gzdoom-gles/src/d_event.h
Christoph Oelckers 0ed847b51b - the resuming of the conversation interrupted by a slideshow must be performed by the game action handler
If this is done within the intermission code, both intermission and menu will write to the same global variables and destroy their data, this became very apparent when it altered the screen scale for the conversation.
2019-04-05 00:59:32 +02:00

137 lines
3.1 KiB
C++

//-----------------------------------------------------------------------------
//
// Copyright 1993-1996 id Software
// Copyright 1999-2016 Randy Heit
// Copyright 2002-2016 Christoph Oelckers
//
// 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 3 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, see http://www.gnu.org/licenses/
//
//-----------------------------------------------------------------------------
#ifndef __D_EVENT_H__
#define __D_EVENT_H__
#include "basictypes.h"
#include <functional>
//
// Event handling.
//
// Input event types.
enum EGenericEvent
{
EV_None,
EV_KeyDown, // data1: scan code, data2: Qwerty ASCII code
EV_KeyUp, // same
EV_Mouse, // x, y: mouse movement deltas
EV_GUI_Event, // subtype specifies actual event
EV_DeviceChange,// a device has been connected or removed
};
// Event structure.
struct event_t
{
uint8_t type;
uint8_t subtype;
int16_t data1; // keys / mouse/joystick buttons
int16_t data2;
int16_t data3;
int x; // mouse/joystick x move
int y; // mouse/joystick y move
};
enum gameaction_t : int
{
ga_nothing,
ga_loadlevel, // not used.
ga_newgame,
ga_newgame2,
ga_recordgame,
ga_loadgame,
ga_loadgamehidecon,
ga_loadgameplaydemo,
ga_autoloadgame,
ga_savegame,
ga_autosave,
ga_playdemo,
ga_completed,
ga_slideshow,
ga_worlddone,
ga_screenshot,
ga_togglemap,
ga_fullconsole,
ga_resumeconversation,
};
//
// Button/action code definitions.
// The net code supports up to 29 buttons, so don't make this longer than that.
//
typedef enum
{
BT_ATTACK = 1<<0, // Press "Fire".
BT_USE = 1<<1, // Use button, to open doors, activate switches.
BT_JUMP = 1<<2,
BT_CROUCH = 1<<3,
BT_TURN180 = 1<<4,
BT_ALTATTACK = 1<<5, // Press your other "Fire".
BT_RELOAD = 1<<6, // [XA] Reload key. Causes state jump in A_WeaponReady.
BT_ZOOM = 1<<7, // [XA] Zoom key. Ditto.
// The rest are all ignored by the play simulation and are for scripts.
BT_SPEED = 1<<8,
BT_STRAFE = 1<<9,
BT_MOVERIGHT = 1<<10,
BT_MOVELEFT = 1<<11,
BT_BACK = 1<<12,
BT_FORWARD = 1<<13,
BT_RIGHT = 1<<14,
BT_LEFT = 1<<15,
BT_LOOKUP = 1<<16,
BT_LOOKDOWN = 1<<17,
BT_MOVEUP = 1<<18,
BT_MOVEDOWN = 1<<19,
BT_SHOWSCORES = 1<<20,
BT_USER1 = 1<<21,
BT_USER2 = 1<<22,
BT_USER3 = 1<<23,
BT_USER4 = 1<<24,
} buttoncode_t;
// Called by IO functions when input is detected.
void D_PostEvent (const event_t* ev);
void D_RemoveNextCharEvent();
void D_Render(std::function<void()> action, bool interpolate);
//
// GLOBAL VARIABLES
//
#define MAXEVENTS 128
extern event_t events[MAXEVENTS];
extern gameaction_t gameaction;
#endif