X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fevents.c;h=b94e57c5cbfbce47c600abc665a2ac96c09f3439;hp=9f18adbe8b413dce59899fe9ac17cb35cec9243a;hb=85019a08c195ac31e548b0549053fbc9f71b427f;hpb=06d8cf152effee74879d58cd6f05b6b6a7a982d1 diff --git a/src/events.c b/src/events.c index 9f18adbe..b94e57c5 100644 --- a/src/events.c +++ b/src/events.c @@ -39,30 +39,30 @@ static int cursor_mode_last = CURSOR_DEFAULT; static unsigned int special_cursor_delay = 0; static unsigned int special_cursor_delay_value = 1000; +static boolean virtual_button_pressed = FALSE; -/* forward declarations for internal use */ + +// forward declarations for internal use static void HandleNoEvent(void); static void HandleEventActions(void); -/* 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') */ +// 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') -/* event filter addition for SDL2: as SDL2 does not have a function to enable - or disable keyboard auto-repeat, filter repeated keyboard events instead */ +// 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 */ + // 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) @@ -76,7 +76,7 @@ static int FilterEvents(const Event *event) ((MotionEvent *)event)->y -= video.screen_yoffset; } - /* non-motion events are directly passed to event handler functions */ + // non-motion events are directly passed to event handler functions if (event->type != EVENT_MOTIONNOTIFY) return 1; @@ -84,7 +84,7 @@ static int FilterEvents(const Event *event) cursor_inside_playfield = (motion->x >= SX && motion->x < SX + SXSIZE && motion->y >= SY && motion->y < SY + SYSIZE); - /* do no reset mouse cursor before all pending events have been processed */ + // 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) || @@ -98,7 +98,7 @@ static int FilterEvents(const Event *event) cursor_mode_last = CURSOR_DEFAULT; } - /* skip mouse motion events without pressed button outside level editor */ + // 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; @@ -106,17 +106,17 @@ static int FilterEvents(const Event *event) 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) */ +// 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) static boolean SkipPressedMouseMotionEvent(const Event *event) { - /* nothing to do if the current event is not a mouse motion 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 the game */ + // only skip motion events with pressed button outside the game if (button_status == MB_RELEASED || game_status == GAME_MODE_PLAYING) return FALSE; @@ -126,7 +126,7 @@ static boolean SkipPressedMouseMotionEvent(const Event *event) PeekEvent(&next_event); - /* if next event is also a mouse motion event, skip the current one */ + // if next event is also a mouse motion event, skip the current one if (next_event.type == EVENT_MOTIONNOTIFY) return TRUE; } @@ -185,7 +185,6 @@ static void HandleEvents(void) HandleMotionEvent((MotionEvent *) &event); break; -#if defined(TARGET_SDL2) case EVENT_WHEELMOTION: HandleWheelEvent((WheelEvent *) &event); break; @@ -210,7 +209,6 @@ static void HandleEvents(void) case SDL_APP_DIDENTERFOREGROUND: HandlePauseResumeEvent((PauseResumeEvent *) &event); break; -#endif case EVENT_KEYPRESS: case EVENT_KEYRELEASE: @@ -238,8 +236,8 @@ void HandleOtherEvents(Event *event) 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. */ + // 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; @@ -253,8 +251,6 @@ void HandleOtherEvents(Event *event) HandleClientMessageEvent((ClientMessageEvent *) event); break; -#if defined(TARGET_SDL) -#if defined(TARGET_SDL2) case SDL_CONTROLLERBUTTONDOWN: case SDL_CONTROLLERBUTTONUP: // for any game controller button event, disable overlay buttons @@ -262,21 +258,22 @@ void HandleOtherEvents(Event *event) HandleSpecialGameControllerButtons(event); - /* FALL THROUGH */ + // FALL THROUGH case SDL_CONTROLLERDEVICEADDED: case SDL_CONTROLLERDEVICEREMOVED: case SDL_CONTROLLERAXISMOTION: -#endif case SDL_JOYAXISMOTION: case SDL_JOYBUTTONDOWN: case SDL_JOYBUTTONUP: HandleJoystickEvent(event); break; - case SDL_SYSWMEVENT: - HandleWindowManagerEvent(event); + case SDL_DROPBEGIN: + case SDL_DROPCOMPLETE: + case SDL_DROPFILE: + case SDL_DROPTEXT: + HandleDropEvent(event); break; -#endif default: break; @@ -287,7 +284,7 @@ static void HandleMouseCursor(void) { if (game_status == GAME_MODE_TITLE) { - /* when showing title screens, hide mouse pointer (if not moved) */ + // when showing title screens, hide mouse pointer (if not moved) if (gfx.cursor_mode != CURSOR_NONE && DelayReached(&special_cursor_delay, special_cursor_delay_value)) @@ -298,7 +295,7 @@ static void HandleMouseCursor(void) else if (game_status == GAME_MODE_PLAYING && (!tape.pausing || tape.single_step)) { - /* when playing, display a special mouse pointer inside the playfield */ + // when playing, display a special mouse pointer inside the playfield if (gfx.cursor_mode != CURSOR_PLAYFIELD && cursor_inside_playfield && @@ -314,7 +311,7 @@ static void HandleMouseCursor(void) SetMouseCursor(CURSOR_DEFAULT); } - /* this is set after all pending events have been processed */ + // this is set after all pending events have been processed cursor_mode_last = gfx.cursor_mode; } @@ -327,19 +324,19 @@ void EventLoop(void) else HandleNoEvent(); - /* execute event related actions after pending events have been processed */ + // execute event related actions after pending events have been processed HandleEventActions(); - /* don't use all CPU time when idle; the main loop while playing - has its own synchronization and is CPU friendly, too */ + // 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 */ + // always copy backbuffer to visible screen for every video frame BackToFront(); - /* reset video frame delay to default (may change again while playing) */ + // reset video frame delay to default (may change again while playing) SetVideoFrameDelay(MenuFrameDelay); if (game_status == GAME_MODE_QUIT) @@ -355,7 +352,7 @@ void ClearAutoRepeatKeyEvents(void) PeekEvent(&next_event); - /* if event is repeated key press event, remove it from event queue */ + // if event is repeated key press event, remove it from event queue if (next_event.type == EVENT_KEYPRESS && next_event.key.repeat) WaitEvent(&next_event); @@ -380,12 +377,10 @@ void ClearEventQueue(void) ClearPlayerAction(); break; -#if defined(TARGET_SDL2) case SDL_CONTROLLERBUTTONUP: HandleJoystickEvent(&event); ClearPlayerAction(); break; -#endif default: HandleOtherEvents(&event); @@ -405,10 +400,13 @@ void ClearPlayerAction(void) { int i; - /* simulate key release events for still pressed keys */ + // 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(); @@ -434,7 +432,7 @@ static void SetPlayerMouseAction(int mx, int my, int button) if (tape.recording && tape.pausing && tape.use_mouse) { - /* un-pause a paused game only if mouse button was newly pressed down */ + // un-pause a paused game only if mouse button was newly pressed down if (new_button) TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); } @@ -465,22 +463,19 @@ void SleepWhileUnmapped(void) key_joystick_mapping = 0; break; -#if defined(TARGET_SDL2) case SDL_CONTROLLERBUTTONUP: HandleJoystickEvent(&event); key_joystick_mapping = 0; break; -#endif 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. - */ + // 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: @@ -539,8 +534,6 @@ void HandleMotionEvent(MotionEvent *event) HandleButton(event->x, event->y, button_status, button_status); } -#if defined(TARGET_SDL2) - void HandleWheelEvent(WheelEvent *event) { int button_nr; @@ -691,6 +684,7 @@ static struct SDL_FingerID finger_id; int counter; Key key; + byte action; } touch_info[NUM_TOUCH_FINGERS]; static void HandleFingerEvent_VirtualButtons(FingerEvent *event) @@ -737,6 +731,8 @@ static void HandleFingerEvent_VirtualButtons(FingerEvent *event) "KEY_PRESSED"); int i; + virtual_button_pressed = (key_status == KEY_PRESSED && key != KSYM_UNDEFINED); + // for any touch input event, enable overlay buttons (if activated) SetOverlayEnabled(TRUE); @@ -817,6 +813,9 @@ 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); } @@ -834,6 +833,7 @@ 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 { @@ -849,6 +849,7 @@ 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; } } } @@ -1015,6 +1016,8 @@ void HandleFingerEvent(FingerEvent *event) event->pressure); #endif + runtime.uses_touch_device = TRUE; + if (game_status != GAME_MODE_PLAYING) return; @@ -1036,8 +1039,6 @@ void HandleFingerEvent(FingerEvent *event) HandleFingerEvent_WipeGestures(event); } -#endif - static void HandleButtonOrFinger_WipeGestures_MM(int mx, int my, int button) { static int old_mx = 0, old_my = 0; @@ -1388,7 +1389,7 @@ static void HandleButtonOrFinger(int mx, int my, int button) else if (strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER)) HandleButtonOrFinger_FollowFinger_MM(mx, my, button); else if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS)) - SetPlayerMouseAction(mx, my, button); /* special case */ + SetPlayerMouseAction(mx, my, button); // special case } else { @@ -1397,8 +1398,6 @@ static void HandleButtonOrFinger(int mx, int my, int button) } } -#if defined(TARGET_SDL2) - static boolean checkTextInputKeyModState(void) { // when playing, only handle raw key events and ignore text input @@ -1447,8 +1446,6 @@ void HandlePauseResumeEvent(PauseResumeEvent *event) } } -#endif - void HandleKeyEvent(KeyEvent *event) { int key_status = (event->type == EVENT_KEYPRESS ? KEY_PRESSED : KEY_RELEASED); @@ -1473,22 +1470,24 @@ void HandleKeyEvent(KeyEvent *event) // always map the "back" button to the "escape" key on Android devices key = KSYM_Escape; } + else if (key == KSYM_Menu) + { + // the "menu" button can be used to toggle displaying virtual buttons + if (key_status == KEY_PRESSED) + SetOverlayEnabled(!GetOverlayEnabled()); + } else { - // for any key event other than "back" button, disable overlay buttons + // for any other "real" key event, disable virtual buttons SetOverlayEnabled(FALSE); } #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) @@ -1518,8 +1517,7 @@ void HandleFocusEvent(FocusChangeEvent *event) 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. - */ + processing the 'FocusIn' event. */ if (game_status == GAME_MODE_PLAYING) { @@ -1538,11 +1536,179 @@ void HandleClientMessageEvent(ClientMessageEvent *event) CloseAllAndExit(0); } -void HandleWindowManagerEvent(Event *event) +static int HandleDropFileEvent(char *filename) { -#if defined(TARGET_SDL) - SDLHandleWindowManagerEvent(event); -#endif + Error(ERR_DEBUG, "DROP FILE EVENT: '%s'", filename); + + // check and extract dropped zip files into correct user data directory + if (!strSuffixLower(filename, ".zip")) + { + Error(ERR_WARN, "file '%s' not supported", filename); + + return TREE_TYPE_UNDEFINED; + } + + TreeInfo *tree_node = NULL; + int tree_type = GetZipFileTreeType(filename); + char *directory = TREE_USERDIR(tree_type); + + if (directory == NULL) + { + Error(ERR_WARN, "zip file '%s' has invalid content!", filename); + + 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); + + // 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; +} + +static void HandleDropTextEvent(char *text) +{ + Error(ERR_DEBUG, "DROP TEXT EVENT: '%s'", text); +} + +static void HandleDropCompleteEvent(int num_level_sets_succeeded, + int num_artwork_sets_succeeded, + int num_files_failed) +{ + // only show request dialog if no other request dialog already active + if (game.request_active) + return; + + // 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) + { + char message_part1[50]; + + 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" : "")); + + 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" : ""); + } + + Request(message, REQ_CONFIRM); +} + +void HandleDropEvent(Event *event) +{ + 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; + + 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; + } + + 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 HandleButton(int mx, int my, int button, int button_nr) @@ -1567,28 +1733,31 @@ void HandleButton(int mx, int my, int button, int button_nr) #if defined(PLATFORM_ANDROID) // when playing, only handle gadgets when using "follow finger" controls // or when using touch controls in combination with the MM game engine + // or when using gadgets that do not overlap with virtual buttons handle_gadgets = (game_status != GAME_MODE_PLAYING || level.game_engine_type == GAME_ENGINE_TYPE_MM || - strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER)); + strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER) || + (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS) && + !virtual_button_pressed)); #endif if (HandleGlobalAnimClicks(mx, my, button)) { - /* do not handle this button event anymore */ - return; /* force