gzdoom-gles/src/d_event.h
Randy Heit 0c4c90ac89 - SetCursorState() now calls ShowCursor() again, because capturing the mouse
with RIDEV_NOLEGACY apparently prevents SetCursor() from doing anything.
- Split mouse code off from i_input.cpp into i_mouse.cpp and added raw mouse
  handling. (WM_INPUT obsoleted most of DirectInput for XP.)
- Fixed: Similar to the Win32 mouse, using the DirectInput mouse in windowed
  mode, if you alt-tabbed away and then clicked on the window's title bar,
  mouse input would be frozen until the mouse was ungrabbed again.


SVN r1601 (trunk)
2009-05-24 03:15:04 +00:00

131 lines
2.7 KiB
C++

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
//
//
//-----------------------------------------------------------------------------
#ifndef __D_EVENT_H__
#define __D_EVENT_H__
#include "basictypes.h"
//
// 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
};
// Event structure.
struct event_t
{
BYTE type;
BYTE subtype;
SWORD data1; // keys / mouse/joystick buttons
SWORD data2;
SWORD data3;
int x; // mouse/joystick x move
int y; // mouse/joystick y move
};
typedef enum
{
ga_nothing,
ga_loadlevel,
ga_newgame,
ga_newgame2,
ga_loadgame,
ga_autoloadgame,
ga_savegame,
ga_autosave,
ga_playdemo,
ga_completed,
ga_slideshow,
ga_worlddone,
ga_screenshot,
ga_togglemap,
ga_fullconsole,
} gameaction_t;
//
// 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, // Not connected to anything at the moment.
BT_ZOOM = 1<<7, // Neither is this.
// 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);
//
// GLOBAL VARIABLES
//
#define MAXEVENTS 128
extern event_t events[MAXEVENTS];
extern int eventhead;
extern int eventtail;
extern gameaction_t gameaction;
#endif