This commit is contained in:
Rachael Alexanderson 2017-03-06 19:40:55 -05:00
commit bd50b5d05a
17 changed files with 388 additions and 541 deletions

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@ -2676,7 +2676,7 @@ void Net_DoCommand (int type, BYTE **stream, int player)
int arg[3] = { 0, 0, 0 };
for (int i = 0; i < 3; i++)
arg[i] = ReadLong(stream);
bool manual = ReadByte(stream);
bool manual = !!ReadByte(stream);
E_Console(player, s, arg[0], arg[1], arg[2], manual);
}
break;

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@ -473,58 +473,51 @@ IMPLEMENT_POINTER(prev)
IMPLEMENT_POINTERS_END
IMPLEMENT_CLASS(DEventHandler, false, false);
IMPLEMENT_CLASS(DBaseEvent, false, false)
IMPLEMENT_CLASS(DRenderEvent, false, false)
IMPLEMENT_CLASS(DWorldEvent, false, false)
IMPLEMENT_CLASS(DPlayerEvent, false, false)
IMPLEMENT_CLASS(DUiEvent, false, false)
IMPLEMENT_CLASS(DInputEvent, false, false)
IMPLEMENT_CLASS(DConsoleEvent, false, false)
DEFINE_FIELD_X(StaticEventHandler, DStaticEventHandler, Order);
DEFINE_FIELD_X(StaticEventHandler, DStaticEventHandler, IsUiProcessor);
DEFINE_FIELD_X(StaticEventHandler, DStaticEventHandler, RequireMouse);
DEFINE_FIELD_X(RenderEvent, DRenderEvent, ViewPos);
DEFINE_FIELD_X(RenderEvent, DRenderEvent, ViewAngle);
DEFINE_FIELD_X(RenderEvent, DRenderEvent, ViewPitch);
DEFINE_FIELD_X(RenderEvent, DRenderEvent, ViewRoll);
DEFINE_FIELD_X(RenderEvent, DRenderEvent, FracTic);
DEFINE_FIELD_X(RenderEvent, DRenderEvent, Camera);
DEFINE_FIELD_X(RenderEvent, FRenderEvent, ViewPos);
DEFINE_FIELD_X(RenderEvent, FRenderEvent, ViewAngle);
DEFINE_FIELD_X(RenderEvent, FRenderEvent, ViewPitch);
DEFINE_FIELD_X(RenderEvent, FRenderEvent, ViewRoll);
DEFINE_FIELD_X(RenderEvent, FRenderEvent, FracTic);
DEFINE_FIELD_X(RenderEvent, FRenderEvent, Camera);
DEFINE_FIELD_X(WorldEvent, DWorldEvent, IsSaveGame);
DEFINE_FIELD_X(WorldEvent, DWorldEvent, IsReopen);
DEFINE_FIELD_X(WorldEvent, DWorldEvent, Thing);
DEFINE_FIELD_X(WorldEvent, DWorldEvent, Inflictor);
DEFINE_FIELD_X(WorldEvent, DWorldEvent, Damage);
DEFINE_FIELD_X(WorldEvent, DWorldEvent, DamageSource);
DEFINE_FIELD_X(WorldEvent, DWorldEvent, DamageType);
DEFINE_FIELD_X(WorldEvent, DWorldEvent, DamageFlags);
DEFINE_FIELD_X(WorldEvent, DWorldEvent, DamageAngle);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, IsSaveGame);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, IsReopen);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, Thing);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, Inflictor);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, Damage);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageSource);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageType);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageFlags);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageAngle);
DEFINE_FIELD_X(PlayerEvent, DPlayerEvent, PlayerNumber);
DEFINE_FIELD_X(PlayerEvent, DPlayerEvent, IsReturn);
DEFINE_FIELD_X(PlayerEvent, FPlayerEvent, PlayerNumber);
DEFINE_FIELD_X(PlayerEvent, FPlayerEvent, IsReturn);
DEFINE_FIELD_X(UiEvent, DUiEvent, Type);
DEFINE_FIELD_X(UiEvent, DUiEvent, KeyString);
DEFINE_FIELD_X(UiEvent, DUiEvent, KeyChar);
DEFINE_FIELD_X(UiEvent, DUiEvent, MouseX);
DEFINE_FIELD_X(UiEvent, DUiEvent, MouseY);
DEFINE_FIELD_X(UiEvent, DUiEvent, IsShift);
DEFINE_FIELD_X(UiEvent, DUiEvent, IsAlt);
DEFINE_FIELD_X(UiEvent, DUiEvent, IsCtrl);
DEFINE_FIELD_X(UiEvent, FUiEvent, Type);
DEFINE_FIELD_X(UiEvent, FUiEvent, KeyString);
DEFINE_FIELD_X(UiEvent, FUiEvent, KeyChar);
DEFINE_FIELD_X(UiEvent, FUiEvent, MouseX);
DEFINE_FIELD_X(UiEvent, FUiEvent, MouseY);
DEFINE_FIELD_X(UiEvent, FUiEvent, IsShift);
DEFINE_FIELD_X(UiEvent, FUiEvent, IsAlt);
DEFINE_FIELD_X(UiEvent, FUiEvent, IsCtrl);
DEFINE_FIELD_X(InputEvent, DInputEvent, Type);
DEFINE_FIELD_X(InputEvent, DInputEvent, KeyScan);
DEFINE_FIELD_X(InputEvent, DInputEvent, KeyString);
DEFINE_FIELD_X(InputEvent, DInputEvent, KeyChar);
DEFINE_FIELD_X(InputEvent, DInputEvent, MouseX);
DEFINE_FIELD_X(InputEvent, DInputEvent, MouseY);
DEFINE_FIELD_X(InputEvent, FInputEvent, Type);
DEFINE_FIELD_X(InputEvent, FInputEvent, KeyScan);
DEFINE_FIELD_X(InputEvent, FInputEvent, KeyString);
DEFINE_FIELD_X(InputEvent, FInputEvent, KeyChar);
DEFINE_FIELD_X(InputEvent, FInputEvent, MouseX);
DEFINE_FIELD_X(InputEvent, FInputEvent, MouseY);
DEFINE_FIELD_X(ConsoleEvent, DConsoleEvent, Player)
DEFINE_FIELD_X(ConsoleEvent, DConsoleEvent, Name)
DEFINE_FIELD_X(ConsoleEvent, DConsoleEvent, Args)
DEFINE_FIELD_X(ConsoleEvent, DConsoleEvent, IsManual)
DEFINE_FIELD_X(ConsoleEvent, FConsoleEvent, Player)
DEFINE_FIELD_X(ConsoleEvent, FConsoleEvent, Name)
DEFINE_FIELD_X(ConsoleEvent, FConsoleEvent, Args)
DEFINE_FIELD_X(ConsoleEvent, FConsoleEvent, IsManual)
DEFINE_ACTION_FUNCTION(DStaticEventHandler, SetOrder)
{
@ -719,19 +712,12 @@ void DStaticEventHandler::OnUnregister()
}
}
static DWorldEvent* E_SetupWorldEvent()
static FWorldEvent E_SetupWorldEvent()
{
static DWorldEvent* e = nullptr;
if (!e) e = (DWorldEvent*)RUNTIME_CLASS(DWorldEvent)->CreateNew();
e->IsSaveGame = savegamerestore;
e->IsReopen = level.FromSnapshot && !savegamerestore; // each one by itself isnt helpful, but with hub load we have savegamerestore==0 and level.FromSnapshot==1.
e->Thing = nullptr;
e->Inflictor = nullptr;
e->Damage = 0;
e->DamageAngle = 0.0;
e->DamageFlags = 0;
e->DamageSource = 0;
e->DamageType = NAME_None;
FWorldEvent e;
e.IsSaveGame = savegamerestore;
e.IsReopen = level.FromSnapshot && !savegamerestore; // each one by itself isnt helpful, but with hub load we have savegamerestore==0 and level.FromSnapshot==1.
e.DamageAngle = 0.0;
return e;
}
@ -742,8 +728,8 @@ void DStaticEventHandler::WorldLoaded()
// don't create excessive DObjects if not going to be processed anyway
if (func == DStaticEventHandler_WorldLoaded_VMPtr)
return;
DWorldEvent* e = E_SetupWorldEvent();
VMValue params[2] = { (DStaticEventHandler*)this, e };
FWorldEvent e = E_SetupWorldEvent();
VMValue params[2] = { (DStaticEventHandler*)this, &e };
GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
}
}
@ -755,8 +741,8 @@ void DStaticEventHandler::WorldUnloaded()
// don't create excessive DObjects if not going to be processed anyway
if (func == DStaticEventHandler_WorldUnloaded_VMPtr)
return;
DWorldEvent* e = E_SetupWorldEvent();
VMValue params[2] = { (DStaticEventHandler*)this, e };
FWorldEvent e = E_SetupWorldEvent();
VMValue params[2] = { (DStaticEventHandler*)this, &e };
GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
}
}
@ -768,9 +754,9 @@ void DStaticEventHandler::WorldThingSpawned(AActor* actor)
// don't create excessive DObjects if not going to be processed anyway
if (func == DStaticEventHandler_WorldThingSpawned_VMPtr)
