mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-14 08:31:23 +00:00
136 lines
2.8 KiB
C++
136 lines
2.8 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
|
|
EV_DeviceChange,// a device has been connected or removed
|
|
};
|
|
|
|
// 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_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,
|
|
} 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, // [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();
|
|
|
|
|
|
//
|
|
// GLOBAL VARIABLES
|
|
//
|
|
#define MAXEVENTS 128
|
|
|
|
extern event_t events[MAXEVENTS];
|
|
extern int eventhead;
|
|
extern int eventtail;
|
|
|
|
extern gameaction_t gameaction;
|
|
|
|
|
|
#endif
|