dvr/app/jni/prboom/d_event.h
2016-03-03 22:28:59 +00:00

125 lines
2.9 KiB
C++

/* Emacs style mode select -*- C++ -*-
*-----------------------------------------------------------------------------
*
*
* PrBoom: a Doom port merged with LxDoom and LSDLDoom
* based on BOOM, a modified and improved DOOM engine
* Copyright (C) 1999 by
* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
* Copyright (C) 1999-2000 by
* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
* Copyright 2005, 2006 by
* Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
*
* This program 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 2
* of the License, or (at your option) any later version.
*
* This program 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 this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* DESCRIPTION:
* Event information structures.
*
*-----------------------------------------------------------------------------*/
#ifndef __D_EVENT__
#define __D_EVENT__
#include "doomtype.h"
//
// Event handling.
//
// Input event types.
typedef enum
{
ev_keydown,
ev_keyup,
ev_mouse,
ev_joystick
} 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,
} 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 4 bits hold weapon num.
BT_CHANGE = 4,
// The 4bit weapon mask and shift, convenience.
//BT_WEAPONMASK = (8+16+32),
BT_WEAPONMASK = (8+16+32+64), // extended to pick up SSG // phares
BT_WEAPONSHIFT = 3,
// Special events
BTS_LOADGAME = 0, // Loads a game
// Pause the game.
BTS_PAUSE = 1,
// Save the game at each console.
BTS_SAVEGAME = 2,
BTS_RESTARTLEVEL= 3, // Restarts the current level
// Savegame slot numbers occupy the second byte of buttons.
BTS_SAVEMASK = (4+8+16),
BTS_SAVESHIFT = 2,
} buttoncode_t;
//
// GLOBAL VARIABLES
//
extern gameaction_t gameaction;
#endif