return;
DWorldEvent* e = E_SetupWorldEvent();
e->Thing = actor;
VMValue params[2] = { (DStaticEventHandler*)this, e };
FWorldEvent e = E_SetupWorldEvent();
e.Thing = actor;
VMValue params[2] = { (DStaticEventHandler*)this, &e };
GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
}
}
@ -782,10 +768,10 @@ void DStaticEventHandler::WorldThingDied(AActor* actor, AActor* inflictor)
// don't create excessive DObjects if not going to be processed anyway
if (func == DStaticEventHandler_WorldThingDied_VMPtr)
return;
DWorldEvent* e = E_SetupWorldEvent();
e->Thing = actor;
e->Inflictor = inflictor;
VMValue params[2] = { (DStaticEventHandler*)this, e };
FWorldEvent e = E_SetupWorldEvent();
e.Thing = actor;
e.Inflictor = inflictor;
VMValue params[2] = { (DStaticEventHandler*)this, &e };
GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
}
}
@ -797,9 +783,9 @@ void DStaticEventHandler::WorldThingRevived(AActor* actor)
// don't create excessive DObjects if not going to be processed anyway
if (func == DStaticEventHandler_WorldThingRevived_VMPtr)
return;
DWorldEvent* e = E_SetupWorldEvent();
e->Thing = actor;
VMValue params[2] = { (DStaticEventHandler*)this, e };
FWorldEvent e = E_SetupWorldEvent();
e.Thing = actor;
VMValue params[2] = { (DStaticEventHandler*)this, &e };
GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
}
}
@ -811,14 +797,14 @@ void DStaticEventHandler::WorldThingDamaged(AActor* actor, AActor* inflictor, AA
// don't create excessive DObjects if not going to be processed anyway
if (func == DStaticEventHandler_WorldThingDamaged_VMPtr)
return;
DWorldEvent* e = E_SetupWorldEvent();
e->Thing = actor;
e->Damage = damage;
e->DamageSource = source;
e->DamageType = mod;
e->DamageFlags = flags;
e->DamageAngle = angle;
VMValue params[2] = { (DStaticEventHandler*)this, e };
FWorldEvent e = E_SetupWorldEvent();
e.Thing = actor;
e.Damage = damage;
e.DamageSource = source;
e.DamageType = mod;
e.DamageFlags = flags;
e.DamageAngle = angle;
VMValue params[2] = { (DStaticEventHandler*)this, &e };
GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
}
}
@ -830,9 +816,9 @@ void DStaticEventHandler::WorldThingDestroyed(AActor* actor)
// don't create excessive DObjects if not going to be processed anyway
if (func == DStaticEventHandler_WorldThingDestroyed_VMPtr)
return;
DWorldEvent* e = E_SetupWorldEvent();
e->Thing = actor;
VMValue params[2] = { (DStaticEventHandler*)this, e };
FWorldEvent e = E_SetupWorldEvent();
e.Thing = actor;
VMValue params[2] = { (DStaticEventHandler*)this, &e };
GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
}
}
@ -844,8 +830,8 @@ void DStaticEventHandler::WorldLightning()
// don't create excessive DObjects if not going to be processed anyway
if (func == DStaticEventHandler_WorldLightning_VMPtr)
return;
DWorldEvent* e = E_SetupWorldEvent();
VMValue params[2] = { (DStaticEventHandler*)this, e };
FWorldEvent e = E_SetupWorldEvent();
VMValue params[2] = { (DStaticEventHandler*)this, &e };
GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
}
}
@ -857,22 +843,21 @@ void DStaticEventHandler::WorldTick()
// don't create excessive DObjects if not going to be processed anyway
if (func == DStaticEventHandler_WorldTick_VMPtr)
return;
DWorldEvent* e = E_SetupWorldEvent();
VMValue params[2] = { (DStaticEventHandler*)this, e };
FWorldEvent e = E_SetupWorldEvent();
VMValue params[2] = { (DStaticEventHandler*)this, &e };
GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
}
}
static DRenderEvent* E_SetupRenderEvent()
static FRenderEvent E_SetupRenderEvent()
{
static DRenderEvent* e = nullptr;
if (!e) e = (DRenderEvent*)RUNTIME_CLASS(DRenderEvent)->CreateNew();
e->ViewPos = ::ViewPos;
e->ViewAngle = ::ViewAngle;
e->ViewPitch = ::ViewPitch;
e->ViewRoll = ::ViewRoll;
e->FracTic = ::r_TicFracF;
e->Camera = ::camera;
FRenderEvent e;
e.ViewPos = ::ViewPos;
e.ViewAngle = ::ViewAngle;
e.ViewPitch = ::ViewPitch;
e.ViewRoll = ::ViewRoll;
e.FracTic = ::r_TicFracF;
e.Camera = ::camera;
return e;
}
@ -883,8 +868,8 @@ void DStaticEventHandler::RenderFrame()
// don't create excessive DObjects if not going to be processed anyway
if (func == DStaticEventHandler_RenderFrame_VMPtr)
return;
DRenderEvent* e = E_SetupRenderEvent();
VMValue params[2] = { (DStaticEventHandler*)this, e };
FRenderEvent e = E_SetupRenderEvent();
VMValue params[2] = { (DStaticEventHandler*)this, &e };
GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
}
}
@ -896,21 +881,12 @@ void DStaticEventHandler::RenderOverlay()
// don't create excessive DObjects if not going to be processed anyway
if (func == DStaticEventHandler_RenderOverlay_VMPtr)
return;
DRenderEvent* e = E_SetupRenderEvent();
VMValue params[2] = { (DStaticEventHandler*)this, e };
FRenderEvent e = E_SetupRenderEvent();
VMValue params[2] = { (DStaticEventHandler*)this, &e };
GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
}
}
static DPlayerEvent* E_SetupPlayerEvent()
{
static DPlayerEvent* e = nullptr;
if (!e) e = (DPlayerEvent*)RUNTIME_CLASS(DPlayerEvent)->CreateNew();
e->PlayerNumber = -1;
e->IsReturn = false;
return e;
}
void DStaticEventHandler::PlayerEntered(int num, bool fromhub)
{
IFVIRTUAL(DStaticEventHandler, PlayerEntered)
@ -918,10 +894,8 @@ void DStaticEventHandler::PlayerEntered(int num, bool fromhub)
// don't create excessive DObjects if not going to be processed anyway
if (func == DStaticEventHandler_PlayerEntered_VMPtr)
return;
DPlayerEvent* e = E_SetupPlayerEvent();
e->IsReturn = fromhub;
e->PlayerNumber = num;
VMValue params[2] = { (DStaticEventHandler*)this, e };
FPlayerEvent e = { num, fromhub };
VMValue params[2] = { (DStaticEventHandler*)this, &e };
GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
}
}
@ -933,9 +907,8 @@ void DStaticEventHandler::PlayerRespawned(int num)
// don't create excessive DObjects if not going to be processed anyway
if (func == DStaticEventHandler_PlayerRespawned_VMPtr)
return;
DPlayerEvent* e = E_SetupPlayerEvent();
e->PlayerNumber = num;
VMValue params[2] = { (DStaticEventHandler*)this, e };
FPlayerEvent e = { num, false };
VMValue params[2] = { (DStaticEventHandler*)this, &e };
GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
}
}
@ -947,9 +920,8 @@ void DStaticEventHandler::PlayerDied(int num)
// don't create excessive DObjects if not going to be processed anyway
if (func == DStaticEventHandler_PlayerDied_VMPtr)
return;
DPlayerEvent* e = E_SetupPlayerEvent();
e->PlayerNumber = num;
VMValue params[2] = { (DStaticEventHandler*)this, e };
FPlayerEvent e = { num, false };
VMValue params[2] = { (DStaticEventHandler*)this, &e };
GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
}
}
@ -961,25 +933,50 @@ void DStaticEventHandler::PlayerDisconnected(int num)
