X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fevents.c;h=f6442956645825d6ac8e1e1cdcd970e01fe64397;hp=5d95f6a95cf8acbcdea682bd40c91e0dd794ac97;hb=aaa6bf53eceb4c7801966a017dcc8a57c2fdface;hpb=7985f8d21587c2233a6fcaf9ca17ceea99a6ac0b diff --git a/src/events.c b/src/events.c index 5d95f6a9..f6442956 100644 --- a/src/events.c +++ b/src/events.c @@ -47,6 +47,24 @@ 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) + { + int mouse_x = ((MotionEvent *)event)->x; + int mouse_y = ((MotionEvent *)event)->y; + + UpdateRawMousePosition(mouse_x, 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') @@ -215,6 +233,10 @@ static void HandleEvents(void) HandleKeyEvent((KeyEvent *) &event); break; + case EVENT_USER: + HandleUserEvent((UserEvent *) &event); + break; + default: HandleOtherEvents(&event); break; @@ -230,27 +252,6 @@ 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 @@ -275,6 +276,10 @@ void HandleOtherEvents(Event *event) HandleDropEvent(event); break; + case EVENT_QUIT: + CloseAllAndExit(0); + break; + default: break; } @@ -440,58 +445,6 @@ 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 @@ -633,6 +586,8 @@ void HandleWindowEvent(WindowEvent *event) if (game_status == GAME_MODE_SETUP) RedrawSetupScreenAfterFullscreenToggle(); + UpdateMousePosition(); + SetWindowTitle(); } } @@ -1016,6 +971,8 @@ void HandleFingerEvent(FingerEvent *event) event->pressure); #endif + runtime.uses_touch_device = TRUE; + if (game_status != GAME_MODE_PLAYING) return; @@ -1488,53 +1445,7 @@ 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 boolean HandleDropFileEvent(char *filename) +static int HandleDropFileEvent(char *filename) { Error(ERR_DEBUG, "DROP FILE EVENT: '%s'", filename); @@ -1543,7 +1454,7 @@ static boolean HandleDropFileEvent(char *filename) { Error(ERR_WARN, "file '%s' not supported", filename); - return FALSE; + return TREE_TYPE_UNDEFINED; } TreeInfo *tree_node = NULL; @@ -1554,7 +1465,7 @@ static boolean HandleDropFileEvent(char *filename) { Error(ERR_WARN, "zip file '%s' has invalid content!", filename); - return FALSE; + return TREE_TYPE_UNDEFINED; } if (tree_type == TREE_TYPE_LEVEL_DIR && @@ -1580,7 +1491,7 @@ static boolean HandleDropFileEvent(char *filename) { // error message already issued by "ExtractZipFileIntoDirectory()" - return FALSE; + return TREE_TYPE_UNDEFINED; } // add extracted level or artwork set to tree info structure @@ -1589,7 +1500,7 @@ static boolean HandleDropFileEvent(char *filename) // update menu screen (and possibly change current level set) DrawScreenAfterAddingSet(top_dir, tree_type); - return TRUE; + return tree_type; } static void HandleDropTextEvent(char *text) @@ -1597,46 +1508,78 @@ static void HandleDropTextEvent(char *text) Error(ERR_DEBUG, "DROP TEXT EVENT: '%s'", text); } -static void HandleDropCompleteEvent(int files_succeeded, int files_failed) +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; - if (files_succeeded > 0 && files_failed > 0) - Request("New level or artwork set(s) added, " - "but some dropped file(s) failed!", REQ_CONFIRM); - else if (files_succeeded > 0) - Request("New level or artwork set(s) added!", REQ_CONFIRM); - else if (files_failed > 0) - Request("Failed to process dropped file(s)!", REQ_CONFIRM); + // 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 files_succeeded = 0; - static int files_failed = 0; + 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; - files_succeeded = 0; - files_failed = 0; + num_level_sets_succeeded = 0; + num_artwork_sets_succeeded = 0; + num_files_failed = 0; break; } case SDL_DROPFILE: { - boolean success = HandleDropFileEvent(event->drop.file); - - if (success) - files_succeeded++; + 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 - files_failed++; + num_files_failed++; // SDL_DROPBEGIN / SDL_DROPCOMPLETE did not exist in older SDL versions if (!confirm_on_drop_complete) @@ -1644,10 +1587,13 @@ void HandleDropEvent(Event *event) // process all remaining events, including further SDL_DROPFILE events ClearEventQueue(); - HandleDropCompleteEvent(files_succeeded, files_failed); + HandleDropCompleteEvent(num_level_sets_succeeded, + num_artwork_sets_succeeded, + num_files_failed); - files_succeeded = 0; - files_failed = 0; + num_level_sets_succeeded = 0; + num_artwork_sets_succeeded = 0; + num_files_failed = 0; } break; @@ -1662,7 +1608,9 @@ void HandleDropEvent(Event *event) case SDL_DROPCOMPLETE: { - HandleDropCompleteEvent(files_succeeded, files_failed); + HandleDropCompleteEvent(num_level_sets_succeeded, + num_artwork_sets_succeeded, + num_files_failed); break; } @@ -1672,6 +1620,24 @@ 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; @@ -1703,7 +1669,7 @@ 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 @@ -2171,6 +2137,8 @@ void HandleKey(Key key, int key_status) if (game_status == GAME_MODE_SETUP) RedrawSetupScreenAfterFullscreenToggle(); + UpdateMousePosition(); + // set flag to ignore repeated "key pressed" events ignore_repeated_key = TRUE; @@ -2202,12 +2170,17 @@ void HandleKey(Key key, int key_status) if (game_status == GAME_MODE_SETUP) RedrawSetupScreenAfterFullscreenToggle(); + UpdateMousePosition(); + 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 @@ -2518,7 +2491,7 @@ 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;