X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fevents.c;h=bd82a609734afb1c06ebf95f52862a82594ab54c;hp=52595e2512fd177b4127a1bd4af4b3cf13579275;hb=8e4eb47925648cd84d134dfe05ca7fb30727dc24;hpb=6357574062edeea7adf7b5522687309001100e82 diff --git a/src/events.c b/src/events.c index 52595e25..bd82a609 100644 --- a/src/events.c +++ b/src/events.c @@ -47,6 +47,31 @@ static void HandleNoEvent(void); static void HandleEventActions(void); +// event filter to set mouse x/y position (for pointer class global animations) +// (this is especially required to ensure smooth global animation mouse pointer +// movement when the screen is updated without handling events; this can happen +// when drawing door/envelope request animations, for example) + +int FilterMouseMotionEvents(void *userdata, Event *event) +{ + if (event->type != EVENT_MOTIONNOTIFY) + return 1; + + int mouse_x = ((MotionEvent *)event)->x; + int mouse_y = ((MotionEvent *)event)->y; + + // mouse events do not contain logical screen size corrections at this stage + SDLCorrectMouseEventXY(&mouse_x, &mouse_y); + + mouse_x -= video.screen_xoffset; + mouse_y -= video.screen_yoffset; + + gfx.mouse_x = mouse_x; + gfx.mouse_y = mouse_y; + + return 1; +} + // event filter especially needed for SDL event filtering due to // delay problems with lots of mouse motion events when mouse button // not pressed (X11 can handle this with 'PointerMotionHintMask') @@ -74,9 +99,6 @@ static int FilterEvents(const Event *event) { ((MotionEvent *)event)->x -= video.screen_xoffset; ((MotionEvent *)event)->y -= video.screen_yoffset; - - gfx.mouse_x = ((MotionEvent *)event)->x; - gfx.mouse_y = ((MotionEvent *)event)->y; } // non-motion events are directly passed to event handler functions @@ -218,6 +240,10 @@ static void HandleEvents(void) HandleKeyEvent((KeyEvent *) &event); break; + case EVENT_USER: + HandleUserEvent((UserEvent *) &event); + break; + default: HandleOtherEvents(&event); break; @@ -233,27 +259,6 @@ void HandleOtherEvents(Event *event) { switch (event->type) { - case EVENT_EXPOSE: - HandleExposeEvent((ExposeEvent *) event); - break; - - case EVENT_UNMAPNOTIFY: -#if 0 - // This causes the game to stop not only when iconified, but also - // when on another virtual desktop, which might be not desired. - SleepWhileUnmapped(); -#endif - break; - - case EVENT_FOCUSIN: - case EVENT_FOCUSOUT: - HandleFocusEvent((FocusChangeEvent *) event); - break; - - case EVENT_CLIENTMESSAGE: - HandleClientMessageEvent((ClientMessageEvent *) event); - break; - case SDL_CONTROLLERBUTTONDOWN: case SDL_CONTROLLERBUTTONUP: // for any game controller button event, disable overlay buttons @@ -278,6 +283,10 @@ void HandleOtherEvents(Event *event) HandleDropEvent(event); break; + case EVENT_QUIT: + CloseAllAndExit(0); + break; + default: break; } @@ -443,58 +452,6 @@ static void SetPlayerMouseAction(int mx, int my, int button) SetTileCursorXY(lx, ly); } -void SleepWhileUnmapped(void) -{ - boolean window_unmapped = TRUE; - - KeyboardAutoRepeatOn(); - - while (window_unmapped) - { - Event event; - - if (!WaitValidEvent(&event)) - continue; - - switch (event.type) - { - case EVENT_BUTTONRELEASE: - button_status = MB_RELEASED; - break; - - case EVENT_KEYRELEASE: - key_joystick_mapping = 0; - break; - - case SDL_CONTROLLERBUTTONUP: - HandleJoystickEvent(&event); - key_joystick_mapping = 0; - break; - - case EVENT_MAPNOTIFY: - window_unmapped = FALSE; - break; - - case EVENT_UNMAPNOTIFY: - // this is only to surely prevent the 'should not happen' case - // of recursively looping between 'SleepWhileUnmapped()' and - // 'HandleOtherEvents()' which usually calls this