// don't create excessive DObjects if not going to be processed anyway
if (func == DStaticEventHandler_PlayerDisconnected_VMPtr)
return;
DPlayerEvent* e = E_SetupPlayerEvent();
e->PlayerNumber = num;
VMValue params[2] = { (DStaticEventHandler*)this, e };
FPlayerEvent e = { num, false };
VMValue params[2] = { (DStaticEventHandler*)this, &e };
GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
}
}
static DUiEvent* E_SetupUiEvent()
FUiEvent::FUiEvent(event_t *ev)
{
static DUiEvent* e = nullptr;
if (!e) e = (DUiEvent*)RUNTIME_CLASS(DUiEvent)->CreateNew();
e->Type = EV_GUI_None;
e->IsShift = false;
e->IsAlt = false;
e->IsCtrl = false;
e->MouseX = e->MouseY = 0;
e->KeyChar = 0;
e->KeyString = "";
return e;
Type = (EGUIEvent)ev->subtype;
KeyChar = 0;
IsShift = false;
IsAlt = false;
IsCtrl = false;
MouseX = 0;
MouseY = 0;
// we don't want the modders to remember what weird fields mean what for what events.
switch (ev->subtype)
{
case EV_GUI_None:
break;
case EV_GUI_KeyDown:
case EV_GUI_KeyRepeat:
case EV_GUI_KeyUp:
KeyChar = ev->data1;
KeyString = FString(char(ev->data1));
IsShift = !!(ev->data3 & GKM_SHIFT);
IsAlt = !!(ev->data3 & GKM_ALT);
IsCtrl = !!(ev->data3 & GKM_CTRL);
break;
case EV_GUI_Char:
KeyChar = ev->data1;
KeyString = FString(char(ev->data1));
IsAlt = !!ev->data2; // only true for Win32, not sure about SDL
break;
default: // mouse event
// note: SDL input doesn't seem to provide these at all
//Printf("Mouse data: %d, %d, %d, %d\n", ev->x, ev->y, ev->data1, ev->data2);
MouseX = ev->data1;
MouseY = ev->data2;
IsShift = !!(ev->data3 & GKM_SHIFT);
IsAlt = !!(ev->data3 & GKM_ALT);
IsCtrl = !!(ev->data3 & GKM_CTRL);
break;
}
}
bool DStaticEventHandler::UiProcess(event_t* ev)
@ -989,43 +986,11 @@ bool DStaticEventHandler::UiProcess(event_t* ev)
// don't create excessive DObjects if not going to be processed anyway
if (func == DStaticEventHandler_UiProcess_VMPtr)
return false;
DUiEvent* e = E_SetupUiEvent();
//
e->Type = (EGUIEvent)ev->subtype;
// we don't want the modders to remember what weird fields mean what for what events.
switch (e->Type)
{
case EV_GUI_None:
break;
case EV_GUI_KeyDown:
case EV_GUI_KeyRepeat:
case EV_GUI_KeyUp:
e->KeyChar = ev->data1;
e->KeyString.Format("%c", e->KeyChar);
e->IsShift = !!(ev->data3 & GKM_SHIFT);
e->IsAlt = !!(ev->data3 & GKM_ALT);
e->IsCtrl = !!(ev->data3 & GKM_CTRL);
break;
case EV_GUI_Char:
e->KeyChar = ev->data1;
e->KeyString.Format("%c", e->KeyChar);
e->IsAlt = !!ev->data2; // only true for Win32, not sure about SDL
break;
default: // mouse event
// note: SDL input doesn't seem to provide these at all
//Printf("Mouse data: %d, %d, %d, %d\n", ev->x, ev->y, ev->data1, ev->data2);
e->MouseX = ev->data1;
e->MouseY = ev->data2;
e->IsShift = !!(ev->data3 & GKM_SHIFT);
e->IsAlt = !!(ev->data3 & GKM_ALT);
e->IsCtrl = !!(ev->data3 & GKM_CTRL);
break;
}
FUiEvent e = ev;
int processed;
VMReturn results[1] = { &processed };
VMValue params[2] = { (DStaticEventHandler*)this, e };
VMValue params[2] = { (DStaticEventHandler*)this, &e };
GlobalVMStack.Call(func, params, 2, results, 1, nullptr);
return !!processed;
}
@ -1033,16 +998,31 @@ bool DStaticEventHandler::UiProcess(event_t* ev)
return false;
}
static DInputEvent* E_SetupInputEvent()
FInputEvent::FInputEvent(event_t *ev)
{
static DInputEvent* e = nullptr;
if (!e) e = (DInputEvent*)RUNTIME_CLASS(DInputEvent)->CreateNew();
e->Type = EV_None;
e->KeyScan = 0;
e->KeyChar = 0;
e->KeyString = "";
e->MouseX = e->MouseY = 0;
return e;
Type = (EGenericEvent)ev->type;
// we don't want the modders to remember what weird fields mean what for what events.
KeyScan = 0;
KeyChar = 0;
MouseX = 0;
MouseY = 0;
switch (Type)
{
case EV_None:
break;
case EV_KeyDown:
case EV_KeyUp:
KeyScan = ev->data1;
KeyChar = ev->data2;
KeyString = FString(char(ev->data1));
break;
case EV_Mouse:
MouseX = ev->x;
MouseY = ev->y;
break;
default:
break; // EV_DeviceChange = wat?
}
}
bool DStaticEventHandler::InputProcess(event_t* ev)
@ -1052,32 +1032,13 @@ bool DStaticEventHandler::InputProcess(event_t* ev)
// don't create excessive DObjects if not going to be processed anyway
if (func == DStaticEventHandler_InputProcess_VMPtr)
return false;
DInputEvent* e = E_SetupInputEvent();
FInputEvent e = ev;
//
e->Type = (EGenericEvent)ev->type;
// we don't want the modders to remember what weird fields mean what for what events.
switch (e->Type)
{
case EV_None:
break;
case EV_KeyDown:
case EV_KeyUp:
e->KeyScan = ev->data1;
e->KeyChar = ev->data2;
e->KeyString.Format("%c", e->KeyChar);
break;
case EV_Mouse:
e->MouseX = ev->x;
e->MouseY = ev->y;
break;
default:
break; // EV_DeviceChange = wat?
}
int processed;
VMReturn results[1] = { &processed };
VMValue params[2] = { (DStaticEventHandler*)this, e };
VMValue params[2] = { (DStaticEventHandler*)this, &e };
GlobalVMStack.Call(func, params, 2, results, 1, nullptr);
return !!processed;
}
@ -1085,18 +1046,6 @@ bool DStaticEventHandler::InputProcess(event_t* ev)
return false;
}
static DConsoleEvent* E_SetupConsoleEvent()
{
static DConsoleEvent* e = nullptr;
if (!e) e = (DConsoleEvent*)RUNTIME_CLASS(DConsoleEvent)->CreateNew();
e->Player = -1;
e->Name = "";
for (size_t i = 0; i < countof(e->Args); i++)
e->Args[i] = 0;
e->IsManual = false;
return e;
}
void DStaticEventHandler::ConsoleProcess(int player, FString name, int arg1, int arg2, int arg3, bool manual)
{
if (player < 0)
@ -1106,17 +1055,17 @@ void DStaticEventHandler::ConsoleProcess(int player, FString name, int arg1, int
// don't create excessive DObjects if not going to be processed anyway
if (func == DStaticEventHandler_ConsoleProcess_VMPtr)
return;
DConsoleEvent* e = E_SetupConsoleEvent();
FConsoleEvent e;
//
e->Player = player;
e->Name = name;
e->Args[0] = arg1;
e->Args[1] = arg2;
e->Args[2] = arg3;
e->IsManual = manual;
e.Player = player;
e.Name = name;
e.Args[0] = arg1;
e.Args[1] = arg2;
e.Args[2] = arg3;
e.IsManual = manual;
VMValue params[2] = { (DStaticEventHandler*)this, e };
VMValue params[2] = { (DStaticEventHandler*)this, &e };
GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
}
}
@ -1127,17 +1076,17 @@ void DStaticEventHandler::ConsoleProcess(int player, FString name, int arg1, int
// don't create excessive DObjects if not going to be processed anyway
if (func == DStaticEventHandler_NetworkProcess_VMPtr)
return;
DConsoleEvent* e = E_SetupConsoleEvent();
FConsoleEvent e;
//
e->Player = player;
e->Name = name;
e->Args[0] = arg1;
e->Args[1] = arg2;
e->Args[2] = arg3;
e->IsManual = manual;
e.Player = player;
e.Name = name;
e.Args[0] = arg1;
e.Args[1] = arg2;
e.Args[2] = arg3;
e.IsManual = manual;
VMValue params[2] = { (DStaticEventHandler*)this, e };
VMValue params[2] = { (DStaticEventHandler*)this, &e };
GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
}
}

