2019-12-08 11:28:51 +00:00
|
|
|
/*
|
|
|
|
** c_dispatch.cpp
|
|
|
|
** Functions for executing console commands and aliases
|
|
|
|
**
|
|
|
|
**---------------------------------------------------------------------------
|
|
|
|
** Copyright 1998-2016 Randy Heit
|
|
|
|
** Copyright 2003-2019 Christoph Oelckers
|
|
|
|
** All rights reserved.
|
|
|
|
**
|
|
|
|
** Redistribution and use in source and binary forms, with or without
|
|
|
|
** modification, are permitted provided that the following conditions
|
|
|
|
** are met:
|
|
|
|
**
|
|
|
|
** 1. Redistributions of source code must retain the above copyright
|
|
|
|
** notice, this list of conditions and the following disclaimer.
|
|
|
|
** 2. Redistributions in binary form must reproduce the above copyright
|
|
|
|
** notice, this list of conditions and the following disclaimer in the
|
|
|
|
** documentation and/or other materials provided with the distribution.
|
|
|
|
** 3. The name of the author may not be used to endorse or promote products
|
|
|
|
** derived from this software without specific prior written permission.
|
|
|
|
**
|
|
|
|
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
|
|
|
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
|
|
|
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
|
|
|
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
|
|
|
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
|
|
|
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
|
|
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
|
|
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
|
|
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
|
|
|
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
|
|
**---------------------------------------------------------------------------
|
|
|
|
**
|
|
|
|
*/
|
2019-11-03 17:19:29 +00:00
|
|
|
|
|
|
|
#include "c_bind.h"
|
|
|
|
#include "d_event.h"
|
2019-11-09 22:58:26 +00:00
|
|
|
#include "c_console.h"
|
2019-11-03 17:19:29 +00:00
|
|
|
#include "d_gui.h"
|
2019-11-03 23:55:49 +00:00
|
|
|
#include "inputstate.h"
|
2019-11-21 21:31:46 +00:00
|
|
|
#include "menu.h"
|
2019-11-03 17:19:29 +00:00
|
|
|
|
|
|
|
int eventhead;
|
|
|
|
int eventtail;
|
2019-11-03 23:53:55 +00:00
|
|
|
event_t events[NUM_EVENTS];
|
2019-11-03 17:19:29 +00:00
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// G_Responder
|
|
|
|
// Process the event for the game
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
bool G_Responder (event_t *ev)
|
|
|
|
{
|
|
|
|
switch (ev->type)
|
|
|
|
{
|
|
|
|
case EV_KeyDown:
|
|
|
|
if (C_DoKey (ev, &Bindings, &DoubleBindings))
|
|
|
|
return true;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case EV_KeyUp:
|
|
|
|
C_DoKey (ev, &Bindings, &DoubleBindings);
|
|
|
|
break;
|
|
|
|
|
|
|
|
#if 0
|
|
|
|
// [RH] mouse buttons are sent as key up/down events
|
|
|
|
case EV_Mouse:
|
|
|
|
mousex = (int)(ev->x * mouse_sensitivity);
|
|
|
|
mousey = (int)(ev->y * mouse_sensitivity);
|
|
|
|
break;
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#if 0
|
2019-12-08 11:28:51 +00:00
|
|
|
// [RH] If the view is active, give the automap a chance at
|
|
|
|
// the events *last* so that any bound keys get precedence.
|
|
|
|
// An option for later. Currently the automap is insufficiently separated from the game loop
|
2019-11-03 17:19:29 +00:00
|
|
|
if (gamestate == GS_LEVEL && viewactive && primaryLevel->automap)
|
|
|
|
return primaryLevel->automap->Responder (ev, true);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
return (ev->type == EV_KeyDown ||
|
|
|
|
ev->type == EV_Mouse);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// D_ProcessEvents
|
|
|
|
//
|
|
|
|
// Send all the events of the given timestamp down the responder chain.
|
|
|
|
// Events are asynchronous inputs generally generated by the game user.
