X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fevents.c;h=abf74ba51b1385dbf1eefe283f34da81880042b7;hp=4bb6192d9d023b1c502628a65d08ab6348b0f76c;hb=00383dd409fde133c6738231abfcee662c03087c;hpb=b31ff3c0c04be6739743c4e79c95f7c233f998bc diff --git a/src/events.c b/src/events.c index 4bb6192d..abf74ba5 100644 --- a/src/events.c +++ b/src/events.c @@ -1,15 +1,13 @@ -/*********************************************************** -* Rocks'n'Diamonds -- McDuffin Strikes Back! * -*----------------------------------------------------------* -* (c) 1995-2002 Artsoft Entertainment * -* Holger Schemel * -* Detmolder Strasse 189 * -* 33604 Bielefeld * -* Germany * -* e-mail: info@artsoft.org * -*----------------------------------------------------------* -* events.c * -***********************************************************/ +// ============================================================================ +// Rocks'n'Diamonds - McDuffin Strikes Back! +// ---------------------------------------------------------------------------- +// (c) 1995-2014 by Artsoft Entertainment +// Holger Schemel +// info@artsoft.org +// http://www.artsoft.org/ +// ---------------------------------------------------------------------------- +// events.c +// ============================================================================ #include "libgame/libgame.h" @@ -21,22 +19,57 @@ #include "editor.h" #include "files.h" #include "tape.h" +#include "anim.h" #include "network.h" -static boolean cursor_inside_playfield = FALSE; -static boolean playfield_cursor_set = FALSE; -static unsigned long playfield_cursor_delay = 0; +#define DEBUG_EVENTS 0 + +#define DEBUG_EVENTS_BUTTON (DEBUG_EVENTS * 0) +#define DEBUG_EVENTS_MOTION (DEBUG_EVENTS * 0) +#define DEBUG_EVENTS_WHEEL (DEBUG_EVENTS * 1) +#define DEBUG_EVENTS_WINDOW (DEBUG_EVENTS * 0) +#define DEBUG_EVENTS_FINGER (DEBUG_EVENTS * 0) +#define DEBUG_EVENTS_TEXT (DEBUG_EVENTS * 1) +#define DEBUG_EVENTS_KEY (DEBUG_EVENTS * 1) + +static boolean cursor_inside_playfield = FALSE; +static int cursor_mode_last = CURSOR_DEFAULT; +static unsigned int special_cursor_delay = 0; +static unsigned int special_cursor_delay_value = 1000; /* 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 FilterEvents(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 + + if (event->type == EVENT_BUTTONPRESS || + event->type == EVENT_BUTTONRELEASE) + { + ((ButtonEvent *)event)->x -= video.screen_xoffset; + ((ButtonEvent *)event)->y -= video.screen_yoffset; + } + else if (event->type == EVENT_MOTIONNOTIFY) + { + ((MotionEvent *)event)->x -= video.screen_xoffset; + ((MotionEvent *)event)->y -= video.screen_yoffset; + } + /* non-motion events are directly passed to event handler functions */ if (event->type != EVENT_MOTIONNOTIFY) return 1; @@ -45,34 +78,40 @@ int FilterMouseMotionEvents(const Event *event) cursor_inside_playfield = (motion->x >= SX && motion->x < SX + SXSIZE && motion->y >= SY && motion->y < SY + SYSIZE); - if (game_status == GAME_MODE_PLAYING && playfield_cursor_set) + /* 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) || + (game_status == GAME_MODE_PLAYING && + gfx.cursor_mode == CURSOR_PLAYFIELD))) { SetMouseCursor(CURSOR_DEFAULT); - playfield_cursor_set = FALSE; - DelayReached(&playfield_cursor_delay, 0); + + DelayReached(&special_cursor_delay, 0); + + cursor_mode_last = CURSOR_DEFAULT; } /* 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; - else - return 1; + + 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) */ -boolean SkipPressedMouseMotionEvent(const Event *event) +static boolean SkipPressedMouseMotionEvent(const Event *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 level editor */ - if (button_status == MB_RELEASED || - game_status == GAME_MODE_EDITOR || game_status == GAME_MODE_PLAYING) + /* only skip motion events with pressed button outside the game */ + if (button_status == MB_RELEASED || game_status == GAME_MODE_PLAYING) return FALSE; if (PendingEvent()) @@ -89,11 +128,15 @@ boolean SkipPressedMouseMotionEvent(const Event *event) return FALSE; } -/* 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 */ +/* this is especially needed for event modifications for the Android target: + if mouse coordinates should be modified in the event filter function, + using a properly installed SDL event filter does not work, because in + the event filter, mouse coordinates in the event structure are still + physical pixel positions, not logical (scaled) screen positions, so this + has to be handled at a later stage in the event processing functions + (when device pixel positions are already converted to screen positions) */ -static boolean NextValidEvent(Event *event) +boolean NextValidEvent(Event *event) { while (PendingEvent()) { @@ -101,7 +144,7 @@ static boolean NextValidEvent(Event *event) NextEvent(event); - if (FilterMouseMotionEvents(event)) + if (FilterEvents(event)) handle_this_event = TRUE; if (SkipPressedMouseMotionEvent(event)) @@ -114,84 +157,73 @@ static boolean NextValidEvent(Event *event) return FALSE; } -void EventLoop(void) +void HandleEvents() { - while (1) + Event event; + unsigned int event_frame_delay = 0; + unsigned int event_frame_delay_value = GAME_FRAME_DELAY; + + ResetDelayCounter(&event_frame_delay); + + while (NextValidEvent(&event)) { - if (PendingEvent()) /* got event */ + switch (event.type) { - Event event; + case EVENT_BUTTONPRESS: + case EVENT_BUTTONRELEASE: + HandleButtonEvent((ButtonEvent *) &event); + break; - while (NextValidEvent(&event)) - { - 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 - { - /* when playing, display a special mouse pointer inside the playfield */ - if (game_status == GAME_MODE_PLAYING && !tape.pausing) - { - if (!playfield_cursor_set && cursor_inside_playfield && - DelayReached(&playfield_cursor_delay, 