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@ -163,76 +163,34 @@ public:
extern DStaticEventHandler* E_FirstEventHandler;
extern DStaticEventHandler* E_LastEventHandler;
// we cannot call this DEvent because in ZScript, 'event' is a keyword
class DBaseEvent : public DObject
struct FRenderEvent
{
DECLARE_CLASS(DBaseEvent, DObject)
public:
DBaseEvent()
{
// each type of event is created only once to avoid new/delete hell
// since from what I remember object creation and deletion results in a lot of GC processing
// (and we aren't supposed to pass event objects around anyway)
this->ObjectFlags |= OF_Fixed;
// we don't want to store events into the savegames because they are global.
this->ObjectFlags |= OF_Transient;
}
};
class DRenderEvent : public DBaseEvent
{
DECLARE_CLASS(DRenderEvent, DBaseEvent)
public:
// these are for all render events
DVector3 ViewPos;
DAngle ViewAngle;
DAngle ViewPitch;
DAngle ViewRoll;
double FracTic; // 0..1 value that describes where we are inside the current gametic, render-wise.
AActor* Camera;
DRenderEvent()
{
FracTic = 0;
Camera = nullptr;
}
double FracTic = 0; // 0..1 value that describes where we are inside the current gametic, render-wise.
AActor* Camera = nullptr;
};
class DWorldEvent : public DBaseEvent
struct FWorldEvent
{
DECLARE_CLASS(DWorldEvent, DBaseEvent)
public:
// for loaded/unloaded
bool IsSaveGame;
bool IsReopen;
bool IsSaveGame = false;
bool IsReopen = false;
// for thingspawned, thingdied, thingdestroyed
AActor* Thing;
// for thingdied
AActor* Inflictor; // can be null
// for damagemobj
int Damage;
AActor* DamageSource; // can be null
AActor* Thing = nullptr; // for thingdied
AActor* Inflictor = nullptr; // can be null - for damagemobj
AActor* DamageSource = nullptr; // can be null
int Damage = 0;
FName DamageType;
int DamageFlags;
int DamageFlags = 0;
DAngle DamageAngle;
DWorldEvent()
{
IsSaveGame = false;
IsReopen = false;
Thing = nullptr;
Inflictor = nullptr;
Damage = 0;
DamageSource = nullptr;
DamageFlags = 0;
}
};
class DPlayerEvent : public DBaseEvent
struct FPlayerEvent
{
DECLARE_CLASS(DPlayerEvent, DBaseEvent)
public:
// we currently have only one member: player index
// in ZScript, we have global players[] array from which we can
// get both the player itself and player's body,
@ -240,18 +198,10 @@ public:
int PlayerNumber;
// we set this to true if level was reopened (RETURN scripts)
bool IsReturn;
DPlayerEvent()
{
PlayerNumber = -1;
IsReturn = false;
}
};
class DUiEvent : public DBaseEvent
struct FUiEvent
{
DECLARE_CLASS(DUiEvent, DBaseEvent)
public:
// this essentially translates event_t UI events to ZScript.
EGUIEvent Type;
// for keys/chars/whatever
@ -265,18 +215,13 @@ public:
bool IsCtrl;
bool IsAlt;
DUiEvent()
{
Type = EV_GUI_None;
}
FUiEvent(event_t *ev);
};
class DInputEvent : public DBaseEvent
struct FInputEvent
{
DECLARE_CLASS(DInputEvent, DBaseEvent)
public:
// this translates regular event_t events to ZScript (not UI, UI events are sent via DUiEvent and only if requested!)
EGenericEvent Type;
EGenericEvent Type = EV_None;
// for keys
int KeyScan;
FString KeyString;
@ -285,16 +230,11 @@ public:
int MouseX;
int MouseY;
DInputEvent()
{
Type = EV_None;
}
FInputEvent(event_t *ev);
};
class DConsoleEvent : public DBaseEvent
struct FConsoleEvent
{
DECLARE_CLASS(DConsoleEvent, DBaseEvent)
public:
// player that activated this event. note that it's always -1 for non-playsim events (i.e. these not called with netevent)
int Player;
//
@ -302,12 +242,6 @@ public:
int Args[3];
//
bool IsManual;
DConsoleEvent()
{
Player = -1;
IsManual = false;
}
};
#endif

