/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #ifndef __D_EVENT__ #define __D_EVENT__ #include "doomtype.h" // // Event handling. // // Input event types. typedef enum { ev_keydown, ev_keyup, ev_mouse, ev_joystick, ev_none, } evtype_t; // Event structure. typedef struct { evtype_t type; int data1; // keys / mouse/joystick buttons int data2; // mouse/joystick x move int data3; // mouse/joystick y move } event_t; typedef enum { ga_nothing, ga_loadlevel, ga_newgame, ga_loadgame, ga_savegame, ga_playdemo, ga_completed, ga_victory, ga_worlddone, ga_screenshot } gameaction_t; // // Button/action code definitions. // typedef enum { // Press "Fire". BT_ATTACK = 1, // Use button, to open doors, activate switches. BT_USE = 2, // Flag: game events, not really buttons. BT_SPECIAL = 128, BT_SPECIALMASK = 3, // Flag, weapon change pending. // If true, the next 3 bits hold weapon num. BT_CHANGE = 4, // The 3bit weapon mask and shift, convenience. BT_WEAPONMASK = (8+16+32), BT_WEAPONSHIFT = 3, // Pause the game. BTS_PAUSE = 1, // Save the game at each console. BTS_SAVEGAME = 2, // Savegame slot numbers // occupy the second byte of buttons. BTS_SAVEMASK = (4+8+16), BTS_SAVESHIFT = 2, } buttoncode_t; // // GLOBAL VARIABLES // #define MAXEVENTS 64 extern event_t events[MAXEVENTS]; extern int eventhead; extern int eventtail; extern gameaction_t gameaction; #endif