funtion. - break; - - default: - HandleOtherEvents(&event); - break; - } - } - - if (game_status == GAME_MODE_PLAYING) - KeyboardAutoRepeatOffUnlessAutoplay(); -} - -void HandleExposeEvent(ExposeEvent *event) -{ -} - void HandleButtonEvent(ButtonEvent *event) { #if DEBUG_EVENTS_BUTTON @@ -1493,52 +1450,6 @@ void HandleKeyEvent(KeyEvent *event) HandleKey(key, key_status); } -void HandleFocusEvent(FocusChangeEvent *event) -{ - static int old_joystick_status = -1; - - if (event->type == EVENT_FOCUSOUT) - { - KeyboardAutoRepeatOn(); - old_joystick_status = joystick.status; - joystick.status = JOYSTICK_NOT_AVAILABLE; - - ClearPlayerAction(); - } - else if (event->type == EVENT_FOCUSIN) - { - /* When there are two Rocks'n'Diamonds windows which overlap and - the player moves the pointer from one game window to the other, - a 'FocusOut' event is generated for the window the pointer is - leaving and a 'FocusIn' event is generated for the window the - pointer is entering. In some cases, it can happen that the - 'FocusIn' event is handled by the one game process before the - 'FocusOut' event by the other game process. In this case the - X11 environment would end up with activated keyboard auto repeat, - because unfortunately this is a global setting and not (which - would be far better) set for each X11 window individually. - The effect would be keyboard auto repeat while playing the game - (game_status == GAME_MODE_PLAYING), which is not desired. - To avoid this special case, we just wait 1/10 second before - processing the 'FocusIn' event. */ - - if (game_status == GAME_MODE_PLAYING) - { - Delay(100); - KeyboardAutoRepeatOffUnlessAutoplay(); - } - - if (old_joystick_status != -1) - joystick.status = old_joystick_status; - } -} - -void HandleClientMessageEvent(ClientMessageEvent *event) -{ - if (CheckCloseWindowEvent(event)) - CloseAllAndExit(0); -} - static int HandleDropFileEvent(char *filename) { Error(ERR_DEBUG, "DROP FILE EVENT: '%s'", filename); @@ -1714,6 +1625,24 @@ void HandleDropEvent(Event *event) SDL_free(event->drop.file); } +void HandleUserEvent(UserEvent *event) +{ + switch (event->code) + { + case USEREVENT_ANIM_DELAY_ACTION: + case USEREVENT_ANIM_EVENT_ACTION: + // execute action functions until matching action was found + if (DoKeysymAction(event->value1) || + DoGadgetAction(event->value1) || + DoScreenAction(event->value1)) + return; + break; + + default: + break; + } +} + void HandleButton(int mx, int my, int button, int button_nr) { static int old_mx = 0, old_my = 0; @@ -1745,7 +1674,7 @@ void HandleButton(int mx, int my, int button, int button_nr) !virtual_button_pressed)); #endif - if (HandleGlobalAnimClicks(mx, my, button)) + if (HandleGlobalAnimClicks(mx, my, button, FALSE)) { // do not handle this button event anymore return; // force mouse event not to be handled at all @@ -2247,9 +2176,12 @@ void HandleKey(Key key, int key_status) return; } - if (HandleGlobalAnimClicks(-1, -1, (key == KSYM_space || - key == KSYM_Return || - key == KSYM_Escape))) + // some key events are handled like clicks for global animations + boolean click = (key == KSYM_space || + key == KSYM_Return || + key == KSYM_Escape); + + if (click && HandleGlobalAnimClicks(-1, -1, MB_LEFTBUTTON, TRUE)) { // do not handle this key event anymore if (key != KSYM_Escape) // always allow ESC key to be handled @@ -2560,7 +2492,7 @@ void HandleJoystick(void) int dy = (up ? -1 : down ? 1 : 0); boolean use_delay_value_first = (joytest != joytest_last); - if (HandleGlobalAnimClicks(-1, -1, newbutton)) + if (HandleGlobalAnimClicks(-1, -1, newbutton, FALSE)) { // do not handle this button event anymore return;