View File

@ -56,6 +56,7 @@
#include "menu/menu.h"
#include "textures/textures.h"
#include "virtual.h"
#include "events.h"
//
// Todo: Move these elsewhere
@ -173,15 +174,31 @@ DMenu::DMenu(DMenu *parent)
bool DMenu::CallResponder(event_t *ev)
{
IFVIRTUAL(DMenu, Responder)
if (ev->type == EV_GUI_Event)
{
VMValue params[] = { (DObject*)this, ev};
int retval;
VMReturn ret(&retval);
GlobalVMStack.Call(func, params, 2, &ret, 1, nullptr);
return !!retval;
IFVIRTUAL(DMenu, OnUIEvent)
{
FUiEvent e = ev;
VMValue params[] = { (DObject*)this, &e };
int retval;
VMReturn ret(&retval);
GlobalVMStack.Call(func, params, 2, &ret, 1, nullptr);
return !!retval;
}
}
else return false;
else
{
IFVIRTUAL(DMenu, OnInputEvent)
{
FInputEvent e = ev;
VMValue params[] = { (DObject*)this, &e };
int retval;
VMReturn ret(&retval);
GlobalVMStack.Call(func, params, 2, &ret, 1, nullptr);
return !!retval;
}
}
return false;
}
//=============================================================================

View File

@ -6063,10 +6063,9 @@ FxExpression *FxIdentifier::ResolveMember(FCompileContext &ctx, PStruct *classct
object = nullptr;
return nullptr;
}
if ((vsym->Flags & VARF_Deprecated) && sym->mVersion >= ctx.Version)
if ((vsym->Flags & VARF_Deprecated) && sym->mVersion <= ctx.Version)
{
ScriptPosition.Message(MSG_WARNING, "Accessing deprecated member variable %s - deprecated since %d.%d.%d", sym->SymbolName.GetChars(), vsym->mVersion.major, vsym->mVersion.minor, vsym->mVersion.revision);
ScriptPosition.Message(MSG_WARNING, "Accessing deprecated member variable %s", vsym->SymbolName.GetChars());
}
// We have 4 cases to consider here:
@ -8513,7 +8512,7 @@ bool FxVMFunctionCall::CheckAccessibility(const VersionInfo &ver)
ScriptPosition.Message(MSG_ERROR, "%s not accessible to %s", Function->SymbolName.GetChars(), VersionString.GetChars());
return false;
}
if ((Function->Variants[0].Flags & VARF_Deprecated) && Function->mVersion >= ver)
if ((Function->Variants[0].Flags & VARF_Deprecated) && Function->mVersion <= ver)
{
ScriptPosition.Message(MSG_WARNING, "Accessing deprecated function %s - deprecated since %d.%d.%d", Function->SymbolName.GetChars(), Function->mVersion.major, Function->mVersion.minor, Function->mVersion.revision);
}

