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Added E_Responder call for direct mouse input interception
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parent
e5a3d2244e
commit
883048b538
3 changed files with 23 additions and 15 deletions
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@ -288,7 +288,7 @@ void D_ProcessEvents (void)
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if (M_Responder (ev))
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continue; // menu ate the event
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// check events
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if (E_Responder(ev)) // [ZZ] ZScript ate the event
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if (E_Responder(ev)) // [ZZ] ZScript ate the event // update 07.03.17: mouse events are handled directly
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continue;
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G_Responder (ev);
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}
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@ -310,7 +310,7 @@ void D_PostEvent (const event_t *ev)
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return;
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}
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events[eventhead] = *ev;
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if (ev->type == EV_Mouse && !paused && menuactive == MENU_Off && ConsoleState != c_down && ConsoleState != c_falling && !E_CheckUiProcessors())
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if (ev->type == EV_Mouse && !paused && menuactive == MENU_Off && ConsoleState != c_down && ConsoleState != c_falling && !E_Responder(ev))
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{
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if (Button_Mlook.bDown || freelook)
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{
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@ -410,15 +410,21 @@ void E_PlayerDisconnected(int num)
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handler->PlayerDisconnected(num);
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}
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bool E_Responder(event_t* ev)
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bool E_Responder(const event_t* ev)
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{
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bool uiProcessorsFound = false;
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if (ev->type == EV_GUI_Event)
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{
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// iterate handlers back to front by order, and give them this event.
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for (DStaticEventHandler* handler = E_LastEventHandler; handler; handler = handler->prev)
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{
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if (handler->IsUiProcessor && handler->UiProcess(ev))
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return true; // event was processed
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if (handler->IsUiProcessor)
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{
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uiProcessorsFound = true;
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if (handler->UiProcess(ev))
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return true; // event was processed
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}
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}
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}
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else
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@ -426,12 +432,14 @@ bool E_Responder(event_t* ev)
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// not sure if we want to handle device changes, but whatevs.
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for (DStaticEventHandler* handler = E_LastEventHandler; handler; handler = handler->prev)
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{
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if (handler->IsUiProcessor)
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uiProcessorsFound = true;
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if (handler->InputProcess(ev))
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return true; // event was processed
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}
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}
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return false;
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return (uiProcessorsFound && (ev->type == EV_Mouse)); // mouse events are eaten by the event system if there are any uiprocessors.
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}
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void E_Console(int player, FString name, int arg1, int arg2, int arg3, bool manual)
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@ -939,7 +947,7 @@ void DStaticEventHandler::PlayerDisconnected(int num)
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}
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}
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FUiEvent::FUiEvent(event_t *ev)
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FUiEvent::FUiEvent(const event_t *ev)
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{
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Type = (EGUIEvent)ev->subtype;
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KeyChar = 0;
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@ -979,7 +987,7 @@ FUiEvent::FUiEvent(event_t *ev)
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}
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}
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bool DStaticEventHandler::UiProcess(event_t* ev)
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bool DStaticEventHandler::UiProcess(const event_t* ev)
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{
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IFVIRTUAL(DStaticEventHandler, UiProcess)
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{
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@ -998,7 +1006,7 @@ bool DStaticEventHandler::UiProcess(event_t* ev)
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return false;
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}
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FInputEvent::FInputEvent(event_t *ev)
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FInputEvent::FInputEvent(const event_t *ev)
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{
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Type = (EGenericEvent)ev->type;
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// we don't want the modders to remember what weird fields mean what for what events.
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@ -1025,7 +1033,7 @@ FInputEvent::FInputEvent(event_t *ev)
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}
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}
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bool DStaticEventHandler::InputProcess(event_t* ev)
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bool DStaticEventHandler::InputProcess(const event_t* ev)
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{
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IFVIRTUAL(DStaticEventHandler, InputProcess)
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{
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10
src/events.h
10
src/events.h
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@ -56,7 +56,7 @@ void E_PlayerDied(int num);
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// this executes when a player leaves the game
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void E_PlayerDisconnected(int num);
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// this executes on events.
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bool E_Responder(event_t* ev); // splits events into InputProcess and UiProcess
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bool E_Responder(const event_t* ev); // splits events into InputProcess and UiProcess
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// this executes on console/net events.
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void E_Console(int player, FString name, int arg1, int arg2, int arg3, bool manual);
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@ -148,8 +148,8 @@ public:
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void PlayerDisconnected(int num);
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// return true if handled.
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bool InputProcess(event_t* ev);
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bool UiProcess(event_t* ev);
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bool InputProcess(const event_t* ev);
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bool UiProcess(const event_t* ev);
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//
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void ConsoleProcess(int player, FString name, int arg1, int arg2, int arg3, bool manual);
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@ -215,7 +215,7 @@ struct FUiEvent
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bool IsCtrl;
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bool IsAlt;
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FUiEvent(event_t *ev);
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FUiEvent(const event_t *ev);
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};
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struct FInputEvent
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@ -230,7 +230,7 @@ struct FInputEvent
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int MouseX;
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int MouseY;
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FInputEvent(event_t *ev);
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FInputEvent(const event_t *ev);
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};
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struct FConsoleEvent
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