1000)) - { - SetMouseCursor(CURSOR_PLAYFIELD); - playfield_cursor_set = TRUE; - } - } - else if (playfield_cursor_set) - { - SetMouseCursor(CURSOR_DEFAULT); - playfield_cursor_set = FALSE; - } + case EVENT_MOTIONNOTIFY: + HandleMotionEvent((MotionEvent *) &event); + break; - HandleNoEvent(); - } +#if defined(TARGET_SDL2) + case EVENT_WHEELMOTION: + HandleWheelEvent((WheelEvent *) &event); + break; - /* don't use all CPU time when idle; the main loop while playing - has its own synchronization and is CPU friendly, too */ + case SDL_WINDOWEVENT: + HandleWindowEvent((WindowEvent *) &event); + break; - if (game_status == GAME_MODE_PLAYING) - { - HandleGameActions(); - } - else - { - SyncDisplay(); - if (!PendingEvent()) /* delay only if no pending events */ - Delay(10); - } + case EVENT_FINGERPRESS: + case EVENT_FINGERRELEASE: + case EVENT_FINGERMOTION: + HandleFingerEvent((FingerEvent *) &event); + break; - /* refresh window contents from drawing buffer, if needed */ - BackToFront(); + case EVENT_TEXTINPUT: + HandleTextEvent((TextEvent *) &event); + break; - if (game_status == GAME_MODE_QUIT) - return; + case SDL_APP_WILLENTERBACKGROUND: + case SDL_APP_DIDENTERBACKGROUND: + case SDL_APP_WILLENTERFOREGROUND: + case SDL_APP_DIDENTERFOREGROUND: + HandlePauseResumeEvent((PauseResumeEvent *) &event); + break; +#endif + + case EVENT_KEYPRESS: + case EVENT_KEYRELEASE: + HandleKeyEvent((KeyEvent *) &event); + break; + + default: + HandleOtherEvents(&event); + break; + } + + // do not handle events for longer than standard frame delay period + if (DelayReached(&event_frame_delay, event_frame_delay_value)) + break; } } void HandleOtherEvents(Event *event) { - switch(event->type) + switch (event->type) { case EVENT_EXPOSE: HandleExposeEvent((ExposeEvent *) event); @@ -220,6 +252,10 @@ void HandleOtherEvents(Event *event) case SDL_JOYBUTTONUP: HandleJoystickEvent(event); break; + + case SDL_SYSWMEVENT: + HandleWindowManagerEvent(event); + break; #endif default: @@ -227,6 +263,68 @@ void HandleOtherEvents(Event *event) } } +void HandleMouseCursor() +{ + if (game_status == GAME_MODE_TITLE) + { + /* when showing title screens, hide mouse pointer (if not moved) */ + + if (gfx.cursor_mode != CURSOR_NONE && + DelayReached(&special_cursor_delay, special_cursor_delay_value)) + { + SetMouseCursor(CURSOR_NONE); + } + } + else if (game_status == GAME_MODE_PLAYING && (!tape.pausing || + tape.single_step)) + { + /* when playing, display a special mouse pointer inside the playfield */ + + if (gfx.cursor_mode != CURSOR_PLAYFIELD && + cursor_inside_playfield && + DelayReached(&special_cursor_delay, special_cursor_delay_value)) + { + SetMouseCursor(CURSOR_PLAYFIELD); + } + } + else if (gfx.cursor_mode != CURSOR_DEFAULT) + { + SetMouseCursor(CURSOR_DEFAULT); + } + + /* this is set after all pending events have been processed */ + cursor_mode_last = gfx.cursor_mode; +} + +void EventLoop(void) +{ + while (1) + { + if (PendingEvent()) + HandleEvents(); + else + HandleMouseCursor(); + + /* also execute after pending events have been processed before */ + 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 == GAME_MODE_PLAYING) + HandleGameActions(); + + /* always copy backbuffer to visible screen for every video frame */ + BackToFront(); + + /* reset video frame delay to default (may change again while playing) */ + SetVideoFrameDelay(MenuFrameDelay); + + if (game_status == GAME_MODE_QUIT) + return; + } +} + void ClearEventQueue() { while (PendingEvent()) @@ -235,14 +333,14 @@ void ClearEventQueue() NextEvent(&event); - switch(event.type) + switch (event.type) { case EVENT_BUTTONRELEASE: button_status = MB_RELEASED; break; case EVENT_KEYRELEASE: - key_joystick_mapping = 0; + ClearPlayerAction(); break; default: @@ -272,91 +370,775 @@ void SleepWhileUnmapped() { Event event; - NextEvent(&event); + NextEvent(&event); + + switch (event.type) + { + case EVENT_BUTTONRELEASE: + button_status = MB_RELEASED; + break; + + case EVENT_KEYRELEASE: + 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 + 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 + +#if defined(HAS_SCREEN_KEYBOARD) + if (video.shifted_up) + event->y += video.shifted_up_pos; +#endif + + motion_status = FALSE; + + if (event->type == EVENT_BUTTONPRESS) + button_status = event->button; + else + button_status = MB_RELEASED; + + HandleButton(event->x, event->y, button_status, event->button); +} + +void HandleMotionEvent(MotionEvent *event) +{ + if (button_status == MB_RELEASED && game_status != GAME_MODE_EDITOR) + return; + + motion_status = TRUE; + +#if DEBUG_EVENTS_MOTION + 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 HandleWheelEvent(WheelEvent *event) +{ + int button_nr; + +#if DEBUG_EVENTS_WHEEL +#if 1 + Error(ERR_DEBUG, "WHEEL EVENT: mouse == %d, x/y == %d/%d\n", + event->which, event->x, event->y); +#else + // (SDL_MOUSEWHEEL_NORMAL/SDL_MOUSEWHEEL_FLIPPED needs SDL 2.0.4 or newer) + Error(ERR_DEBUG, "WHEEL EVENT: mouse == %d, x/y == %d/%d, direction == %s\n", + event->which, event->x, event->y, + (event->direction == SDL_MOUSEWHEEL_NORMAL ? "SDL_MOUSEWHEEL_NORMAL" : + "SDL_MOUSEWHEEL_FLIPPED")); +#endif +#endif + + button_nr = (event->x < 0 ? MB_WHEEL_LEFT : + event->x > 0 ? MB_WHEEL_RIGHT : + event->y < 0 ? MB_WHEEL_DOWN : + event->y > 0 ? MB_WHEEL_UP : 0); + +#if defined(PLATFORM_WIN32) || defined(PLATFORM_MACOSX) + // accelerated mouse wheel available on Mac and Windows + wheel_steps = (event->x ? ABS(event->x) : ABS(event->y)); +#else + // no accelerated mouse wheel available on Unix/Linux + wheel_steps = DEFAULT_WHEEL_STEPS; +#endif + + motion_status = FALSE; + + button_status = button_nr; + HandleButton(0, 0, button_status, -button_nr); + + button_status = MB_RELEASED; + HandleButton(0, 0, button_status, -button_nr); +} + +void HandleWindowEvent(WindowEvent *event) +{ +#if DEBUG_EVENTS_WINDOW + 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 0 + // (not needed, as the screen gets redrawn every 20 ms anyway) + if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED || + event->event == SDL_WINDOWEVENT_RESIZED || + event->event == SDL_WINDOWEVENT_EXPOSED) + SDLRedrawWindow(); +#endif + + if (event->event == SDL_WINDOWEVENT_RESIZED) + { + if (!video.fullscreen_enabled) + { + int new_window_width = event->data1; + int new_window_height = event->data2; + + // 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.screen_width); + int new_ypercent = (100 * new_window_height / video.screen_height); + + // (extreme window scaling allowed, but cannot be saved permanently) + video.window_scaling_percent = MIN(new_xpercent, new_ypercent); + setup.window_scaling_percent = + MIN(MAX(MIN_WINDOW_SCALING_PERCENT, video.window_scaling_percent), + MAX_WINDOW_SCALING_PERCENT); + + video.window_width = new_window_width; + video.window_height = new_window_height; + + if (game_status == GAME_MODE_SETUP) + RedrawSetupScreenAfterFullscreenToggle(); + + SetWindowTitle(); + } + } +#if defined(PLATFORM_ANDROID) + else + { + int new_display_width = event->data1; + int new_display_height = event->data2; + + // if fullscreen display size has changed, device has been rotated + if (new_display_width != video.display_width || + new_display_height != video.display_height) + { + video.display_width = new_display_width; + video.display_height = new_display_height; + + SDLSetScreenProperties(); + } + } +#endif + } +} + +#define NUM_TOUCH_FINGERS 3 + +static struct +{ + boolean touched; + SDL_FingerID finger_id; + int counter; + Key key; +} touch_info[NUM_TOUCH_FINGERS]; + +void HandleFingerEvent(FingerEvent *event) +{ + static Key motion_key_x = KSYM_UNDEFINED; + static Key motion_key_y = KSYM_UNDEFINED; + static Key button_key = KSYM_UNDEFINED; + static float motion_x1, motion_y1; + static float button_x1, button_y1; + static SDL_FingerID motion_id = -1; + static SDL_FingerID button_id = -1; + int move_trigger_distance_percent = setup.touch.move_distance; + int drop_trigger_distance_percent = setup.touch.drop_distance; + float move_trigger_distance = (float)move_trigger_distance_percent / 100; + float drop_trigger_distance = (float)drop_trigger_distance_percent / 100; + float event_x = event->x; + float event_y = event->y; + +#if DEBUG_EVENTS_FINGER + 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 + + if (game_status != GAME_MODE_PLAYING) + return; + + if (strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER)) + return; + + if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS)) + { + int key_status = (event->type == EVENT_FINGERRELEASE ? KEY_RELEASED : + KEY_PRESSED); + float ypos = 1.0 - 1.0 / 3.0 * video.display_width / video.display_height; + + 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); + + char *key_status_name = (key_status == KEY_RELEASED ? "KEY_RELEASED" : + "KEY_PRESSED"); + int i; + + Error(ERR_DEBUG, "::: key '%s' was '%s' [fingerId: %lld]", + getKeyNameFromKey(key), key_status_name, event->fingerId); + + // check if we already know this touch event's finger id + for (i = 0; i < NUM_TOUCH_FINGERS; i++) + { + if (touch_info[i].touched && + touch_info[i].finger_id == event->fingerId) + { + // Error(ERR_DEBUG, "MARK 1: %d", i); + + break; + } + } + + if (i >= NUM_TOUCH_FINGERS) + { + if (key_status == KEY_PRESSED) + { + int oldest_pos = 0, oldest_counter = touch_info[0].counter; + + // unknown finger id -- get new, empty slot, if available + for (i = 0; i < NUM_TOUCH_FINGERS; i++) + { + if (touch_info[i].counter < oldest_counter) + { + oldest_pos = i; + oldest_counter = touch_info[i].counter; + + // Error(ERR_DEBUG, "MARK 2: %d", i); + } + + if (!touch_info[i].touched) + { + // Error(ERR_DEBUG, "MARK 3: %d", i); + + break; + } + } + + if (i >= NUM_TOUCH_FINGERS) + { + // all slots allocated -- use oldest slot + i = oldest_pos; + + // Error(ERR_DEBUG, "MARK 4: %d", i); + } + } + else + { + // release of previously unknown key (should not happen) + + if (key != KSYM_UNDEFINED) + { + HandleKey(key, KEY_RELEASED); + + Error(ERR_DEBUG, "=> key == '%s', key_status == '%s' [slot %d] [1]", + getKeyNameFromKey(key), "KEY_RELEASED", i); + } + } + } + + if (i < NUM_TOUCH_FINGERS) + { + if (key_status == KEY_PRESSED) + { + if (touch_info[i].key != key) + { + if (touch_info[i].key != KSYM_UNDEFINED) + { + HandleKey(touch_info[i].key, KEY_RELEASED); + + Error(ERR_DEBUG, "=> key == '%s', key_status == '%s' [slot %d] [2]", + getKeyNameFromKey(touch_info[i].key), "KEY_RELEASED", i); + } + + if (key != KSYM_UNDEFINED) + { + HandleKey(key, KEY_PRESSED); + + Error(ERR_DEBUG, "=> key == '%s', key_status == '%s' [slot %d] [3]", + getKeyNameFromKey(key), "KEY_PRESSED", i); + } + } + + touch_info[i].touched = TRUE; + touch_info[i].finger_id = event->fingerId; + touch_info[i].counter = Counter(); + touch_info[i].key = key; + } + else + { + if (touch_info[i].key != KSYM_UNDEFINED) + { + HandleKey(touch_info[i].key, KEY_RELEASED); + + Error(ERR_DEBUG, "=> key == '%s', key_status == '%s' [slot %d] [4]", + getKeyNameFromKey(touch_info[i].key), "KEY_RELEASED", i); + } + + touch_info[i].touched = FALSE; + touch_info[i].finger_id = 0; + touch_info[i].counter = 0; + touch_info[i].key = 0; + } + } + + return; + } + + // use touch direction control + + if (event->type == EVENT_FINGERPRESS) + { + if (event_x > 1.0 / 3.0) + { + // motion area + + motion_id = event->fingerId; + + motion_x1 = event_x; + motion_y1 = event_y; + + motion_key_x = KSYM_UNDEFINED; + motion_key_y = KSYM_UNDEFINED; + + Error(ERR_DEBUG, "---------- MOVE STARTED (WAIT) ----------"); + } + else + { + // button area + + button_id = event->fingerId; + + button_x1 = event_x; + button_y1 = event_y; + + button_key = setup.input[0].key.snap; + + HandleKey(button_key, KEY_PRESSED); + + Error(ERR_DEBUG, "---------- SNAP STARTED ----------"); + } + } + else if (event->type == EVENT_FINGERRELEASE) + { + if (event->fingerId == motion_id) + { + motion_id = -1; + + if (motion_key_x != KSYM_UNDEFINED) + HandleKey(motion_key_x, KEY_RELEASED); + if (motion_key_y != KSYM_UNDEFINED) + HandleKey(motion_key_y, KEY_RELEASED); + + motion_key_x = KSYM_UNDEFINED; + motion_key_y = KSYM_UNDEFINED; + + Error(ERR_DEBUG, "---------- MOVE STOPPED ----------"); + } + else if (event->fingerId == button_id) + { + button_id = -1; + + if (button_key != KSYM_UNDEFINED) + HandleKey(button_key, KEY_RELEASED); + + button_key = KSYM_UNDEFINED; + + Error(ERR_DEBUG, "---------- SNAP STOPPED ----------"); + } + } + else if (event->type == EVENT_FINGERMOTION) + { + if (event->fingerId == motion_id) + { + float distance_x = ABS(event_x - motion_x1); + float distance_y = ABS(event_y - motion_y1); + Key new_motion_key_x = (event_x < motion_x1 ? setup.input[0].key.left : + event_x > motion_x1 ? setup.input[0].key.right : + KSYM_UNDEFINED); + Key new_motion_key_y = (event_y < motion_y1 ? setup.input[0].key.up : + event_y > motion_y1 ? setup.input[0].key.down : + KSYM_UNDEFINED); + + if (distance_x < move_trigger_distance / 2 || + distance_x < distance_y) + new_motion_key_x = KSYM_UNDEFINED; + + if (distance_y < move_trigger_distance / 2 || + distance_y < distance_x) + new_motion_key_y = KSYM_UNDEFINED; + + if (distance_x > move_trigger_distance || + distance_y > move_trigger_distance) + { + if (new_motion_key_x != motion_key_x) + { + if (motion_key_x != KSYM_UNDEFINED) + HandleKey(motion_key_x, KEY_RELEASED); + if (new_motion_key_x != KSYM_UNDEFINED) + HandleKey(new_motion_key_x, KEY_PRESSED); + } + + if (new_motion_key_y != motion_key_y) + { + if (motion_key_y != KSYM_UNDEFINED) + HandleKey(motion_key_y, KEY_RELEASED); + if (new_motion_key_y != KSYM_UNDEFINED) + HandleKey(new_motion_key_y, KEY_PRESSED); + } + + motion_x1 = event_x; + motion_y1 = event_y; + + motion_key_x = new_motion_key_x; + motion_key_y = new_motion_key_y; + + Error(ERR_DEBUG, "---------- MOVE STARTED (MOVE) ----------"); + } + } + else if (event->fingerId == button_id) + { + float distance_x = ABS(event_x - button_x1); + float distance_y = ABS(event_y - button_y1); + + if (distance_x < drop_trigger_distance / 2 && + distance_y > drop_trigger_distance) + { + if (button_key == setup.input[0].key.snap) + HandleKey(button_key, KEY_RELEASED); + + button_x1 = event_x; + button_y1 = event_y; + + button_key = setup.input[0].key.drop; + + HandleKey(button_key, KEY_PRESSED); + + Error(ERR_DEBUG, "---------- DROP STARTED ----------"); + } + } + } +} + +static void HandleFollowFinger(int mx, int my, int button) +{ + static int old_mx = 0, old_my = 0; + static Key motion_key_x = KSYM_UNDEFINED; + static Key motion_key_y = KSYM_UNDEFINED; + static boolean started_on_player = FALSE; + static boolean player_is_dropping = FALSE; + static int player_drop_count = 0; + static int last_player_x = -1; + static int last_player_y = -1; + + if (!strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER)) + return; + + if (button == MB_PRESSED && IN_GFX_FIELD_PLAY(mx, my)) + { + touch_info[0].touched = TRUE; + touch_info[0].key = 0; + + old_mx = mx; + old_my = my; + + if (!motion_status) + { + started_on_player = FALSE; + player_is_dropping = FALSE; + player_drop_count = 0; + last_player_x = -1; + last_player_y = -1; + + motion_key_x = KSYM_UNDEFINED; + motion_key_y = KSYM_UNDEFINED; + + Error(ERR_DEBUG, "---------- TOUCH ACTION STARTED ----------"); + } + } + else if (button == MB_RELEASED && touch_info[0].touched) + { + touch_info[0].touched = FALSE; + touch_info[0].key = 0; + + old_mx = 0; + old_my = 0; + + if (motion_key_x != KSYM_UNDEFINED) + HandleKey(motion_key_x, KEY_RELEASED); + if (motion_key_y != KSYM_UNDEFINED) + HandleKey(motion_key_y, KEY_RELEASED); + + if (started_on_player) + { + if (player_is_dropping) + { + Error(ERR_DEBUG, "---------- DROP STOPPED ----------"); + + HandleKey(setup.input[0].key.drop, KEY_RELEASED); + } + else + { + Error(ERR_DEBUG, "---------- SNAP STOPPED ----------"); + + HandleKey(setup.input[0].key.snap, KEY_RELEASED); + } + } + + motion_key_x = KSYM_UNDEFINED; + motion_key_y = KSYM_UNDEFINED; + + Error(ERR_DEBUG, "---------- TOUCH ACTION STOPPED ----------"); + } + + if (touch_info[0].touched) + { + int src_x = local_player->jx; + int src_y = local_player->jy; + int dst_x = getLevelFromScreenX(old_mx); + int dst_y = getLevelFromScreenY(old_my); + int dx = dst_x - src_x; + int dy = dst_y - src_y; + Key new_motion_key_x = (dx < 0 ? setup.input[0].key.left : + dx > 0 ? setup.input[0].key.right : + KSYM_UNDEFINED); + Key new_motion_key_y = (dy < 0 ? setup.input[0].key.up : + dy > 0 ? setup.input[0].key.down : + KSYM_UNDEFINED); + + if (dx != 0 && dy != 0 && ABS(dx) != ABS(dy) && + (last_player_x != local_player->jx || + last_player_y != local_player->jy)) + { + // in case of asymmetric diagonal movement, use "preferred" direction + + int last_move_dir = (ABS(dx) > ABS(dy) ? MV_VERTICAL : MV_HORIZONTAL); + + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + level.native_em_level->ply[0]->last_move_dir = last_move_dir; + else + local_player->last_move_dir = last_move_dir; + + // (required to prevent accidentally forcing direction for next movement) + last_player_x = local_player->jx; + last_player_y = local_player->jy; + } + + if (button == MB_PRESSED && !motion_status && dx == 0 && dy == 0) + { + started_on_player = TRUE; + player_drop_count = getPlayerInventorySize(0); + player_is_dropping = (player_drop_count > 0); + + if (player_is_dropping) + { + Error(ERR_DEBUG, "---------- DROP STARTED ----------"); + + HandleKey(setup.input[0].key.drop, KEY_PRESSED); + } + else + { + Error(ERR_DEBUG, "---------- SNAP STARTED ----------"); - switch(event.type) + HandleKey(setup.input[0].key.snap, KEY_PRESSED); + } + } + else if (dx != 0 || dy != 0) { - case EVENT_BUTTONRELEASE: - button_status = MB_RELEASED; - break; + if (player_is_dropping && + player_drop_count == getPlayerInventorySize(0)) + { + Error(ERR_DEBUG, "---------- DROP -> SNAP ----------"); - case EVENT_KEYRELEASE: - key_joystick_mapping = 0; - break; + HandleKey(setup.input[0].key.drop, KEY_RELEASED); + HandleKey(setup.input[0].key.snap, KEY_PRESSED); - case EVENT_MAPNOTIFY: - window_unmapped = FALSE; - break; + player_is_dropping = FALSE; + } + } - 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; + if (new_motion_key_x != motion_key_x) + { + Error(ERR_DEBUG, "---------- %s %s ----------", + started_on_player && !player_is_dropping ? "SNAPPING" : "MOVING", + dx < 0 ? "LEFT" : dx > 0 ? "RIGHT" : "PAUSED"); + + if (motion_key_x != KSYM_UNDEFINED) + HandleKey(motion_key_x, KEY_RELEASED); + if (new_motion_key_x != KSYM_UNDEFINED) + HandleKey(new_motion_key_x, KEY_PRESSED); + } - default: - HandleOtherEvents(&event); - break; + if (new_motion_key_y != motion_key_y) + { + Error(ERR_DEBUG, "---------- %s %s ----------", + started_on_player && !player_is_dropping ? "SNAPPING" : "MOVING", + dy < 0 ? "UP" : dy > 0 ? "DOWN" : "PAUSED"); + + if (motion_key_y != KSYM_UNDEFINED) + HandleKey(motion_key_y, KEY_RELEASED); + if (new_motion_key_y != KSYM_UNDEFINED) + HandleKey(new_motion_key_y, KEY_PRESSED); } - } - if (game_status == GAME_MODE_PLAYING) - KeyboardAutoRepeatOffUnlessAutoplay(); + motion_key_x = new_motion_key_x; + motion_key_y = new_motion_key_y; + } } -void HandleExposeEvent(ExposeEvent *event) +static boolean checkTextInputKeyModState() { -#ifndef TARGET_SDL - RedrawPlayfield(FALSE, event->x, event->y, event->width, event->height); - FlushDisplay(); -#endif + // 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 HandleButtonEvent(ButtonEvent *event) +void HandleTextEvent(TextEvent *event) { -#if 0 - printf("::: BUTTON EVENT: button %d %s\n", event->button, - event->type == EVENT_BUTTONPRESS ? "pressed" : "released"); + char *text = event->text; + Key key = getKeyFromKeyName(text); + +#if DEBUG_EVENTS_TEXT + 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 - motion_status = FALSE; - - if (event->type == EVENT_BUTTONPRESS) - button_status = event->button; - else - button_status = MB_RELEASED; +#if !defined(HAS_SCREEN_KEYBOARD) + // non-mobile devices: only handle key input with modifier keys pressed here + // (every other key input is handled directly as physical key input event) + if (!checkTextInputKeyModState()) + return; +#endif - HandleButton(event->x, event->y, button_status, event->button); + // process text input as "classic" (with uppercase etc.) key input event + HandleKey(key, KEY_PRESSED); + HandleKey(key, KEY_RELEASED); } -void HandleMotionEvent(MotionEvent *event) +void HandlePauseResumeEvent(PauseResumeEvent *event) { - if (!PointerInWindow(window)) - return; /* window and pointer are on different screens */ - - if (button_status == MB_RELEASED && game_status != GAME_MODE_EDITOR) - return; - - motion_status = TRUE; - - HandleButton(event->x, event->y, button_status, button_status); + if (event->type == SDL_APP_WILLENTERBACKGROUND) + { + Mix_PauseMusic(); + } + else if (event->type == SDL_APP_DIDENTERFOREGROUND) + { + Mix_ResumeMusic(); + } } +#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 0 - printf("::: KEY EVENT: %d %s\n", GetEventKey(event, TRUE), - event->type == EVENT_KEYPRESS ? "pressed" : "released"); +#if DEBUG_EVENTS_KEY + 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 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) + // 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) @@ -406,15 +1188,24 @@ void HandleClientMessageEvent(ClientMessageEvent *event) CloseAllAndExit(0); } +void HandleWindowManagerEvent(Event *event) +{ +#if defined(TARGET_SDL) + SDLHandleWindowManagerEvent(event); +#endif +} + void HandleButton(int mx, int my, int button, int button_nr) { static int old_mx = 0, old_my = 0; + boolean button_hold = FALSE; - if (button < 0) + if (button_nr < 0) { mx = old_mx; my = old_my; - button = -button; + button_nr = -button_nr; + button_hold = TRUE; } else { @@ -422,11 +1213,28 @@ void HandleButton(int mx, int my, int button, int button_nr) old_my = my; } +#if defined(PLATFORM_ANDROID) + // when playing, only handle gadgets when using "follow finger" controls + boolean handle_gadgets = + (game_status != GAME_MODE_PLAYING || + strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER)); + + if (handle_gadgets && + HandleGadgets(mx, my, button)) + { + /* do not handle this button event anymore */ + mx = my = -32; /* force mouse event to be outside screen tiles */ + } +#else if (HandleGadgets(mx, my, button)) { /* do not handle this button event anymore */ mx = my = -32; /* force mouse event to be outside screen tiles */ } +#endif + + if (button_hold && game_status == GAME_MODE_PLAYING && tape.pausing) + return; /* do not use scroll wheel button events for anything other than gadgets */ if (IS_WHEEL_BUTTON(button_nr)) @@ -447,7 +1255,11 @@ 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: @@ -466,11 +1278,17 @@ void HandleButton(int mx, int my, int button, int button_nr) HandleSetupScreen(mx, my, 0, 0, button); break; +#if defined(TARGET_SDL2) case GAME_MODE_PLAYING: + HandleFollowFinger(mx, my, button); +#endif + #ifdef DEBUG - if (button == MB_PRESSED && !motion_status && IN_GFX_SCREEN(mx, my)) - DumpTile(LEVELX((mx - SX) / TILEX), LEVELY((my - SY) / TILEY)); + if (button == MB_PRESSED && !motion_status && IN_GFX_FIELD_PLAY(mx, my) && + GetKeyModState() & KMOD_Control) + DumpTileFromScreen(mx, my); #endif + break; default: @@ -512,8 +1330,8 @@ static void HandleKeysSpecial(Key key) cheat_input[cheat_input_len++] = letter; cheat_input[cheat_input_len] = '\0'; -#if 0 - printf("::: '%s' [%d]\n", cheat_input, cheat_input_len); +#if DEBUG_EVENTS_KEY + Error(ERR_DEBUG, "SPECIAL KEY '%s' [%d]\n", cheat_input, cheat_input_len); #endif if (game_status == GAME_MODE_MAIN) @@ -559,6 +1377,25 @@ static void HandleKeysSpecial(Key key) { DumpTape(&tape); } + else if (is_string_suffix(cheat_input, ":fix-tape") || + is_string_suffix(cheat_input, ":ft")) + { + /* fix single-player tapes that contain player input for more than one + player (due to a bug in 3.3.1.2 and earlier versions), which results + 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 */ + for (i = 1; i < MAX_PLAYERS; i++) + tape.player_participates[i] = FALSE; + + tape.changed = TRUE; + } + else if (is_string_suffix(cheat_input, ":save-native-level") || + is_string_suffix(cheat_input, ":snl")) + { + SaveNativeLevel(&level); + } } else if (game_status == GAME_MODE_PLAYING) { @@ -581,23 +1418,80 @@ static void HandleKeysSpecial(Key key) } } +void HandleKeysDebug(Key key) +{ +#ifdef DEBUG + int i; + + if (game_status == GAME_MODE_PLAYING || !setup.debug.frame_delay_game_only) + { + boolean mod_key_pressed = (GetKeyModState() != KMOD_None); + + for (i = 0; i < NUM_DEBUG_FRAME_DELAY_KEYS; i++) + { + if (key == setup.debug.frame_delay_key[i] && + (mod_key_pressed == setup.debug.frame_delay_use_mod_key)) + { + GameFrameDelay = (GameFrameDelay != setup.debug.frame_delay[i] ? + setup.debug.frame_delay[i] : GAME_FRAME_DELAY); + + if (!setup.debug.frame_delay_game_only) + MenuFrameDelay = GameFrameDelay; + + SetVideoFrameDelay(GameFrameDelay); + + if (GameFrameDelay > ONE_SECOND_DELAY) + Error(ERR_DEBUG, "frame delay == %d ms", GameFrameDelay); + else if (GameFrameDelay != 0) + Error(ERR_DEBUG, "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)"); + + break; + } + } + } + + if (game_status == GAME_MODE_PLAYING) + { + if (key == KSYM_d) + { + options.debug = !options.debug; + + Error(ERR_DEBUG, "debug mode %s", + (options.debug ? "enabled" : "disabled")); + } + else if (key == KSYM_v) + { + Error(ERR_DEBUG, "currently using game engine version %d", + game.engine_version); + } + } +#endif +} + void HandleKey(Key key, int key_status) { boolean anyTextGadgetActiveOrJustFinished = anyTextGadgetActive(); - static struct SetupKeyboardInfo custom_key; + static boolean ignore_repeated_key = FALSE; + static struct SetupKeyboardInfo ski; + static struct SetupShortcutInfo ssi; static struct { Key *key_custom; + Key *key_snap; 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.drop, DEFAULT_KEY_DROP, JOY_BUTTON_2 } + { &ski.left, &ssi.snap_left, DEFAULT_KEY_LEFT, JOY_LEFT }, + { &ski.right, &ssi.snap_right, DEFAULT_KEY_RIGHT, JOY_RIGHT }, + { &ski.up, &ssi.snap_up, DEFAULT_KEY_UP, JOY_UP }, + { &ski.down, &ssi.snap_down, DEFAULT_KEY_DOWN, JOY_DOWN }, + { &ski.snap, NULL, DEFAULT_KEY_SNAP, JOY_BUTTON_SNAP }, + { &ski.drop, NULL, DEFAULT_KEY_DROP, JOY_BUTTON_DROP } }; int joy = 0; int i; @@ -605,7 +1499,9 @@ void HandleKey(Key key, int key_status) if (game_status == GAME_MODE_PLAYING) { /* only needed for single-step tape recording mode */ - static boolean clear_button_2[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE }; + static boolean clear_snap_button[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE }; + static boolean clear_drop_button[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE }; + static boolean element_snapped[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE }; static boolean element_dropped[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE }; int pnr; @@ -616,16 +1512,36 @@ void HandleKey(Key key, int key_status) if (setup.input[pnr].use_joystick) continue; - custom_key = setup.input[pnr].key; + ski = setup.input[pnr].key; - for (i = 0; i < 6; i++) + for (i = 0; i < NUM_PLAYER_ACTIONS; i++) if (key == *key_info[i].key_custom) key_action |= key_info[i].action; - if (tape.single_step && clear_button_2[pnr]) + /* use combined snap+direction keys for the first player only */ + if (pnr == 0) + { + ssi = setup.shortcut; + + for (i = 0; i < NUM_DIRECTIONS; i++) + if (key == *key_info[i].key_snap) + key_action |= key_info[i].action | JOY_BUTTON_SNAP; + } + + /* clear delayed snap and drop actions in single step mode (see below) */ + if (tape.single_step) { - stored_player[pnr].action &= ~KEY_BUTTON_2; - clear_button_2[pnr] = FALSE; + if (clear_snap_button[pnr]) + { + stored_player[pnr].action &= ~KEY_BUTTON_SNAP; + clear_snap_button[pnr] = FALSE; + } + + if (clear_drop_button[pnr]) + { + stored_player[pnr].action &= ~KEY_BUTTON_DROP; + clear_drop_button[pnr] = FALSE; + } } if (key_status == KEY_PRESSED) @@ -635,38 +1551,80 @@ void HandleKey(Key key, int key_status) if (tape.single_step && tape.recording && tape.pausing) { - if (key_status == KEY_PRESSED && - (key_action & (KEY_MOTION | KEY_BUTTON_1))) + if (key_status == KEY_PRESSED && key_action & KEY_MOTION) { TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); - if (key_action & KEY_MOTION) + /* if snap key already pressed, don't snap when releasing (below) */ + if (stored_player[pnr].action & KEY_BUTTON_SNAP) + element_snapped[pnr] = TRUE; + + /* if drop key already pressed, don't drop when releasing (below) */ + if (stored_player[pnr].action & KEY_BUTTON_DROP) + element_dropped[pnr] = TRUE; + } + else if (key_status == KEY_PRESSED && key_action & KEY_BUTTON_DROP) + { + if (level.game_engine_type == GAME_ENGINE_TYPE_EM || + level.game_engine_type == GAME_ENGINE_TYPE_SP) { - if (stored_player[pnr].action & KEY_BUTTON_2) - element_dropped[pnr] = TRUE; + + if (level.game_engine_type == GAME_ENGINE_TYPE_SP && + getRedDiskReleaseFlag_SP() == 0) + stored_player[pnr].action &= ~KEY_BUTTON_DROP; + + TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); } } - else if (key_status == KEY_RELEASED && - (key_action & KEY_BUTTON_2)) + else if (key_status == KEY_RELEASED && key_action & KEY_BUTTON) { - if (!element_dropped[pnr]) + if (key_action & KEY_BUTTON_SNAP) { - TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); + /* if snap key was released without moving (see above), snap now */ + if (!element_snapped[pnr]) + { + TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); - stored_player[pnr].action |= KEY_BUTTON_2; - clear_button_2[pnr] = TRUE; + stored_player[pnr].action |= KEY_BUTTON_SNAP; + + /* clear delayed snap button on next event */ + clear_snap_button[pnr] = TRUE; + } + + element_snapped[pnr] = FALSE; } - element_dropped[pnr] = FALSE; + if (key_action & KEY_BUTTON_DROP && + level.game_engine_type == GAME_ENGINE_TYPE_RND) + { + /* if drop key was released without moving (see above), drop now */ + if (!element_dropped[pnr]) + { + TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); + + if (level.game_engine_type != GAME_ENGINE_TYPE_SP || + getRedDiskReleaseFlag_SP() != 0) + stored_player[pnr].action |= KEY_BUTTON_DROP; + + /* clear delayed drop button on next event */ + clear_drop_button[pnr] = TRUE; + } + + element_dropped[pnr] = FALSE; + } } } - else if (tape.recording && tape.pausing && (key_action & KEY_ACTION)) - TapeTogglePause(TAPE_TOGGLE_MANUAL); + else if (tape.recording && tape.pausing) + { + /* prevent key release events from un-pausing a paused game */ + if (key_status == KEY_PRESSED && key_action & KEY_ACTION) + TapeTogglePause(TAPE_TOGGLE_MANUAL); + } } } else { - for (i = 0; i < 6; i++) + for (i = 0; i < NUM_PLAYER_ACTIONS; i++) if (key == key_info[i].key_default) joy |= key_info[i].action; } @@ -685,14 +1643,56 @@ void HandleKey(Key key, int key_status) key_joystick_mapping = 0; if (key_status == KEY_RELEASED) + { + // reset flag to ignore repeated "key pressed" events after key release + ignore_repeated_key = FALSE; + return; + } - if (key == KSYM_Return && GetKeyModState() & KMOD_Alt && - video.fullscreen_available) + if ((key == KSYM_F11 || + ((key == KSYM_Return || + key == KSYM_KP_Enter) && (GetKeyModState() & KMOD_Alt))) && + video.fullscreen_available && + !ignore_repeated_key) { setup.fullscreen = !setup.fullscreen; - ToggleFullscreenIfNeeded(); + ToggleFullscreenOrChangeWindowScalingIfNeeded(); + + if (game_status == GAME_MODE_SETUP) + RedrawSetupScreenAfterFullscreenToggle(); + + // set flag to ignore repeated "key pressed" events + ignore_repeated_key = TRUE; + + return; + } + + if ((key == KSYM_0 || key == KSYM_KP_0 || + key == KSYM_minus || key == KSYM_KP_Subtract || + key == KSYM_plus || key == KSYM_KP_Add || + key == KSYM_equal) && // ("Shift-=" is "+" on US keyboards) + (GetKeyModState() & (KMOD_Control | KMOD_Meta)) && + video.window_scaling_available && + !video.fullscreen_enabled) + { + if (key == KSYM_0 || key == KSYM_KP_0) + setup.window_scaling_percent = STD_WINDOW_SCALING_PERCENT; + else if (key == KSYM_minus || key == KSYM_KP_Subtract) + setup.window_scaling_percent -= STEP_WINDOW_SCALING_PERCENT; + else + setup.window_scaling_percent += 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; + + ToggleFullscreenOrChangeWindowScalingIfNeeded(); + + if (game_status == GAME_MODE_SETUP) + RedrawSetupScreenAfterFullscreenToggle(); return; } @@ -700,9 +1700,7 @@ void HandleKey(Key key, int key_status) if (game_status == GAME_MODE_PLAYING && AllPlayersGone && (key == KSYM_Return || key == setup.shortcut.toggle_pause)) { - CloseDoor(DOOR_CLOSE_1); - game_status = GAME_MODE_MAIN; - DrawMainMenu(); + GameEnd(); return; } @@ -710,7 +1708,7 @@ 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, NEW_RANDOMIZE); + StartGameActions(options.network, setup.autorecord, level.random_seed); return; } @@ -722,7 +1720,10 @@ void HandleKey(Key key, int key_status) else if (key == setup.shortcut.load_game) TapeQuickLoad(); else if (key == setup.shortcut.toggle_pause) - TapeTogglePause(TAPE_TOGGLE_MANUAL); + TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE); + + HandleTapeButtonKeys(key); + HandleSoundButtonKeys(key); } if (game_status == GAME_MODE_PLAYING && !network_playing) @@ -757,7 +1758,7 @@ void HandleKey(Key key, int key_status) key = KSYM_UNDEFINED; } - switch(game_status) + switch (game_status) { case GAME_MODE_PSEUDO_TYPENAME: HandleTypeName(0, key); @@ -766,85 +1767,72 @@ 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: - switch(key) + case GAME_MODE_SCORES: + switch (key) { -#if 1 - case KSYM_space: -#else - /* !!! only use "space" key to start game from main menu !!! */ case KSYM_space: -#endif case KSYM_Return: if (game_status == GAME_MODE_TITLE) - HandleTitleScreen(0,0, 0,0, MB_MENU_CHOICE); + HandleTitleScreen(0, 0, 0, 0, MB_MENU_CHOICE); else if (game_status == GAME_MODE_MAIN) - HandleMainMenu(0,0, 0,0, MB_MENU_CHOICE); + 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); + HandleSetupScreen(0, 0, 0, 0, MB_MENU_CHOICE); else if (game_status == GAME_MODE_INFO) - HandleInfoScreen(0,0, 0,0, MB_MENU_CHOICE); + HandleInfoScreen(0, 0, 0, 0, MB_MENU_CHOICE); + else if (game_status == GAME_MODE_SCORES) + HandleHallOfFame(0, 0, 0, 0, MB_MENU_CHOICE); break; case KSYM_Escape: + if (game_status != GAME_MODE_MAIN) + FadeSkipNextFadeIn(); + if (game_status == GAME_MODE_TITLE) - HandleTitleScreen(0,0, 0,0, MB_MENU_LEAVE); + 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); + HandleSetupScreen(0, 0, 0, 0, MB_MENU_LEAVE); else if (game_status == GAME_MODE_INFO) - HandleInfoScreen(0,0, 0,0, MB_MENU_LEAVE); + HandleInfoScreen(0, 0, 0, 0, MB_MENU_LEAVE); + else if (game_status == GAME_MODE_SCORES) + HandleHallOfFame(0, 0, 0, 0, MB_MENU_LEAVE); break; 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); + HandleSetupScreen(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK); else