X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fevents.c;h=e82d3667b42958144a01fdce30e24a70a3b8cec9;hp=4d70027d34911d1aaf5fedc93763d21077fb50e1;hb=e43c14095cf443505e6c0d0bc140eab2993c98a4;hpb=9ea8b203a29569f4d2ed059d33def627ff2b17aa diff --git a/src/events.c b/src/events.c index 4d70027d..e82d3667 100644 --- a/src/events.c +++ b/src/events.c @@ -1,15 +1,13 @@ -/*********************************************************** -* Rocks'n'Diamonds -- McDuffin Strikes Back! * -*----------------------------------------------------------* -* (c) 1995-2006 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" @@ -26,11 +24,18 @@ #define DEBUG_EVENTS 0 +#define DEBUG_EVENTS_BUTTON (DEBUG_EVENTS * 0) +#define DEBUG_EVENTS_MOTION (DEBUG_EVENTS * 0) +#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 boolean playfield_cursor_set = FALSE; -static unsigned int playfield_cursor_delay = 0; +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 @@ -59,11 +64,18 @@ static int FilterEventsExt(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 */ @@ -96,9 +108,8 @@ boolean SkipPressedMouseMotionEvent(const Event *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()) @@ -119,7 +130,7 @@ boolean SkipPressedMouseMotionEvent(const Event *event) when using SDL with properly installed event filter, this function can be replaced with a simple "NextEvent()" call, but it doesn't hurt either */ -static boolean NextValidEvent(Event *event) +boolean NextValidEvent(Event *event) { while (PendingEvent()) { @@ -175,6 +186,13 @@ void EventLoop(void) case EVENT_TEXTINPUT: HandleTextEvent((TextEvent *) &event); break; + + case SDL_APP_WILLENTERBACKGROUND: + case SDL_APP_DIDENTERBACKGROUND: + case SDL_APP_WILLENTERFOREGROUND: + case SDL_APP_DIDENTERFOREGROUND: + HandlePauseResumeEvent((PauseResumeEvent *) &event); + break; #endif case EVENT_KEYPRESS: @@ -190,30 +208,39 @@ void EventLoop(void) } else { - /* when playing, display a special mouse pointer inside the playfield */ - if (game_status == GAME_MODE_PLAYING && !tape.pausing) + 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)) { - if (!playfield_cursor_set && cursor_inside_playfield && - DelayReached(&playfield_cursor_delay, 1000)) + /* 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); - playfield_cursor_set = TRUE; } } - else if (playfield_cursor_set) + else if (gfx.cursor_mode != CURSOR_DEFAULT) { SetMouseCursor(CURSOR_DEFAULT); - playfield_cursor_set = FALSE; } -#if 0 - HandleNoEvent(); -#endif + /* this is set after all pending events have been processed */ + cursor_mode_last = gfx.cursor_mode; } -#if 1 + /* also execute after pending events have been processed before */ HandleNoEvent(); -#endif /* don't use all CPU time when idle; the main loop while playing has its own synchronization and is CPU friendly, too */ @@ -224,7 +251,6 @@ void EventLoop(void) } else { - SyncDisplay(); if (!PendingEvent()) /* delay only if no pending events */ Delay(10); } @@ -294,11 +320,7 @@ void ClearEventQueue() break; case EVENT_KEYRELEASE: -#if 1 ClearPlayerAction(); -#else - key_joystick_mapping = 0; -#endif break; default: @@ -363,15 +385,11 @@ void SleepWhileUnmapped() void HandleExposeEvent(ExposeEvent *event) { -#if !defined(TARGET_SDL) - RedrawPlayfield(FALSE, event->x, event->y, event->width, event->height); - FlushDisplay(); -#endif } void HandleButtonEvent(ButtonEvent *event) { -#if DEBUG_EVENTS +#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", @@ -390,15 +408,12 @@ void HandleButtonEvent(ButtonEvent *event) void HandleMotionEvent(MotionEvent *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; -#if DEBUG_EVENTS +#if DEBUG_EVENTS_MOTION Error(ERR_DEBUG, "MOTION EVENT: button %d moved, x/y %d/%d\n", button_status, event->x, event->y); #endif @@ -407,9 +422,10 @@ void HandleMotionEvent(MotionEvent *event) } #if defined(TARGET_SDL2) + void HandleWindowEvent(WindowEvent *event) { -#if DEBUG_EVENTS +#if DEBUG_EVENTS_WINDOW int subtype = event->event; char *event_name = @@ -438,23 +454,8 @@ void HandleWindowEvent(WindowEvent *event) event->event == SDL_WINDOWEVENT_EXPOSED) SDLRedrawWindow(); -#if 0 - if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED) - { - // if game started in fullscreen mode, window will also get fullscreen size - if (!video.fullscreen_enabled && video.fullscreen_initial) - { - SDLSetWindowScaling(setup.window_scaling_percent); - - // only do this correction once - video.fullscreen_initial = FALSE; - } - } -#endif - if (event->event == SDL_WINDOWEVENT_RESIZED && !video.fullscreen_enabled) { -#if 1 int new_window_width = event->data1; int new_window_height = event->data2; @@ -465,12 +466,6 @@ void HandleWindowEvent(WindowEvent *event) int new_xpercent = (100 * new_window_width / video.width); int new_ypercent = (100 * new_window_height / video.height); -#if 0 - printf("::: RESIZED from %d, %d to %d, %d\n", - video.window_width, video.window_height, - new_window_width, new_window_height); -#endif - setup.window_scaling_percent = video.window_scaling_percent = MIN(MAX(MIN_WINDOW_SCALING_PERCENT, MIN(new_xpercent, new_ypercent)), MAX_WINDOW_SCALING_PERCENT); @@ -478,50 +473,14 @@ void HandleWindowEvent(WindowEvent *event) video.window_width = new_window_width; video.window_height = new_window_height; -#if 0 - printf("::: setup.window_scaling_percent set to %d\n", - setup.window_scaling_percent); -#endif - if (game_status == GAME_MODE_SETUP) RedrawSetupScreenAfterFullscreenToggle(); SetWindowTitle(); } -#else - // prevent slightly wrong scaling factor due to rounding differences - float scaling_factor = (float)setup.window_scaling_percent / 100; - int old_xsize = (int)(scaling_factor * video.width); - int old_ysize = (int)(scaling_factor * video.height); - int new_xsize = event->data1; - int new_ysize = event->data2; - - // window size is unchanged when going from fullscreen to window mode, - // but reverse calculation of scaling factor might result in a scaling - // factor that is slightly different due to rounding differences; - // therefore compare old/new window size and not old/new scaling factor - if (old_xsize != new_xsize || - old_ysize != new_ysize) - { - int new_xpercent = (100 * new_xsize / video.width); - int new_ypercent = (100 * new_ysize / video.height); - - setup.window_scaling_percent = MIN(new_xpercent, new_ypercent); - - if (setup.window_scaling_percent < MIN_WINDOW_SCALING_PERCENT) - setup.window_scaling_percent = MIN_WINDOW_SCALING_PERCENT; - else if (setup.window_scaling_percent > MAX_WINDOW_SCALING_PERCENT) - setup.window_scaling_percent = MAX_WINDOW_SCALING_PERCENT; - - printf("::: setup.window_scaling_percent set to %d\n", - setup.window_scaling_percent); - } -#endif } } -#if 1 - #define NUM_TOUCH_FINGERS 3 static struct @@ -548,8 +507,7 @@ void HandleFingerEvent(FingerEvent *event) float event_x = event->x; float event_y = event->y; -#if 1 -#if DEBUG_EVENTS +#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", @@ -558,23 +516,15 @@ void HandleFingerEvent(FingerEvent *event) event->x, event->y, event->dx, event->dy, event->pressure); -#endif #endif if (game_status != GAME_MODE_PLAYING) return; -#if 1 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS)) -#else - boolean use_virtual_button_control = FALSE; - - if (use_virtual_button_control) -#endif { int key_status = (event->type == EVENT_FINGERRELEASE ? KEY_RELEASED : KEY_PRESSED); -#if 1 Key key = (event->x < 1.0 / 3.0 ? (event->y < 1.0 / 2.0 ? setup.input[0].key.snap : setup.input[0].key.drop) : @@ -584,23 +534,8 @@ void HandleFingerEvent(FingerEvent *event) event->x < 5.0 / 6.0 ? setup.input[0].key.left : setup.input[0].key.right) : KSYM_UNDEFINED); -#if 0 - char *key_name = (key == setup.input[0].key.snap ? "SNAP" : - key == setup.input[0].key.drop ? "DROP" : - key == setup.input[0].key.up ? "UP" : - key == setup.input[0].key.down ? "DOWN" : - key == setup.input[0].key.left ? "LEFT" : - key == setup.input[0].key.right ? "RIGHT" : "(unknown)"); -#endif char *key_status_name = (key_status == KEY_RELEASED ? "KEY_RELEASED" : "KEY_PRESSED"); -#else - Key key = (event->y < 1.0 / 3.0 ? setup.input[0].key.up : - event->y > 2.0 / 3.0 ? setup.input[0].key.down : - event->x < 1.0 / 3.0 ? setup.input[0].key.left : - event->x > 2.0 / 3.0 ? setup.input[0].key.right : - setup.input[0].key.snap); -#endif int i; Error(ERR_DEBUG, "::: key '%s' was '%s' [fingerId: %lld]", @@ -710,15 +645,6 @@ void HandleFingerEvent(FingerEvent *event) } } -#if 0 -#if 1 - Error(ERR_DEBUG, "=> key == '%s', key_status == '%s' [slot %d]", - key_name, key_status_name, i); -#else - Error(ERR_DEBUG, "=> key == %d, key_status == %d [%d]", key, key_status, i); -#endif -#endif - return; } @@ -857,94 +783,6 @@ void HandleFingerEvent(FingerEvent *event) } } -#else - -void HandleFingerEvent(FingerEvent *event) -{ -#if 0 - static int num_events = 0; - int max_events = 10; -#endif - -#if 0 -#if DEBUG_EVENTS - Error(ERR_DEBUG, "FINGER EVENT: finger was %s, touch ID %lld, finger ID %lld, x/y %f/%f, dx/dy %f/%f, pressure %f", - event->type == EVENT_FINGERPRESS ? "pressed" : - event->type == EVENT_FINGERRELEASE ? "released" : "moved", - event->touchId, - event->fingerId, - event->x, event->y, - event->dx, event->dy, - event->pressure); -#endif -#endif - -#if 0 - int x = (int)(event->x * video.width); - int y = (int)(event->y * video.height); - int button = MB_LEFTBUTTON; - - Error(ERR_DEBUG, "=> screen x/y %d/%d", x, y); -#endif - -#if 0 - if (++num_events >= max_events) - CloseAllAndExit(0); -#endif - -#if 1 -#if 0 - if (event->type == EVENT_FINGERPRESS || - event->type == EVENT_FINGERMOTION) - button_status = button; - else - button_status = MB_RELEASED; - - int max_x = SX + SXSIZE; - int max_y = SY + SYSIZE; -#endif - -#if 1 - if (game_status == GAME_MODE_PLAYING) -#else - if (game_status == GAME_MODE_PLAYING && - x < max_x) -#endif - { - int key_status = (event->type == EVENT_FINGERRELEASE ? KEY_RELEASED : - KEY_PRESSED); -#if 1 - Key key = (event->y < 1.0 / 3.0 ? setup.input[0].key.up : - event->y > 2.0 / 3.0 ? setup.input[0].key.down : - event->x < 1.0 / 3.0 ? setup.input[0].key.left : - event->x > 2.0 / 3.0 ? setup.input[0].key.right : - setup.input[0].key.drop); -#else - Key key = (y < max_y / 3 ? setup.input[0].key.up : - y > 2 * max_y / 3 ? setup.input[0].key.down : - x < max_x / 3 ? setup.input[0].key.left : - x > 2 * max_x / 3 ? setup.input[0].key.right : - setup.input[0].key.drop); -#endif - - Error(ERR_DEBUG, "=> key == %d, key_status == %d", key, key_status); - - HandleKey(key, key_status); - } - else - { -#if 0 - Error(ERR_DEBUG, "::: button_status == %d, button == %d\n", - button_status, button); - - HandleButton(x, y, button_status, button); -#endif - } -#endif -} - -#endif - static boolean checkTextInputKeyModState() { // when playing, only handle raw key events and ignore text input @@ -959,7 +797,7 @@ void HandleTextEvent(TextEvent *event) char *text = event->text; Key key = getKeyFromKeyName(text); -#if DEBUG_EVENTS +#if DEBUG_EVENTS_TEXT Error(ERR_DEBUG, "TEXT EVENT: text == '%s' [%d byte(s), '%c'/%d], resulting key == %d (%s) [%04x]", text, strlen(text), @@ -969,17 +807,35 @@ void HandleTextEvent(TextEvent *event) GetKeyModState()); #endif - // if (game_status != GAME_MODE_PLAYING && GetKeyModState() != KMOD_None) - /* - if (game_status != GAME_MODE_PLAYING && - (GetKeyModState() & KMOD_TextInput) != KMOD_None) - */ +#if defined(PLATFORM_ANDROID) + if (game_status == GAME_MODE_PSEUDO_TYPENAME) + { + HandleTypeName(0, key); + + return; + } +#endif + + // only handle key input with text modifier keys pressed if (checkTextInputKeyModState()) { HandleKey(key, KEY_PRESSED); HandleKey(key, KEY_RELEASED); } } + +void HandlePauseResumeEvent(PauseResumeEvent *event) +{ + if (event->type == SDL_APP_WILLENTERBACKGROUND) + { + Mix_PauseMusic(); + } + else if (event->type == SDL_APP_DIDENTERFOREGROUND) + { + Mix_ResumeMusic(); + } +} + #endif void HandleKeyEvent(KeyEvent *event) @@ -989,7 +845,7 @@ void HandleKeyEvent(KeyEvent *event) Key key = GetEventKey(event, with_modifiers); Key keymod = (with_modifiers ? GetEventKey(event, FALSE) : key); -#if DEBUG_EVENTS +#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, @@ -1000,13 +856,6 @@ void HandleKeyEvent(KeyEvent *event) getKeyNameFromKey(key)); #endif -#if 0 - if (key == KSYM_Menu) - Error(ERR_DEBUG, "menu key pressed"); - else if (key == KSYM_Back) - Error(ERR_DEBUG, "back key pressed"); -#endif - #if defined(PLATFORM_ANDROID) // always map the "back" button to the "escape" key on Android devices if (key == KSYM_Back) @@ -1016,12 +865,7 @@ void HandleKeyEvent(KeyEvent *event) HandleKeyModState(keymod, key_status); #if defined(TARGET_SDL2) - - // if (game_status == GAME_MODE_PLAYING || GetKeyModState() == KMOD_None) - /* - if (game_status == GAME_MODE_PLAYING || - (GetKeyModState() & KMOD_TextInput) == KMOD_None) - */ + // only handle raw key input without text modifier keys pressed if (!checkTextInputKeyModState()) HandleKey(key, key_status); #else @@ -1086,12 +930,14 @@ void HandleWindowManagerEvent(Event *event) 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) { mx = old_mx; my = old_my; button = -button; + button_hold = TRUE; } else { @@ -1100,6 +946,7 @@ void HandleButton(int mx, int my, int button, int button_nr) } #if defined(PLATFORM_ANDROID) + // !!! for now, do not handle gadgets when playing -- maybe fix this !!! if (game_status != GAME_MODE_PLAYING && HandleGadgets(mx, my, button)) { @@ -1114,14 +961,13 @@ void HandleButton(int mx, int my, int button, int button_nr) } #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)) return; -#if 0 - Error(ERR_DEBUG, "::: game_status == %d", game_status); -#endif - switch (game_status) { case GAME_MODE_TITLE: @@ -1208,7 +1054,7 @@ static void HandleKeysSpecial(Key