n", sx, sy, x, y); + + if (!IN_LEV_FIELD(x, y)) + break; + + printf(" Feld[%d][%d] == %d\n", x,y, Feld[x][y]); + printf(" Store[%d][%d] == %d\n", x,y, Store[x][y]); + printf(" Store2[%d][%d] == %d\n", x,y, Store2[x][y]); + printf(" StorePlayer[%d][%d] == %d\n", x,y, StorePlayer[x][y]); + printf(" MovPos[%d][%d] == %d\n", x,y, MovPos[x][y]); + printf(" MovDir[%d][%d] == %d\n", x,y, MovDir[x][y]); + printf(" MovDelay[%d][%d] == %d\n", x,y, MovDelay[x][y]); + printf("\n"); + } + } +#endif break; + default: break; } } -int Gamespeed = 4; -int Movemethod = 0; -int Movespeed[2] = { 10, 3 }; - -void HandleKey(KeySym key, int key_status) +void HandleKey(Key key, int key_status) { int joy = 0; + boolean anyTextGadgetActiveOrJustFinished = anyTextGadgetActive(); + static struct SetupKeyboardInfo custom_key; + static struct + { + Key *key_custom; + Key key_default; + byte action; + } key_info[] = + { + { &custom_key.left, DEFAULT_KEY_LEFT, JOY_LEFT }, + { &custom_key.right, DEFAULT_KEY_RIGHT, JOY_RIGHT }, + { &custom_key.up, DEFAULT_KEY_UP, JOY_UP }, + { &custom_key.down, DEFAULT_KEY_DOWN, JOY_DOWN }, + { &custom_key.snap, DEFAULT_KEY_SNAP, JOY_BUTTON_1 }, + { &custom_key.bomb, DEFAULT_KEY_BOMB, JOY_BUTTON_2 } + }; + + if (game_status == PLAYING) + { + int pnr; + + for (pnr=0; pnrdynamite = 1000; + break; + + + +#if 0 + + case KSYM_z: { - int i,j,k, num_steps = 4, step_size = TILEX / num_steps; + int i; - for(i=0;i<10;i++) + for(i=0; i= tape.pos[tape.counter].delay) - { - PlayerMovDir = next_joy; - PlayerFrame = FrameCounter % 4; - PlayerPushing = TRUE; - } - } - } - } - - DrawPlayerField(); - break; - } + default: break; }