View File

@ -1,55 +1,3 @@
struct InputEventData native version("2.4")
{
native uint8 type;
native uint8 subtype;
native int16 data1; // keys / mouse/joystick buttons
native int16 data2;
native int16 data3;
native int x; // mouse/joystick x move
native int y; // mouse/joystick y move
enum EGenericEvent
{
NoEvent,
KeyDown, // data1: scan code, data2: Qwerty ASCII code
KeyUp, // same
Mouse, // x, y: mouse movement deltas
GUI_Event, // subtype specifies actual event
DeviceChange,// a device has been connected or removed
}
enum EGUIEvent
{
GUI_None,
GUI_KeyDown, // data1: unshifted ASCII, data2: shifted ASCII, data3: modifiers
GUI_KeyRepeat, // same
GUI_KeyUp, // same
GUI_Char, // data1: translated character (for user text input), data2: alt down?
GUI_FirstMouseEvent,
GUI_MouseMove,
GUI_LButtonDown,
GUI_LButtonUp,
GUI_LButtonDblClick,
GUI_MButtonDown,
GUI_MButtonUp,
GUI_MButtonDblClick,
GUI_RButtonDown,
GUI_RButtonUp,
GUI_RButtonDblClick,
GUI_WheelUp, // data3: shift/ctrl/alt
GUI_WheelDown, // "
GUI_WheelRight, // "
GUI_WheelLeft, // "
GUI_BackButtonDown,
GUI_BackButtonUp,
GUI_FwdButtonDown,
GUI_FwdButtonUp,
GUI_LastMouseEvent,
};
const KEY_ESCAPE = 0x01;
}
struct TexMan
{
enum EUseTypes

View File

@ -1,6 +1,5 @@
class BaseEvent native version("2.4") { } // just a base class. it doesn't inherit from Object on the scripting side so you can't call Destroy() on it and break everything.
class RenderEvent : BaseEvent native ui version("2.4")
struct RenderEvent native ui version("2.4")
{
native readonly Vector3 ViewPos;
native readonly double ViewAngle;
@ -10,7 +9,7 @@ class RenderEvent : BaseEvent native ui version("2.4")
native readonly Actor Camera;
}
class WorldEvent : BaseEvent native play version("2.4")
struct WorldEvent native play version("2.4")
{
// for loaded/unloaded
native readonly bool IsSaveGame;
@ -28,7 +27,7 @@ class WorldEvent : BaseEvent native play version("2.4")
native readonly double DamageAngle;
}
class PlayerEvent : BaseEvent native play version("2.4")
struct PlayerEvent native play version("2.4")
{
// this is the player number that caused the event.
// note: you can get player struct from this by using players[e.PlayerNumber]
@ -37,7 +36,7 @@ class PlayerEvent : BaseEvent native play version("2.4")
native readonly bool IsReturn;
}
class UiEvent : BaseEvent native ui version("2.4")
struct UiEvent native ui version("2.4")
{
// d_gui.h
enum EGUIEvent
@ -121,7 +120,7 @@ class UiEvent : BaseEvent native ui version("2.4")
native readonly bool IsAlt;
}
class InputEvent : BaseEvent native play version("2.4")
struct InputEvent native play version("2.4")
{
enum EGenericEvent
{
@ -270,7 +269,7 @@ class InputEvent : BaseEvent native play version("2.4")
native readonly int MouseY;
}
class ConsoleEvent : BaseEvent native version("2.4")
struct ConsoleEvent native version("2.4")
{
// for net events, this will be the activator.
// for UI events, this is always -1, and you need to check if level is loaded and use players[consoleplayer].

View File

@ -335,18 +335,18 @@ class ConversationMenu : Menu
//
//=============================================================================
override bool Responder(InputEventData ev)
override bool OnUIEvent(UIEvent ev)
{
if (demoplayback)
{ // No interaction during demo playback
return false;
}
if (ev.type == InputEventData.GUI_Event && ev.subtype == InputEventData.GUI_Char && ev.data1 >= 48 && ev.data1 <= 57)
if (ev.type == UIEvent.Type_Char && ev.KeyChar >= 48 && ev.KeyChar <= 57)
{ // Activate an item of type numberedmore (dialogue only)
mSelection = ev.data1 == 48 ? 9 : ev.data1 - 49;
mSelection = ev.KeyChar == 48 ? 9 : ev.KeyChar - 49;
return MenuEvent(MKEY_Enter, false);
}
return Super.Responder(ev);
return Super.OnUIEvent(ev);
}
//============================================================================

View File

@ -99,37 +99,34 @@ class ListMenu : Menu
//
//=============================================================================
override bool Responder (InputEventData ev)
override bool OnUIEvent(UIEvent ev)
{
if (ev.type == InputEventData.GUI_Event)
if (ev.Type == UIEvent.Type_KeyDown)
{
if (ev.subtype == InputEventData.GUI_KeyDown)
{
// tolower
int ch = ev.data1;
ch = ch >= 65 && ch <91? ch + 32 : ch;
// tolower
int ch = ev.KeyChar;
ch = ch >= 65 && ch <91? ch + 32 : ch;
for(int i = mDesc.mSelectedItem + 1; i < mDesc.mItems.Size(); i++)
for(int i = mDesc.mSelectedItem + 1; i < mDesc.mItems.Size(); i++)
{
if (mDesc.mItems[i].CheckHotkey(ch))
{
if (mDesc.mItems[i].CheckHotkey(ch))
{
mDesc.mSelectedItem = i;
MenuSound("menu/cursor");
return true;
}
mDesc.mSelectedItem = i;
MenuSound("menu/cursor");
return true;
}
for(int i = 0; i < mDesc.mSelectedItem; i++)
}
for(int i = 0; i < mDesc.mSelectedItem; i++)
{
if (mDesc.mItems[i].CheckHotkey(ch))
{
if (mDesc.mItems[i].CheckHotkey(ch))
{
mDesc.mSelectedItem = i;
MenuSound("menu/cursor");
return true;
}
mDesc.mSelectedItem = i;
MenuSound("menu/cursor");
return true;
}
}
}
return Super.Responder(ev);
return Super.OnUIEvent(ev);
}
//=============================================================================