mouse event not to be handled at all */ + // do not handle this button event anymore + return; // force mouse event not to be handled at all } 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 */ + // do not handle this button event anymore + mx = my = -32; // force mouse event to be outside screen tiles } if (button_hold && game_status == GAME_MODE_PLAYING && tape.pausing) return; - /* do not use scroll wheel button events for anything other than gadgets */ + // do not use scroll wheel button events for anything other than gadgets if (IS_WHEEL_BUTTON(button_nr)) return; @@ -1743,7 +1912,7 @@ static void HandleKeysSpecial(Key key) 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 */ + // remove player input actions for all players but the first one for (i = 1; i < MAX_PLAYERS; i++) tape.player_participates[i] = FALSE; @@ -1778,9 +1947,25 @@ static void HandleKeysSpecial(Key key) { DumpBrush_Small(); } + + if (GetKeyModState() & (KMOD_Control | KMOD_Meta)) + { + if (letter == 'x') // copy brush to clipboard (small size) + { + CopyBrushToClipboard_Small(); + } + else if (letter == 'c') // copy brush to clipboard (normal size) + { + CopyBrushToClipboard(); + } + else if (letter == 'v') // paste brush from Clipboard + { + CopyClipboardToBrush(); + } + } } - /* special key shortcuts for all game modes */ + // special key shortcuts for all game modes if (is_string_suffix(cheat_input, ":dump-event-actions") || is_string_suffix(cheat_input, ":dea") || is_string_suffix(cheat_input, ":DEA")) @@ -1790,11 +1975,14 @@ static void HandleKeysSpecial(Key key) } } -void HandleKeysDebug(Key key) +boolean HandleKeysDebug(Key key, int key_status) { #ifdef DEBUG int i; + if (key_status != KEY_PRESSED) + return FALSE; + if (game_status == GAME_MODE_PLAYING || !setup.debug.frame_delay_game_only) { boolean mod_key_pressed = ((GetKeyModState() & KMOD_Valid) != KMOD_None); @@ -1813,15 +2001,15 @@ void HandleKeysDebug(Key key) 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)"); - break; + return TRUE; } } } @@ -1832,16 +2020,22 @@ void HandleKeysDebug(Key key) { 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; } } #endif + + return FALSE; } void HandleKey(Key key, int key_status) @@ -1868,25 +2062,27 @@ void HandleKey(Key key, int key_status) int joy = 0; int i; -#if defined(TARGET_SDL2) - /* map special keys (media keys / remote control buttons) to default keys */ + if (HandleKeysDebug(key, key_status)) + return; // do not handle already processed keys again + + // map special keys (media keys / remote control buttons) to default keys if (key == KSYM_PlayPause) key = KSYM_space; else if (key == KSYM_Select) key = KSYM_Return; -#endif HandleSpecialGameControllerKeys(key, key_status); if (game_status == GAME_MODE_PLAYING) { - /* only needed for single-step tape recording mode */ + // only needed for single-step tape recording mode static boolean has_snapped[MAX_PLAYERS] = { FALSE, FALSE, FALSE, FALSE }; int pnr; for (pnr = 0; pnr < MAX_PLAYERS; pnr++) { byte key_action = 0; + byte key_snap_action = 0; if (setup.input[pnr].use_joystick) continue; @@ -1897,20 +2093,38 @@ void HandleKey(Key key, int key_status) if (key == *key_info[i].key_custom) key_action |= key_info[i].action; - /* use combined snap+direction keys for the first player only */ + // use combined snap+direction keys for the first player only if (pnr == 0) { 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) { @@ -1918,7 +2132,7 @@ void HandleKey(Key key, int key_status) { TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); - /* if snap key already pressed, keep pause mode when releasing */ + // if snap key already pressed, keep pause mode when releasing if (stored_player[pnr].action & KEY_BUTTON_SNAP) has_snapped[pnr] = TRUE; } @@ -1929,14 +2143,14 @@ void HandleKey(Key key, int key_status) if (level.game_engine_type == GAME_ENGINE_TYPE_SP && getRedDiskReleaseFlag_SP() == 0) { - /* add a single inactive frame before dropping starts */ + // add a single inactive frame before dropping starts stored_player[pnr].action &= ~KEY_BUTTON_DROP; stored_player[pnr].force_dropping = TRUE; } } else if (key_status == KEY_RELEASED && key_action & KEY_BUTTON_SNAP) { - /* if snap key was pressed without direction, leave pause mode */ + // if snap key was pressed without direction, leave pause mode if (!has_snapped[pnr]) TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); @@ -1945,7 +2159,7 @@ void HandleKey(Key key, int key_status) } else if (tape.recording && tape.pausing && !tape.use_mouse) { - /* prevent key release events from un-pausing a paused game */ + // prevent key release events from un-pausing a paused game if (key_status == KEY_PRESSED && key_action & KEY_ACTION) TapeTogglePause(TAPE_TOGGLE_MANUAL); } @@ -2034,12 +2248,12 @@ void HandleKey(Key key, int key_status) key == KSYM_Return || key == KSYM_Escape))) { - /* do not handle this key event anymore */ - if (key != KSYM_Escape) /* always allow ESC key to be handled */ + // do not handle this key event anymore + if (key != KSYM_Escape) // always allow ESC key to be handled return; } - if (game_status == GAME_MODE_PLAYING && AllPlayersGone && + if (game_status == GAME_MODE_PLAYING && game.all_players_gone && (key == KSYM_Return || key == setup.shortcut.toggle_pause)) { GameEnd(); @@ -2095,10 +2309,7 @@ void HandleKey(Key key, int key_status) HandleKeysSpecial(key); if (HandleGadgetsKeyInput(key)) - { - if (key != KSYM_Escape) /* always allow ESC key to be handled */ - key = KSYM_UNDEFINED; - } + return; // do not handle already processed keys again switch (game_status) { @@ -2215,8 +2426,6 @@ void HandleKey(Key key, int key_status) return; } } - - HandleKeysDebug(key); } void HandleNoEvent(void) @@ -2306,7 +2515,7 @@ static int HandleJoystickForAllPlayers(void) if (setup.input[i].use_joystick) no_joysticks_configured = FALSE; - /* if no joysticks configured, map connected joysticks to players */ + // if no joysticks configured, map connected joysticks to players if (no_joysticks_configured) use_as_joystick_nr = TRUE; @@ -2350,7 +2559,17 @@ void HandleJoystick(void) if (HandleGlobalAnimClicks(-1, -1, newbutton)) { - /* do not handle this button event anymore */ + // do not handle this button event anymore + return; + } + + if (newbutton && (game_status == GAME_MODE_PSEUDO_TYPENAME || + anyTextGadgetActive())) + { + // leave name input in main menu or text input gadget + HandleKey(KSYM_Escape, KEY_PRESSED); + HandleKey(KSYM_Escape, KEY_RELEASED); + return; } @@ -2375,12 +2594,12 @@ void HandleJoystick(void) if (joytest && !button && !DelayReached(&joytest_delay, joytest_delay_value)) { - /* delay joystick/keyboard actions if axes/keys continually pressed */ + // delay joystick/keyboard actions if axes/keys continually pressed newbutton = dx = dy = 0; } else { - /* first start with longer delay, then continue with shorter delay */ + // first start with longer delay, then continue with shorter delay joytest_delay_value = (use_delay_value_first ? delay_value_first : delay_value); } @@ -2425,7 +2644,7 @@ void HandleJoystick(void) newbutton = ((joy & JOY_BUTTON) != 0); #endif - if (newbutton && AllPlayersGone) + if (newbutton && game.all_players_gone) { GameEnd(); @@ -2455,7 +2674,6 @@ void HandleJoystick(void) void HandleSpecialGameControllerButtons(Event *event) { -#if defined(TARGET_SDL2) int key_status; Key key; @@ -2488,16 +2706,14 @@ void HandleSpecialGameControllerButtons(Event *event) } HandleKey(key, key_status); -#endif } void HandleSpecialGameControllerKeys(Key key, int key_status) { -#if defined(TARGET_SDL2) #if defined(KSYM_Rewind) && defined(KSYM_FastForward) int button = SDL_CONTROLLER_BUTTON_INVALID; - /* map keys to joystick buttons (special hack for Amazon Fire TV remote) */ + // map keys to joystick buttons (special hack for Amazon Fire TV remote) if (key == KSYM_Rewind) button = SDL_CONTROLLER_BUTTON_A; else if (key == KSYM_FastForward || key == KSYM_Menu) @@ -2510,7 +2726,7 @@ void HandleSpecialGameControllerKeys(Key key, int key_status) event.type = (key_status == KEY_PRESSED ? SDL_CONTROLLERBUTTONDOWN : SDL_CONTROLLERBUTTONUP); - event.cbutton.which = 0; /* first joystick (Amazon Fire TV remote) */ + event.cbutton.which = 0; // first joystick (Amazon Fire TV remote) event.cbutton.button = button; event.cbutton.state = (key_status == KEY_PRESSED ? SDL_PRESSED : SDL_RELEASED); @@ -2518,7 +2734,6 @@ void HandleSpecialGameControllerKeys(Key key, int key_status) HandleJoystickEvent(&event); } #endif -#endif } boolean DoKeysymAction(int keysym)