X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fevents.c;h=88fc321444e1a3dac81b763688b9079e3af516b6;hp=cb810adf818a630034524450e07750fd77c5d028;hb=a7c06161253796a30a0237a7f5a044f459c8cf35;hpb=1e422c29292f0583391b0ce9e9c872b38f035ac0 diff --git a/src/events.c b/src/events.c index cb810adf..88fc3214 100644 --- a/src/events.c +++ b/src/events.c @@ -29,17 +29,28 @@ static boolean cursor_inside_playfield = FALSE; static boolean playfield_cursor_set = FALSE; -static unsigned long playfield_cursor_delay = 0; +static unsigned int playfield_cursor_delay = 0; /* 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') */ -int FilterMouseMotionEvents(const Event *event) +/* 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 FilterEventsExt(const Event *event) { MotionEvent *motion; +#if defined(TARGET_SDL2) + /* skip repeated key press events if keyboard auto-repeat is disabled */ + if (event->type == EVENT_KEYPRESS && + event->key.repeat && + !keyrepeat_status) + return 0; +#endif + /* non-motion events are directly passed to event handler functions */ if (event->type != EVENT_MOTIONNOTIFY) return 1; @@ -59,10 +70,22 @@ int FilterMouseMotionEvents(const Event *event) if (button_status == MB_RELEASED && game_status != GAME_MODE_EDITOR && game_status != GAME_MODE_PLAYING) return 0; - else - return 1; + + return 1; } +#if defined(TARGET_SDL2) +int FilterEvents(void *userdata, Event *event) +{ + return FilterEventsExt(event); +} +#else +int FilterEvents(const Event *event) +{ + return FilterEventsExt(event); +} +#endif + /* 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) */ @@ -104,7 +127,7 @@ static boolean NextValidEvent(Event *event) NextEvent(event); - if (FilterMouseMotionEvents(event)) + if (FilterEventsExt(event)) handle_this_event = TRUE; if (SkipPressedMouseMotionEvent(event)) @@ -137,18 +160,41 @@ void EventLoop(void) 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; +#endif + case EVENT_KEYPRESS: case EVENT_KEYRELEASE: HandleKeyEvent((KeyEvent *) &event); break; - + default: HandleOtherEvents(&event); break; } } } + + // !!! CHECK THIS: + // !!! this may result in "HandleNoEvent()" never being called + // !!! (especially due to continuously processed tocuh events) + // !!! and therefore toon animations being stopped while events + // !!! are being processed (even if they are all thrown away) + else { /* when playing, display a special mouse pointer inside the playfield */ @@ -318,7 +364,7 @@ void SleepWhileUnmapped() void HandleExposeEvent(ExposeEvent *event) { -#ifndef TARGET_SDL +#if !defined(TARGET_SDL) RedrawPlayfield(FALSE, event->x, event->y, event->width, event->height); FlushDisplay(); #endif @@ -327,8 +373,10 @@ void HandleExposeEvent(ExposeEvent *event) void HandleButtonEvent(ButtonEvent *event) { #if DEBUG_EVENTS - printf("::: BUTTON EVENT: button %d %s\n", event->button, - event->type == EVENT_BUTTONPRESS ? "pressed" : "released"); + Error(ERR_DEBUG, "BUTTON EVENT: button %d %s, x/y %d/%d\n", + event->button, + event->type == EVENT_BUTTONPRESS ? "pressed" : "released", + event->x, event->y); #endif motion_status = FALSE; @@ -351,23 +399,288 @@ void HandleMotionEvent(MotionEvent *event) motion_status = TRUE; +#if DEBUG_EVENTS + Error(ERR_DEBUG, "MOTION EVENT: button %d moved, x/y %d/%d\n", + button_status, event->x, event->y); +#endif + HandleButton(event->x, event->y, button_status, button_status); } +#if