key) cheat_input[cheat_input_len++] = letter; cheat_input[cheat_input_len] = '\0'; -#if DEBUG_EVENTS +#if DEBUG_EVENTS_KEY Error(ERR_DEBUG, "SPECIAL KEY '%s' [%d]\n", cheat_input, cheat_input_len); #endif @@ -1386,15 +1232,11 @@ void HandleKey(Key key, int key_status) if (stored_player[pnr].action & KEY_BUTTON_DROP) element_dropped[pnr] = TRUE; } -#if 1 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 0 - printf("::: drop key pressed\n"); -#endif if (level.game_engine_type == GAME_ENGINE_TYPE_SP && getRedDiskReleaseFlag_SP() == 0) @@ -1403,7 +1245,6 @@ void HandleKey(Key key, int key_status) TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); } } -#endif else if (key_status == KEY_RELEASED && key_action & KEY_BUTTON) { if (key_action & KEY_BUTTON_SNAP) @@ -1422,7 +1263,6 @@ void HandleKey(Key key, int key_status) element_snapped[pnr] = FALSE; } -#if 1 if (key_action & KEY_BUTTON_DROP && level.game_engine_type == GAME_ENGINE_TYPE_RND) { @@ -1441,7 +1281,6 @@ void HandleKey(Key key, int key_status) element_dropped[pnr] = FALSE; } -#endif } } else if (tape.recording && tape.pausing) @@ -1475,15 +1314,13 @@ void HandleKey(Key key, int key_status) if (key_status == KEY_RELEASED) return; - if ((key == KSYM_Return || key == KSYM_KP_Enter) && - (GetKeyModState() & KMOD_Alt) && video.fullscreen_available) + if ((key == KSYM_F11 || + ((key == KSYM_Return || + key == KSYM_KP_Enter) && (GetKeyModState() & KMOD_Alt))) && + video.fullscreen_available) { setup.fullscreen = !setup.fullscreen; -#if 0 - printf("::: %d\n", setup.window_scaling_percent); -#endif - ToggleFullscreenOrChangeWindowScalingIfNeeded(); if (game_status == GAME_MODE_SETUP) @@ -1492,8 +1329,12 @@ void HandleKey(Key key, int key_status) return; } - if ((key == KSYM_minus || key == KSYM_plus || key == KSYM_0) && - (GetKeyModState() & KMOD_Alt) && video.window_scaling_available && + if ((key == KSYM_minus || + key == KSYM_plus || + key == KSYM_0) && + ((GetKeyModState() & KMOD_Control) || + (GetKeyModState() & KMOD_Alt)) && + video.window_scaling_available && !video.fullscreen_enabled) { if (key == KSYM_0) @@ -1515,13 +1356,8 @@ void HandleKey(Key key, int key_status) return; } -#if 0 - if (game_status == GAME_MODE_PLAYING && local_player->LevelSolved_GameEnd && - (key == KSYM_Return || key == setup.shortcut.toggle_pause)) -#else if (game_status == GAME_MODE_PLAYING && AllPlayersGone && (key == KSYM_Return || key == setup.shortcut.toggle_pause)) -#endif { GameEnd(); @@ -1690,17 +1526,6 @@ void HandleKey(Key key, int key_status) #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) @@ -1727,50 +1552,6 @@ void HandleKey(Key key, int key_status) } break; -#if 0 - 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; -#endif - -#if 0 - 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; -#endif - case KSYM_v: printf("::: currently using game engine version %d\n", game.engine_version); @@ -1796,13 +1577,10 @@ void HandleKey(Key key, int key_status) 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); - -#if 0 - return; -#endif } else { @@ -1912,21 +1690,11 @@ void HandleJoystick() HandleHallOfFame(0, 0, dx, dy, !newbutton); break; -#if 0 - case GAME_MODE_EDITOR: - HandleLevelEditorIdle(); - break; -#endif - case GAME_MODE_PLAYING: if (tape.playing || keyboard) newbutton = ((joy & JOY_BUTTON) != 0); -#if 0 - if (newbutton && local_player->LevelSolved_GameEnd) -#else if (newbutton && AllPlayersGone) -#endif { GameEnd();