/*********************************************************** * Mirror Magic -- McDuffin's Revenge * *----------------------------------------------------------* * (c) 1994-2001 Artsoft Entertainment * * Holger Schemel * * Detmolder Strasse 189 * * 33604 Bielefeld * * Germany * * e-mail: info@artsoft.org * *----------------------------------------------------------* * events.c * ***********************************************************/ #include "libgame/libgame.h" #include "events.h" #include "init.h" #include "screens.h" #include "tools.h" #include "game.h" #include "editor.h" /* values for key_status */ #define KEY_NOT_PRESSED FALSE #define KEY_RELEASED FALSE #define KEY_PRESSED TRUE /* event filter especially needed for SDL event filtering due to delay problems with lots of mouse motion events when mouse button not pressed */ int FilterMouseMotionEvents(const Event *event) { if (event->type != EVENT_MOTIONNOTIFY) return 1; /* get mouse motion events without pressed button only in level editor */ if (button_status == MB_RELEASED && game_status != LEVELED) return 0; else return 1; } /* 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 */ static boolean NextValidEvent(Event *event) { while (PendingEvent()) { NextEvent(event); if (FilterMouseMotionEvents(event)) return TRUE; } return FALSE; } void EventLoop(void) { while(1) { if (PendingEvent()) /* got event */ { Event event; if (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 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 == PLAYING) HandleGameActions(); else { SyncDisplay(); if (!PendingEvent()) /* delay only if no pending events */ Delay(10); } /* refresh window contents from drawing buffer, if needed */ BackToFront(); if (game_status == EXITGAME) return; } } void HandleOtherEvents(Event *event) { switch(event->type) { case EVENT_EXPOSE: HandleExposeEvent((ExposeEvent *) event); break; case EVENT_UNMAPNOTIFY: SleepWhileUnmapped(); break; case EVENT_FOCUSIN: case EVENT_FOCUSOUT: HandleFocusEvent((FocusChangeEvent *) event); break; case EVENT_CLIENTMESSAGE: HandleClientMessageEvent((ClientMessageEvent *) event); break; default: break; } } void ClearEventQueue() { while (PendingEvent()) { Event event; NextEvent(&event); switch(event.type) { case EVENT_BUTTONRELEASE: button_status = MB_RELEASED; break; case EVENT_KEYRELEASE: key_joystick_mapping = 0; break; default: HandleOtherEvents(&event); break; } } } void SleepWhileUnmapped() { boolean window_unmapped = TRUE; KeyboardAutoRepeatOn(); while(window_unmapped) { Event 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 == PLAYING) KeyboardAutoRepeatOff(); } void HandleExposeEvent(ExposeEvent *event) { #ifndef TARGET_SDL int x = event->x, y = event->y; int width = event->width, height = event->height; BlitBitmap(drawto, window, x,y, width,height, x,y); FlushDisplay(); #endif } void HandleButtonEvent(ButtonEvent *event) { motion_status = FALSE; if (event->type == EVENT_BUTTONPRESS) button_status = event->button; else button_status = MB_RELEASED; HandleButton(event->x, event->y, button_status); } void HandleMotionEvent(MotionEvent *event) { if (!PointerInWindow(window)) return; /* window and pointer are on different screens */ #if 1 if (button_status == MB_RELEASED && game_status != LEVELED) return; #endif motion_status = TRUE; #if 0 if (game_status != PLAYING) #endif HandleButton(event->x, event->y, button_status); } void HandleKeyEvent(KeyEvent *event) { int key_status = (event->type==EVENT_KEYPRESS ? KEY_PRESSED : KEY_RELEASED); boolean