defined(TARGET_SDL2) +void HandleWindowEvent(WindowEvent *event) +{ +#if DEBUG_EVENTS + int subtype = event->event; + + char *event_name = + (subtype == SDL_WINDOWEVENT_SHOWN ? "SDL_WINDOWEVENT_SHOWN" : + subtype == SDL_WINDOWEVENT_HIDDEN ? "SDL_WINDOWEVENT_HIDDEN" : + subtype == SDL_WINDOWEVENT_EXPOSED ? "SDL_WINDOWEVENT_EXPOSED" : + subtype == SDL_WINDOWEVENT_MOVED ? "SDL_WINDOWEVENT_MOVED" : + subtype == SDL_WINDOWEVENT_SIZE_CHANGED ? "SDL_WINDOWEVENT_SIZE_CHANGED" : + subtype == SDL_WINDOWEVENT_RESIZED ? "SDL_WINDOWEVENT_RESIZED" : + subtype == SDL_WINDOWEVENT_MINIMIZED ? "SDL_WINDOWEVENT_MINIMIZED" : + subtype == SDL_WINDOWEVENT_MAXIMIZED ? "SDL_WINDOWEVENT_MAXIMIZED" : + subtype == SDL_WINDOWEVENT_RESTORED ? "SDL_WINDOWEVENT_RESTORED" : + subtype == SDL_WINDOWEVENT_ENTER ? "SDL_WINDOWEVENT_ENTER" : + subtype == SDL_WINDOWEVENT_LEAVE ? "SDL_WINDOWEVENT_LEAVE" : + subtype == SDL_WINDOWEVENT_FOCUS_GAINED ? "SDL_WINDOWEVENT_FOCUS_GAINED" : + subtype == SDL_WINDOWEVENT_FOCUS_LOST ? "SDL_WINDOWEVENT_FOCUS_LOST" : + subtype == SDL_WINDOWEVENT_CLOSE ? "SDL_WINDOWEVENT_CLOSE" : + "(UNKNOWN)"); + + Error(ERR_DEBUG, "WINDOW EVENT: '%s', %ld, %ld", + event_name, event->data1, event->data2); +#endif + + if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED || + event->event == SDL_WINDOWEVENT_RESIZED || + event->event == SDL_WINDOWEVENT_EXPOSED) + SDLRedrawWindow(); + +#if 0 + if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED) + { + // if game started in fullscreen mode, window will also get fullscreen size + if (!video.fullscreen_enabled && video.fullscreen_initial) + { + SDLSetWindowScaling(setup.window_scaling_percent); + + // only do this correction once + video.fullscreen_initial = FALSE; + } + } +#endif + + if (event->event == SDL_WINDOWEVENT_RESIZED && !video.fullscreen_enabled) + { +#if 1 + int new_window_width = event->data1; + int new_window_height = event->data2; + + printf("::: RESIZED from %d, %d to %d, %d\n", + video.window_width, video.window_height, + new_window_width, new_window_height); + + // if window size has changed after resizing, calculate new scaling factor + if (new_window_width != video.window_width || + new_window_height != video.window_height) + { + 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)), + MAX_WINDOW_SCALING_PERCENT); + + video.window_width = new_window_width; + video.window_height = new_window_height; + + printf("::: setup.window_scaling_percent set to %d\n", + setup.window_scaling_percent); + + if (game_status == GAME_MODE_SETUP) + RedrawSetupScreenAfterFullscreenToggle(); + } +#else + // prevent slightly wrong scaling factor due to rounding differences + float scaling_factor = (float)setup.window_scaling_percent / 100; + int old_xsize = (int)(scaling_factor * video.width); + int old_ysize = (int)(scaling_factor * video.height); + int new_xsize = event->data1; + int new_ysize = event->data2; + + // window size is unchanged when going from fullscreen to window mode, + // but reverse calculation of scaling factor might result in a scaling + // factor that is slightly different due to rounding differences; + // therefore compare old/new window size and not old/new scaling factor + if (old_xsize != new_xsize || + old_ysize != new_ysize) + { + int new_xpercent = (100 * new_xsize / video.width); + int new_ypercent = (100 * new_ysize / video.height); + + setup.window_scaling_percent = MIN(new_xpercent, new_ypercent); + + if (setup.window_scaling_percent < MIN_WINDOW_SCALING_PERCENT) + setup.window_scaling_percent = MIN_WINDOW_SCALING_PERCENT; + else if (setup.window_scaling_percent > MAX_WINDOW_SCALING_PERCENT) + setup.window_scaling_percent = MAX_WINDOW_SCALING_PERCENT; + + printf("::: setup.window_scaling_percent set to %d\n", + setup.window_scaling_percent); + } +#endif + } +} + +void HandleFingerEvent(FingerEvent *event) +{ +#if 0 + static int num_events = 0; + int max_events = 10; +#endif + +#if 0 +#if DEBUG_EVENTS + Error(ERR_DEBUG, "FINGER EVENT: finger was %s, touch ID %lld, finger ID %lld, x/y %f/%f, dx/dy %f/%f, pressure %f", + event->type == EVENT_FINGERPRESS ? "pressed" : + event->type == EVENT_FINGERRELEASE ? "released" : "moved", + event->touchId, + event->fingerId, + event->x, event->y, + event->dx, event->dy, + event->pressure); +#endif +#endif + +#if 0 + int x = (int)(event->x * video.width); + int y = (int)(event->y * video.height); + int button = MB_LEFTBUTTON; + + Error(ERR_DEBUG, "=> screen x/y %d/%d", x, y); +#endif + +#if 0 + if (++num_events >= max_events) + CloseAllAndExit(0); +#endif + +#if 1 +#if 0 + if (event->type == EVENT_FINGERPRESS || + event->type == EVENT_FINGERMOTION) + button_status = button; + else + button_status = MB_RELEASED; + + int max_x = SX + SXSIZE; + int max_y = SY + SYSIZE; +#endif + +#if 1 + if (game_status == GAME_MODE_PLAYING) +#else + if (game_status == GAME_MODE_PLAYING && + x < max_x) +#endif + { + int key_status = (event->type == EVENT_FINGERRELEASE ? KEY_RELEASED : + KEY_PRESSED); +#if 1 + Key key = (event->y < 1.0 / 3.0 ? setup.input[0].key.up : + event->y > 2.0 / 3.0 ? setup.input[0].key.down : + event->x < 1.0 / 3.0 ? setup.input[0].key.left : + event->x > 2.0 / 3.0 ? setup.input[0].key.right : + setup.input[0].key.drop); +#else + Key key = (y < max_y / 3 ? setup.input[0].key.up : + y > 2 * max_y / 3 ? setup.input[0].key.down : + x < max_x / 3 ? setup.input[0].key.left : + x > 2 * max_x / 3 ? setup.input[0].key.right : + setup.input[0].key.drop); +#endif + + Error(ERR_DEBUG, "=> key == %d, key_status == %d", key, key_status); + + HandleKey(key, key_status); + } + else + { +#if 0 + Error(ERR_DEBUG, "::: button_status == %d, button == %d\n", + button_status, button); + + HandleButton(x, y, button_status, button); +#endif + } +#endif +} + +static boolean checkTextInputKeyModState() +{ + // when playing, only handle raw key events and ignore text input + if (game_status == GAME_MODE_PLAYING) + return FALSE; + + return ((GetKeyModState() & KMOD_TextInput) != KMOD_None); +} + +void HandleTextEvent(TextEvent *event) +{ + char *text = event->text; + Key key = getKeyFromKeyName(text); + +#if DEBUG_EVENTS + Error(ERR_DEBUG, "TEXT EVENT: text == '%s' [%d byte(s), '%c'/%d], resulting key == %d (%s) [%04x]", + text, + strlen(text), + text[0], (int)(text[0]), + key, + getKeyNameFromKey(key), + GetKeyModState()); +#endif + + // if (game_status != GAME_MODE_PLAYING && GetKeyModState() != KMOD_None) + /* + if (game_status != GAME_MODE_PLAYING && + (GetKeyModState() & KMOD_TextInput) != KMOD_None) + */ + if (checkTextInputKeyModState()) + { + HandleKey(key, KEY_PRESSED); + HandleKey(key, KEY_RELEASED); + } +} +#endif + void HandleKeyEvent(KeyEvent *event) { - int key_status = (event->type==EVENT_KEYPRESS ? KEY_PRESSED : KEY_RELEASED); + int