View File

@ -383,42 +383,39 @@ class LoadSaveMenu : ListMenu
//
//=============================================================================
override bool Responder (InputEventData ev)
override bool OnUIEvent(UIEvent ev)
{
if (ev.type == InputEventData.GUI_Event)
if (ev.Type == UIEvent.Type_KeyDown)
{
if (ev.subtype == InputEventData.GUI_KeyDown)
if (Selected < manager.SavegameCount())
{
if (Selected < manager.SavegameCount())
switch (ev.KeyChar)
{
switch (ev.data1)
{
case UIEvent.Key_F1:
manager.SetFileInfo(Selected);
return true;
case UIEvent.Key_F1:
manager.SetFileInfo(Selected);
return true;
case UIEvent.Key_DEL:
{
String EndString;
EndString = String.Format("%s%s%s%s?\n\n%s", Stringtable.Localize("$MNU_DELETESG"), TEXTCOLOR_WHITE, manager.GetSavegame(Selected).SaveTitle, TEXTCOLOR_NORMAL, Stringtable.Localize("$PRESSYN"));
StartMessage (EndString, 0);
}
return true;
case UIEvent.Key_DEL:
{
String EndString;
EndString = String.Format("%s%s%s%s?\n\n%s", Stringtable.Localize("$MNU_DELETESG"), TEXTCOLOR_WHITE, manager.GetSavegame(Selected).SaveTitle, TEXTCOLOR_NORMAL, Stringtable.Localize("$PRESSYN"));
StartMessage (EndString, 0);
}
return true;
}
}
else if (ev.subtype == InputEventData.GUI_WheelUp)
{
if (TopItem > 0) TopItem--;
return true;
}
else if (ev.subtype == InputEventData.GUI_WheelDown)
{
if (TopItem < manager.SavegameCount() - listboxRows) TopItem++;
return true;
}
}
return Super.Responder(ev);
else if (ev.Type == UIEvent.Type_WheelUp)
{
if (TopItem > 0) TopItem--;
return true;
}
else if (ev.Type == UIEvent.Type_WheelDown)
{
if (TopItem < manager.SavegameCount() - listboxRows) TopItem++;
return true;
}
return Super.OnUIEvent(ev);
}
@ -503,13 +500,13 @@ class SaveMenu : LoadSaveMenu
//
//=============================================================================
override bool Responder (InputEventData ev)
override bool OnUIEvent(UIEvent ev)
{
if (ev.subtype == InputEventData.GUI_KeyDown)
if (ev.Type == UIEvent.Type_KeyDown)
{
if (Selected != -1)
{
switch (ev.data1)
switch (ev.KeyChar)
{
case UIEvent.Key_DEL:
// cannot delete 'new save game' item
@ -523,9 +520,14 @@ class SaveMenu : LoadSaveMenu
}
}
}
return Super.Responder(ev);
return Super.OnUIEvent(ev);
}
//=============================================================================
//
//
//
//=============================================================================
override void Ticker()
{

View File

@ -169,47 +169,50 @@ class Menu : Object native ui version("2.4")
//
//=============================================================================
virtual bool Responder(InputEventData ev)
virtual bool OnUIEvent(UIEvent ev)
{
bool res = false;
if (ev.type == InputEventData.GUI_Event)
int y = ev.MouseY;
if (ev.type == UIEvent.Type_LButtonDown)
{
if (ev.subtype == InputEventData.GUI_LButtonDown)
res = MouseEventBack(MOUSE_Click, ev.MouseX, y);
// make the menu's mouse handler believe that the current coordinate is outside the valid range
if (res) y = -1;
res |= MouseEvent(MOUSE_Click, ev.MouseX, y);
if (res)
{
res = MouseEventBack(MOUSE_Click, ev.data1, ev.data2);
// make the menu's mouse handler believe that the current coordinate is outside the valid range
if (res) ev.data2 = -1;
res |= MouseEvent(MOUSE_Click, ev.data1, ev.data2);
if (res)
{
SetCapture(true);
}
SetCapture(true);
}
else if (ev.subtype == InputEventData.GUI_MouseMove)
}
else if (ev.type == UIEvent.Type_MouseMove)
{
BackbuttonTime = 4*Thinker.TICRATE;
if (mMouseCapture || m_use_mouse == 1)
{
BackbuttonTime = 4*Thinker.TICRATE;
if (mMouseCapture || m_use_mouse == 1)
{
res = MouseEventBack(MOUSE_Move, ev.data1, ev.data2);
if (res) ev.data2 = -1;
res |= MouseEvent(MOUSE_Move, ev.data1, ev.data2);
}
res = MouseEventBack(MOUSE_Move, ev.MouseX, y);
if (res) y = -1;
res |= MouseEvent(MOUSE_Move, ev.MouseX, y);
}
else if (ev.subtype == InputEventData.GUI_LButtonUp)
}
else if (ev.type == UIEvent.Type_LButtonUp)
{
if (mMouseCapture)
{
if (mMouseCapture)
{
SetCapture(false);
res = MouseEventBack(MOUSE_Release, ev.data1, ev.data2);
if (res) ev.data2 = -1;
res |= MouseEvent(MOUSE_Release, ev.data1, ev.data2);
}
SetCapture(false);
res = MouseEventBack(MOUSE_Release, ev.MouseX, y);
if (res) y = -1;
res |= MouseEvent(MOUSE_Release, ev.MouseX, y);
}
}
return false;
}
virtual bool OnInputEvent(InputEvent ev)
{
return false;
}
//=============================================================================
//
//

View File

@ -171,14 +171,14 @@ class MessageBoxMenu : Menu
//
//=============================================================================
override bool Responder(InputEventData ev)
override bool OnUIEvent(UIEvent ev)
{
if (ev.type == InputEventData.GUI_Event && ev.subtype == InputEventData.GUI_KeyDown)
if (ev.type == UIEvent.Type_KeyDown)
{
if (mMessageMode == 0)
{
// tolower
int ch = ev.data1;
int ch = ev.KeyChar;
ch = ch >= 65 && ch <91? ch + 32 : ch;
if (ch == 110 /*'n'*/ || ch == 32)
@ -199,12 +199,17 @@ class MessageBoxMenu : Menu
}
return false;
}
else if (ev.type == InputEventData.KeyDown)
return Super.OnUIEvent(ev);
}
override bool OnInputEvent(InputEvent ev)
{
if (ev.type == InputEvent.Type_KeyDown)
{
Close();
return true;
}
return Super.Responder(ev);
return Super.OnInputEvent(ev);
}
//=============================================================================