with_modifiers = (game_status == PLAYING ? FALSE : TRUE); Key key = GetEventKey(event, with_modifiers); HandleKey(key, key_status); } void HandleFocusEvent(FocusChangeEvent *event) { if (event->type == EVENT_FOCUSOUT) { #if 0 int i; #endif KeyboardAutoRepeatOn(); /* simulate key release events for still pressed keys */ key_joystick_mapping = 0; #if 0 for (i=0; itype == 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 == PLAYING), which is not desired. To avoid this special case, we just wait 1/10 second before processing the 'FocusIn' event. */ if (game_status == PLAYING) { Delay(100); KeyboardAutoRepeatOff(); } } } void HandleClientMessageEvent(ClientMessageEvent *event) { if (CheckCloseWindowEvent(event)) CloseAllAndExit(0); } void HandleButton(int mx, int my, int button) { static int old_mx = 0, old_my = 0; #if 0 unsigned long delay; #endif if (button < 0) { mx = old_mx; my = old_my; button = -button; } else { old_mx = mx; old_my = my; } HandleGadgets(mx, my, button); switch(game_status) { case MAINMENU: HandleMainMenu(mx,my, 0,0, button); break; case TYPENAME: HandleTypeName(0, KSYM_Return); break; case CHOOSELEVEL: HandleChooseLevel(mx,my, 0,0, button); break; case HALLOFFAME: HandleHallOfFame(0,0, 0,0, button); break; case LEVELED: break; case HELPSCREEN: HandleHelpScreen(button); break; case SETUP: HandleSetupScreen(mx,my, 0,0, button); break; case PLAYING: #if 0 delay=Counter(); #endif ClickElement(mx,my,button); if (game.level_solved) GameWon(); #if 0 else { switch(GameActions(mx,my,button)) { case ACT_GAME_OVER: game_status=MAINMENU; DrawMainMenu(); BackToFront(); break; case ACT_NEW_GAME: game_status=PLAYING; InitGame(); break; case ACT_GO_ON: break; default: break; } if (!button && !OL && delay<=Counter()) WaitUntilDelayReached(&delay, 50); } #endif #if 1 #ifdef DEBUG { static int last_button = 0; if (button == MB_RELEASED && last_button == MB_MIDDLEBUTTON) { int sx = (mx - SX) / TILEX; int sy = (my - SY) / TILEY; if (IN_VIS_FIELD(sx,sy)) { int x = LEVELX(sx); int y = LEVELY(sy); printf("INFO: SCREEN(%d, %d), LEVEL(%d, %d)\n", sx, sy, x, y); if (!IN_LEV_FIELD(x, y)) break; printf(" Feld[%d][%d] == %d\n", x,y, Feld[x][y]); printf(" Hit[%d][%d] == %d\n", x,y, Hit[x][y]); printf("\n"); } } last_button = button; } #endif #endif #if 0 #ifdef DEBUG if (button == MB_RELEASED) { int sx = (mx - SX) / TILEX; int sy = (my - SY) / TILEY; if (IN_VIS_FIELD(sx,sy)) { int x = LEVELX(sx); int y = LEVELY(sy); printf("INFO: SCREEN(%d, %d), LEVEL(%d, %d)\n", sx, sy, x, y); if (!IN_LEV_FIELD(x, y)) break; printf(" Feld[%d][%d] == %d\n", x,y, Feld[x][y]); printf(" Store[%d][%d] == %d\n", x,y, Store[x][y]); printf(" Store2[%d][%d] == %d\n", x,y, Store2[x][y]); printf(" StorePlayer[%d][%d] == %d\n", x,y, StorePlayer[x][y]); printf(" MovPos[%d][%d] == %d\n", x,y, MovPos[x][y]); printf(" MovDir[%d][%d] == %d\n", x,y, MovDir[x][y]); printf(" MovDelay[%d][%d] == %d\n", x,y, MovDelay[x][y]); printf("\n"); } } #endif #endif break; default: break; } } void HandleKey(Key key, int key_status) { int joy = 0; boolean anyTextGadgetActiveOrJustFinished = anyTextGadgetActive(); static struct { Key key_default; byte action; } key_info[] = { { DEFAULT_KEY_LEFT, JOY_LEFT }, { DEFAULT_KEY_RIGHT, JOY_RIGHT }, { DEFAULT_KEY_UP, JOY_UP }, { DEFAULT_KEY_DOWN, JOY_DOWN }, { DEFAULT_KEY_SNAP, JOY_BUTTON_1 }, { DEFAULT_KEY_BOMB, JOY_BUTTON_2 } }; if (game_status == PLAYING) { int pnr; for (pnr=0; pnrdynamite = 1000; #endif break; #if 0 case KSYM_z: { #if 0 int i; for(i=0; i