key_status = (event->type == EVENT_KEYPRESS ? KEY_PRESSED : KEY_RELEASED); boolean with_modifiers = (game_status == GAME_MODE_PLAYING ? FALSE : TRUE); Key key = GetEventKey(event, with_modifiers); Key keymod = (with_modifiers ? GetEventKey(event, FALSE) : key); #if DEBUG_EVENTS - printf("::: KEY EVENT: %d %s\n", GetEventKey(event, TRUE), - event->type == EVENT_KEYPRESS ? "pressed" : "released"); + Error(ERR_DEBUG, "KEY EVENT: key was %s, keysym.scancode == %d, keysym.sym == %d, keymod = %d, GetKeyModState() = 0x%04x, resulting key == %d (%s)", + event->type == EVENT_KEYPRESS ? "pressed" : "released", + event->keysym.scancode, + event->keysym.sym, + keymod, + GetKeyModState(), + key, + getKeyNameFromKey(key)); +#endif + +#if 0 + if (key == KSYM_Menu) + Error(ERR_DEBUG, "menu key pressed"); + else if (key == KSYM_Back) + Error(ERR_DEBUG, "back key pressed"); +#endif + +#if defined(PLATFORM_ANDROID) + // always map the "back" button to the "escape" key on Android devices + if (key == KSYM_Back) + key = KSYM_Escape; #endif HandleKeyModState(keymod, key_status); + +#if defined(TARGET_SDL2) + + // if (game_status == GAME_MODE_PLAYING || GetKeyModState() == KMOD_None) + /* + if (game_status == GAME_MODE_PLAYING || + (GetKeyModState() & KMOD_TextInput) == KMOD_None) + */ + if (!checkTextInputKeyModState()) + HandleKey(key, key_status); +#else HandleKey(key, key_status); +#endif } void HandleFocusEvent(FocusChangeEvent *event) @@ -450,6 +763,10 @@ void HandleButton(int mx, int my, int button, int button_nr) if (IS_WHEEL_BUTTON(button_nr)) return; +#if 0 + Error(ERR_DEBUG, "::: game_status == %d", game_status); +#endif + switch (game_status) { case GAME_MODE_TITLE: @@ -465,7 +782,11 @@ void HandleButton(int mx, int my, int button, int button_nr) break; case GAME_MODE_LEVELS: - HandleChooseLevel(mx, my, 0, 0, button); + HandleChooseLevelSet(mx, my, 0, 0, button); + break; + + case GAME_MODE_LEVELNR: + HandleChooseLevelNr(mx, my, 0, 0, button); break; case GAME_MODE_SCORES: @@ -531,7 +852,7 @@ static void HandleKeysSpecial(Key key) cheat_input[cheat_input_len] = '\0'; #if DEBUG_EVENTS - printf("::: '%s' [%d]\n", cheat_input, cheat_input_len); + Error(ERR_DEBUG, "SPECIAL KEY '%s' [%d]\n", cheat_input, cheat_input_len); #endif if (game_status == GAME_MODE_MAIN) @@ -788,6 +1109,33 @@ void HandleKey(Key key, int key_status) { setup.fullscreen = !setup.fullscreen; +#if 0 + printf("::: %d\n", setup.window_scaling_percent); +#endif + + ToggleFullscreenIfNeeded(); + + if (game_status == GAME_MODE_SETUP) + RedrawSetupScreenAfterFullscreenToggle(); + + return; + } + + if ((key == KSYM_minus || key == KSYM_plus || key == KSYM_0) && + (GetKeyModState() & KMOD_Control) && video.window_scaling_available && + !video.fullscreen_enabled) + { + if (key == KSYM_0) + setup.window_scaling_percent = STD_WINDOW_SCALING_PERCENT; + else + setup.window_scaling_percent += + (key == KSYM_minus ? -1 : +1) * STEP_WINDOW_SCALING_PERCENT; + + if (setup.window_scaling_percent < MIN_WINDOW_SCALING_PERCENT) + setup.window_scaling_percent = MIN_WINDOW_SCALING_PERCENT; + else if (setup.window_scaling_percent > MAX_WINDOW_SCALING_PERCENT) + setup.window_scaling_percent = MAX_WINDOW_SCALING_PERCENT; + ToggleFullscreenIfNeeded(); if (game_status == GAME_MODE_SETUP) @@ -871,6 +1219,7 @@ void HandleKey(Key key, int key_status) case GAME_MODE_TITLE: case GAME_MODE_MAIN: case GAME_MODE_LEVELS: + case GAME_MODE_LEVELNR: case GAME_MODE_SETUP: case GAME_MODE_INFO: case GAME_MODE_SCORES: @@ -883,7 +1232,9 @@ void HandleKey(Key key, int key_status) else if (game_status == GAME_MODE_MAIN) HandleMainMenu(0, 0, 0, 0, MB_MENU_CHOICE); else if (game_status == GAME_MODE_LEVELS) - HandleChooseLevel(0, 0, 0, 0, MB_MENU_CHOICE); + HandleChooseLevelSet(0, 0, 0, 0, MB_MENU_CHOICE); + else if (game_status == GAME_MODE_LEVELNR) + HandleChooseLevelNr(0, 0, 0, 0, MB_MENU_CHOICE); else if (game_status == GAME_MODE_SETUP) HandleSetupScreen(0, 0, 0, 0, MB_MENU_CHOICE); else if (game_status == GAME_MODE_INFO) @@ -899,7 +1250,9 @@ void HandleKey(Key key, int key_status) if (game_status == GAME_MODE_TITLE) HandleTitleScreen(0, 0, 0, 0, MB_MENU_LEAVE); else if (game_status == GAME_MODE_LEVELS) - HandleChooseLevel(0, 0, 0, 0, MB_MENU_LEAVE); + HandleChooseLevelSet(0, 0, 0, 0, MB_MENU_LEAVE); + else if (game_status == GAME_MODE_LEVELNR) + HandleChooseLevelNr(0, 0, 0, 0, MB_MENU_LEAVE); else if (game_status == GAME_MODE_SETUP) HandleSetupScreen(0, 0, 0, 0, MB_MENU_LEAVE); else if (game_status == GAME_MODE_INFO) @@ -910,7 +1263,9 @@ void HandleKey(Key key, int key_status) case KSYM_Page_Up: if (game_status == GAME_MODE_LEVELS) - HandleChooseLevel(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK); + HandleChooseLevelSet(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK); + else if (game_status == GAME_MODE_LEVELNR) + HandleChooseLevelNr(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK); else if (game_status == GAME_MODE_SETUP) HandleSetupScreen(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK); else if (game_status == GAME_MODE_INFO) @@ -921,7 +1276,9 @@ void HandleKey(Key key, int key_status) case KSYM_Page_Down: if (game_status == GAME_MODE_LEVELS) - HandleChooseLevel(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK); + HandleChooseLevelSet(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK); + else if (game_status == GAME_MODE_LEVELNR) + HandleChooseLevelNr(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK); else if (game_status == GAME_MODE_SETUP) HandleSetupScreen(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK); else if (game_status == GAME_MODE_INFO) @@ -999,7 +1356,7 @@ void HandleKey(Key key, int key_status) } break; - case KSYM_S: + case KSYM_s: if (!global.fps_slowdown) { global.fps_slowdown = TRUE; @@ -1124,10 +1481,11 @@ void HandleJoystick() case GAME_MODE_TITLE: case GAME_MODE_MAIN: case GAME_MODE_LEVELS: + case GAME_MODE_LEVELNR: case GAME_MODE_SETUP: case GAME_MODE_INFO: { - static unsigned long joystickmove_delay = 0; + static unsigned int joystickmove_delay = 0; if (joystick && !button && !DelayReached(&joystickmove_delay, GADGET_FRAME_DELAY)) @@ -1138,7 +1496,9 @@ void HandleJoystick() else if (game_status == GAME_MODE_MAIN) HandleMainMenu(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK); else if (game_status == GAME_MODE_LEVELS) - HandleChooseLevel(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK); + HandleChooseLevelSet(0,0,dx,dy,newbutton?MB_MENU_CHOICE : MB_MENU_MARK); + else if (game_status == GAME_MODE_LEVELNR) + HandleChooseLevelNr(0,0,dx,dy,newbutton? MB_MENU_CHOICE : MB_MENU_MARK); else if (game_status == GAME_MODE_SETUP) HandleSetupScreen(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK); else if (game_status == GAME_MODE_INFO)