|
|
|
|
// Events can be discarded if no responder claims them
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void D_ProcessEvents (void)
|
|
|
|
{
|
|
|
|
event_t *ev;
|
2019-11-03 23:53:55 +00:00
|
|
|
for (; eventtail != eventhead ; eventtail = (eventtail+1)&(NUM_EVENTS-1))
|
2019-11-03 17:19:29 +00:00
|
|
|
{
|
|
|
|
ev = &events[eventtail];
|
|
|
|
if (ev->type == EV_None)
|
|
|
|
continue;
|
2019-12-14 18:21:49 +00:00
|
|
|
/*if (ev->type == EV_DeviceChange)
|
|
|
|
UpdateJoystickMenu(I_UpdateDeviceList());*/
|
2019-11-03 17:19:29 +00:00
|
|
|
if (C_Responder (ev))
|
|
|
|
continue; // console ate the event
|
|
|
|
if (M_Responder (ev))
|
|
|
|
continue; // menu ate the event
|
|
|
|
G_Responder (ev);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// D_PostEvent
|
|
|
|
//
|
|
|
|
// Called by the I/O functions when input is detected.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
2019-11-09 21:22:51 +00:00
|
|
|
void sendKeyForBinding(int key);
|
2019-11-03 17:19:29 +00:00
|
|
|
|
|
|
|
void D_PostEvent (const event_t *ev)
|
|
|
|
{
|
|
|
|
// Do not post duplicate consecutive EV_DeviceChange events.
|
|
|
|
if (ev->type == EV_DeviceChange && events[eventhead].type == EV_DeviceChange)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
2019-11-10 14:15:14 +00:00
|
|
|
|
2020-01-01 12:11:44 +00:00
|
|
|
if (ev->type == EV_Mouse && GUICapture == 0)
|
2019-11-03 17:19:29 +00:00
|
|
|
{
|
2019-12-31 00:46:54 +00:00
|
|
|
inputState.MouseAddToPos(ev->x, -ev->y);
|
2019-11-10 14:15:14 +00:00
|
|
|
return;
|
|
|
|
}
|
2019-11-09 21:22:51 +00:00
|
|
|
|
2019-11-03 23:55:49 +00:00
|
|
|
inputState.AddEvent(ev);
|
|
|
|
|
2019-11-10 14:15:14 +00:00
|
|
|
// Also add it to the event queue.
|
|
|
|
events[eventhead] = *ev;
|
2019-11-03 23:53:55 +00:00
|
|
|
eventhead = (eventhead+1)&(NUM_EVENTS-1);
|
2019-11-03 17:19:29 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// D_RemoveNextCharEvent
|
|
|
|
//
|
|
|
|
// Removes the next EV_GUI_Char event in the input queue. Used by the menu,
|
|
|
|
// since it (generally) consumes EV_GUI_KeyDown events and not EV_GUI_Char
|
|
|
|
// events, and it needs to ensure that there is no left over input when it's
|
|
|
|
// done. If there are multiple EV_GUI_KeyDowns before the EV_GUI_Char, then
|
|
|
|
// there are dead chars involved, so those should be removed, too. We do
|
|
|
|
// this by changing the message type to EV_None rather than by actually
|
|
|
|
// removing the event from the queue.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void D_RemoveNextCharEvent()
|
|
|
|
{
|
|
|
|
assert(events[eventtail].type == EV_GUI_Event && events[eventtail].subtype == EV_GUI_KeyDown);
|
2019-11-03 23:53:55 +00:00
|
|
|
for (int evnum = eventtail; evnum != eventhead; evnum = (evnum+1) & (NUM_EVENTS-1))
|
2019-11-03 17:19:29 +00:00
|
|
|
{
|
|
|
|
event_t *ev = &events[evnum];
|
|
|
|
if (ev->type != EV_GUI_Event)
|
|
|
|
break;
|
|
|
|
if (ev->subtype == EV_GUI_KeyDown || ev->subtype == EV_GUI_Char)
|
|
|
|
{
|
|
|
|
ev->type = EV_None;
|
|
|
|
if (ev->subtype == EV_GUI_Char)
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2019-11-03 23:55:49 +00:00
|
|
|
|