if (game_status == GAME_MODE_INFO) - HandleInfoScreen(0,0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK); + HandleInfoScreen(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK); + else if (game_status == GAME_MODE_SCORES) + HandleHallOfFame(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK); break; 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); + HandleSetupScreen(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK); else if (game_status == GAME_MODE_INFO) - HandleInfoScreen(0,0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK); - break; - -#ifdef DEBUG - case KSYM_0: - GameFrameDelay = (GameFrameDelay == 500 ? GAME_FRAME_DELAY : 500); - break; -#endif - - default: - break; - } - break; - - case GAME_MODE_SCORES: - switch(key) - { - case KSYM_space: - case KSYM_Return: - case KSYM_Escape: - game_status = GAME_MODE_MAIN; - DrawMainMenu(); - break; - - case KSYM_Page_Up: - HandleHallOfFame(0,0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK); - break; - - case KSYM_Page_Down: - HandleHallOfFame(0,0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK); + HandleInfoScreen(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK); + else if (game_status == GAME_MODE_SCORES) + HandleHallOfFame(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK); break; default: @@ -859,97 +1847,12 @@ void HandleKey(Key key, int key_status) case GAME_MODE_PLAYING: { - switch(key) + switch (key) { case KSYM_Escape: RequestQuitGame(setup.ask_on_escape); break; -#ifdef DEBUG - case KSYM_0: -#if 0 - case KSYM_1: - case KSYM_2: - case KSYM_3: - case KSYM_4: - case KSYM_5: - case KSYM_6: - case KSYM_7: - case KSYM_8: - case KSYM_9: -#endif - if (key == KSYM_0) - { - if (GameFrameDelay == 500) - GameFrameDelay = GAME_FRAME_DELAY; - else - GameFrameDelay = 500; - } - else - GameFrameDelay = (key - KSYM_0) * 10; - printf("Game speed == %d%% (%d ms delay between two frames)\n", - GAME_FRAME_DELAY * 100 / GameFrameDelay, GameFrameDelay); - break; - - case KSYM_d: - if (options.debug) - { - options.debug = FALSE; - printf("debug mode disabled\n"); - } - else - { - options.debug = TRUE; - printf("debug mode enabled\n"); - } - break; - - case KSYM_S: - if (!global.fps_slowdown) - { - global.fps_slowdown = TRUE; - global.fps_slowdown_factor = 2; - printf("fps slowdown enabled -- display only every 2nd frame\n"); - } - else if (global.fps_slowdown_factor == 2) - { - global.fps_slowdown_factor = 4; - printf("fps slowdown enabled -- display only every 4th frame\n"); - } - else - { - global.fps_slowdown = FALSE; - global.fps_slowdown_factor = 1; - printf("fps slowdown disabled\n"); - } - break; - - case KSYM_f: - ScrollStepSize = TILEX/8; - printf("ScrollStepSize == %d (1/8)\n", ScrollStepSize); - break; - - case KSYM_g: - ScrollStepSize = TILEX/4; - printf("ScrollStepSize == %d (1/4)\n", ScrollStepSize); - break; - - case KSYM_h: - ScrollStepSize = TILEX/2; - printf("ScrollStepSize == %d (1/2)\n", ScrollStepSize); - break; - - case KSYM_l: - ScrollStepSize = TILEX; - printf("ScrollStepSize == %d (1/1)\n", ScrollStepSize); - break; - - case KSYM_v: - printf("::: currently using game engine version %d\n", - game.engine_version); - break; -#endif - default: break; } @@ -959,21 +1862,27 @@ void HandleKey(Key key, int key_status) default: if (key == KSYM_Escape) { - game_status = GAME_MODE_MAIN; + SetGameStatus(GAME_MODE_MAIN); + DrawMainMenu(); return; } } + + HandleKeysDebug(key); } void HandleNoEvent() { - if (button_status && game_status != GAME_MODE_PLAYING) + // if (button_status && game_status != GAME_MODE_PLAYING) + if (button_status && (game_status != GAME_MODE_PLAYING || tape.pausing)) { - HandleButton(0, 0, -button_status, button_status); - - return; + HandleButton(0, 0, button_status, -button_status); + } + else + { + HandleJoystick(); } #if defined(NETWORK_AVALIABLE) @@ -981,7 +1890,25 @@ void HandleNoEvent() HandleNetworking(); #endif - HandleJoystick(); + switch (game_status) + { + case GAME_MODE_MAIN: + DrawPreviewLevelAnimation(); + break; + + case GAME_MODE_EDITOR: + HandleLevelEditorIdle(); + break; + +#if defined(TARGET_SDL2) + case GAME_MODE_PLAYING: + HandleFollowFinger(-1, -1, -1); + break; +#endif + + default: + break; + } } static int HandleJoystickForAllPlayers() @@ -1024,50 +1951,48 @@ void HandleJoystick() int dx = (left ? -1 : right ? 1 : 0); int dy = (up ? -1 : down ? 1 : 0); - switch(game_status) + switch (game_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: { - static unsigned long joystickmove_delay = 0; + static unsigned int joystickmove_delay = 0; if (joystick && !button && !DelayReached(&joystickmove_delay, GADGET_FRAME_DELAY)) newbutton = dx = dy = 0; if (game_status == GAME_MODE_TITLE) - HandleTitleScreen(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK); + HandleTitleScreen(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK); else if (game_status == GAME_MODE_MAIN) - HandleMainMenu(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK); + 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); + HandleSetupScreen(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK); else if (game_status == GAME_MODE_INFO) - HandleInfoScreen(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK); + HandleInfoScreen(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK); break; } case GAME_MODE_SCORES: - HandleHallOfFame(0,0, dx,dy, !newbutton); - break; - - case GAME_MODE_EDITOR: - HandleLevelEditorIdle(); + HandleHallOfFame(0, 0, dx, dy, !newbutton); break; case GAME_MODE_PLAYING: if (tape.playing || keyboard) newbutton = ((joy & JOY_BUTTON) != 0); - if (AllPlayersGone && newbutton) + if (newbutton && AllPlayersGone) { - CloseDoor(DOOR_CLOSE_1); - game_status = GAME_MODE_MAIN; - DrawMainMenu(); + GameEnd(); + return; }