View File

@ -155,35 +155,32 @@ class OptionMenu : Menu
//
//=============================================================================
override bool Responder (InputEventData ev)
override bool OnUIEvent(UIEvent ev)
{
if (ev.type == InputEventData.GUI_Event)
if (ev.type == UIEvent.Type_WheelUp)
{
if (ev.subtype == InputEventData.GUI_WheelUp)
{
int scrollamt = MIN(2, mDesc.mScrollPos);
mDesc.mScrollPos -= scrollamt;
return true;
}
else if (ev.subtype == InputEventData.GUI_WheelDown)
{
if (CanScrollDown)
{
if (VisBottom >= 0 && VisBottom < (mDesc.mItems.Size()-2))
{
mDesc.mScrollPos += 2;
VisBottom += 2;
}
else
{
mDesc.mScrollPos++;
VisBottom++;
}
}
return true;
}
int scrollamt = MIN(2, mDesc.mScrollPos);
mDesc.mScrollPos -= scrollamt;
return true;
}
return Super.Responder(ev);
else if (ev.type == UIEvent.Type_WheelDown)
{
if (CanScrollDown)
{
if (VisBottom >= 0 && VisBottom < (mDesc.mItems.Size()-2))
{
mDesc.mScrollPos += 2;
VisBottom += 2;
}
else
{
mDesc.mScrollPos++;
VisBottom++;
}
}
return true;
}
return Super.OnUIEvent(ev);
}
//=============================================================================

View File

@ -396,16 +396,16 @@ class EnterKey : Menu
}
}
override bool Responder(InputEventData ev)
override bool OnInputEvent(InputEvent ev)
{
// This checks raw keys, not GUI keys.
if (ev.type == InputEventData.KeyDown)
// This menu checks raw keys, not GUI keys because it needs the raw codes for binding.
if (ev.type == InputEvent.Type_KeyDown)
{
mOwner.SendKey(ev.data1);
mOwner.SendKey(ev.KeyScan);
menuactive = Menu.On;
SetMenuMessage(0);
Close();
mParentMenu.MenuEvent((ev.data1 == InputEventData.KEY_ESCAPE)? Menu.MKEY_Abort : Menu.MKEY_Input, 0);
mParentMenu.MenuEvent((ev.KeyScan == InputEvent.KEY_ESCAPE)? Menu.MKEY_Abort : Menu.MKEY_Input, 0);
return true;
}
return false;

View File

@ -372,9 +372,9 @@ class PlayerMenu : ListMenu
//
//=============================================================================
override bool Responder (InputEventData ev)
override bool OnUIEvent(UIEvent ev)
{
if (ev.type == InputEventData.GUI_Event && ev.subtype == InputEventData.GUI_Char && ev.data1 == 32)
if (ev.Type == UIEvent.Type_Char && ev.KeyChar == 32)
{
// turn the player sprite around
mRotation = 8 - mRotation;
@ -385,7 +385,7 @@ class PlayerMenu : ListMenu
}
return true;
}
return Super.Responder(ev);
return Super.OnUIEvent(ev);
}
//=============================================================================

View File

@ -108,59 +108,56 @@ class TextEnterMenu : Menu
//
//=============================================================================
override bool Responder(InputEventData ev)
override bool OnUIEvent(UIEvent ev)
{
if (ev.type == InputEventData.GUI_Event)
// Save game and player name string input
if (ev.Type == UIEvent.Type_Char)
{
// Save game and player name string input
if (ev.subtype == InputEventData.GUI_Char)
mInputGridOkay = false;
if (mEnterString.Length() < mEnterSize &&
(mSizeMode == 2/*entering player name*/ || SmallFont.StringWidth(mEnterString) < (mEnterSize-1)*8))
{
mInputGridOkay = false;
if (mEnterString.Length() < mEnterSize &&
(mSizeMode == 2/*entering player name*/ || SmallFont.StringWidth(mEnterString) < (mEnterSize-1)*8))
{
mEnterString.AppendFormat("%c", ev.data1);
}
mEnterString.AppendFormat("%c", ev.KeyChar);
}
return true;
}
int ch = ev.KeyChar;
if ((ev.Type == UIEvent.Type_KeyDown || ev.Type == UIEvent.Type_KeyRepeat) && ch == 8)
{
if (mEnterString.Length() > 0)
{
mEnterString.Truncate(mEnterString.Length() - 1);
}
}
else if (ev.Type == UIEvent.Type_KeyDown)
{
if (ch == UIEvent.Key_ESCAPE)
{
Menu parent = mParentMenu;
Close();
parent.MenuEvent(MKEY_Abort, false);
return true;
}
int ch = ev.data1;
if ((ev.subtype == InputEventData.GUI_KeyDown || ev.subtype == InputEventData.GUI_KeyRepeat) && ch == 8)
else if (ch == 13)
{
if (mEnterString.Length() > 0)
{
mEnterString.Truncate(mEnterString.Length() - 1);
}
}
else if (ev.subtype == InputEventData.GUI_KeyDown)
{
if (ch == UIEvent.Key_ESCAPE)
{
// [TP] If we allow color codes, colorize the string now.
if (AllowColors)
mEnterString = mEnterString.Filter();
Menu parent = mParentMenu;
parent.MenuEvent(MKEY_Input, false);
Close();
parent.MenuEvent(MKEY_Abort, false);
return true;
}
else if (ch == 13)
{
if (mEnterString.Length() > 0)
{
// [TP] If we allow color codes, colorize the string now.
if (AllowColors)
mEnterString = mEnterString.Filter();
Menu parent = mParentMenu;
parent.MenuEvent(MKEY_Input, false);
Close();
return true;
}
}
}
if (ev.subtype == InputEventData.GUI_KeyDown || ev.subtype == InputEventData.GUI_KeyRepeat)
{
return true;
}
}
return Super.Responder(ev);
if (ev.Type == UIEvent.Type_KeyDown || ev.Type == UIEvent.Type_KeyRepeat)
{
return true;
}
return Super.OnUIEvent(ev);
}
//=============================================================================

View File

@ -57,9 +57,9 @@ class VideoModeMenu : OptionMenu
return Super.MenuEvent(mkey, fromcontroller);
}
override bool Responder(InputEventData ev)
override bool OnUIEvent(UIEvent ev)
{
if (ev.type == InputEventData.GUI_Event && ev.subtype == InputEventData.GUI_KeyDown && (ev.data1 == 0x54 || ev.data1 == 0x74))
if (ev.Type == UIEvent.Type_KeyDown && (ev.KeyChar == 0x54 || ev.KeyChar == 0x74))
{
if (SetSelectedSize())
{
@ -67,7 +67,7 @@ class VideoModeMenu : OptionMenu
return true;
}
}
return Super.Responder(ev);
return Super.OnUIEvent(ev);
}
}