mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-30 13:21:04 +00:00
Merge branch 'master' into newrenderer2
This commit is contained in:
commit
ba2defeb14
3 changed files with 40 additions and 212 deletions
|
@ -1,115 +0,0 @@
|
||||||
/*
|
|
||||||
** d_gui.h
|
|
||||||
**
|
|
||||||
**---------------------------------------------------------------------------
|
|
||||||
** Copyright 1998-2006 Randy Heit
|
|
||||||
** 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.
|
|
||||||
**---------------------------------------------------------------------------
|
|
||||||
**
|
|
||||||
** So when do I get a real UT-like windowing system?
|
|
||||||
*/
|
|
||||||
|
|
||||||
#ifndef __D_GUI_H__
|
|
||||||
#define __D_GUI_H__
|
|
||||||
|
|
||||||
// For a GUIEvent, x and y specify absolute location of mouse pointer
|
|
||||||
enum EGUIEvent
|
|
||||||
{
|
|
||||||
EV_GUI_None,
|
|
||||||
EV_GUI_KeyDown, // data1: unshifted ASCII, data2: shifted ASCII, data3: modifiers
|
|
||||||
EV_GUI_KeyRepeat, // same
|
|
||||||
EV_GUI_KeyUp, // same
|
|
||||||
EV_GUI_Char, // data1: translated character (for user text input), data2: alt down?
|
|
||||||
EV_GUI_FirstMouseEvent,
|
|
||||||
EV_GUI_MouseMove,
|
|
||||||
EV_GUI_LButtonDown,
|
|
||||||
EV_GUI_LButtonUp,
|
|
||||||
EV_GUI_LButtonDblClick,
|
|
||||||
EV_GUI_MButtonDown,
|
|
||||||
EV_GUI_MButtonUp,
|
|
||||||
EV_GUI_MButtonDblClick,
|
|
||||||
EV_GUI_RButtonDown,
|
|
||||||
EV_GUI_RButtonUp,
|
|
||||||
EV_GUI_RButtonDblClick,
|
|
||||||
EV_GUI_WheelUp, // data3: shift/ctrl/alt
|
|
||||||
EV_GUI_WheelDown, // "
|
|
||||||
EV_GUI_WheelRight, // "
|
|
||||||
EV_GUI_WheelLeft, // "
|
|
||||||
EV_GUI_BackButtonDown,
|
|
||||||
EV_GUI_BackButtonUp,
|
|
||||||
EV_GUI_FwdButtonDown,
|
|
||||||
EV_GUI_FwdButtonUp,
|
|
||||||
EV_GUI_LastMouseEvent,
|
|
||||||
};
|
|
||||||
|
|
||||||
enum GUIKeyModifiers
|
|
||||||
{
|
|
||||||
GKM_SHIFT = 1,
|
|
||||||
GKM_CTRL = 2,
|
|
||||||
GKM_ALT = 4,
|
|
||||||
GKM_META = 8,
|
|
||||||
GKM_LBUTTON = 16
|
|
||||||
};
|
|
||||||
|
|
||||||
// Special codes for some GUI keys, including a few real ASCII codes.
|
|
||||||
enum ESpecialGUIKeys
|
|
||||||
{
|
|
||||||
GK_PGDN = 1,
|
|
||||||
GK_PGUP = 2,
|
|
||||||
GK_HOME = 3,
|
|
||||||
GK_END = 4,
|
|
||||||
GK_LEFT = 5,
|
|
||||||
GK_RIGHT = 6,
|
|
||||||
GK_ALERT = 7, // ASCII bell
|
|
||||||
GK_BACKSPACE= 8, // ASCII
|
|
||||||
GK_TAB = 9, // ASCII
|
|
||||||
GK_LINEFEED = 10, // ASCII
|
|
||||||
GK_DOWN = 10,
|
|
||||||
GK_VTAB = 11, // ASCII
|
|
||||||
GK_UP = 11,
|
|
||||||
GK_FORMFEED = 12, // ASCII
|
|
||||||
GK_RETURN = 13, // ASCII
|
|
||||||
GK_F1 = 14,
|
|
||||||
GK_F2 = 15,
|
|
||||||
GK_F3 = 16,
|
|
||||||
GK_F4 = 17,
|
|
||||||
GK_F5 = 18,
|
|
||||||
GK_F6 = 19,
|
|
||||||
GK_F7 = 20,
|
|
||||||
GK_F8 = 21,
|
|
||||||
GK_F9 = 22,
|
|
||||||
GK_F10 = 23,
|
|
||||||
GK_F11 = 24,
|
|
||||||
GK_F12 = 25,
|
|
||||||
GK_DEL = 26,
|
|
||||||
GK_ESCAPE = 27, // ASCII
|
|
||||||
GK_FREE1 = 28,
|
|
||||||
GK_FREE2 = 29,
|
|
||||||
GK_BACK = 30, // browser back key
|
|
||||||
GK_CESCAPE = 31 // color escape
|
|
||||||
};
|
|
||||||
|
|
||||||
#endif //__D_GUI_H__
|
|
|
@ -17,6 +17,18 @@
|
||||||
// You should have received a copy of the GNU General Public License
|
// You should have received a copy of the GNU General Public License
|
||||||
// along with this program. If not, see http://www.gnu.org/licenses/
|
// along with this program. If not, see http://www.gnu.org/licenses/
|
||||||
//
|
//
|
||||||
|
//
|
||||||
|
// Alternatively the following applies:
|
||||||
|
//
|
||||||
|
// 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.
|
||||||
|
//
|
||||||
//-----------------------------------------------------------------------------
|
//-----------------------------------------------------------------------------
|
||||||
//
|
//
|
||||||
|
|
||||||
|
@ -308,11 +320,17 @@ static void CT_ClearChatMessage ()
|
||||||
|
|
||||||
static void ShoveChatStr (const char *str, uint8_t who)
|
static void ShoveChatStr (const char *str, uint8_t who)
|
||||||
{
|
{
|
||||||
#if 0
|
|
||||||
// Don't send empty messages
|
// Don't send empty messages
|
||||||
if (str == NULL || str[0] == '\0')
|
if (str == NULL || str[0] == '\0')
|
||||||
return;
|
return;
|
||||||
|
|
||||||
|
if (*str == '#')
|
||||||
|
{
|
||||||
|
C_DoCommand(FStringf("activatecheat %s", str + 1));
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
#if 0
|
||||||
FString substBuff;
|
FString substBuff;
|
||||||
|
|
||||||
if (str[0] == '/' &&
|
if (str[0] == '/' &&
|
||||||
|
@ -335,16 +353,10 @@ static void ShoveChatStr (const char *str, uint8_t who)
|
||||||
Net_WriteString(MakeUTF8(substBuff));
|
Net_WriteString(MakeUTF8(substBuff));
|
||||||
}
|
}
|
||||||
#else
|
#else
|
||||||
if (*str == '#')
|
|
||||||
{
|
|
||||||
C_DoCommand(FStringf("activatecheat %s", str + 1));
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Printf("%s %s\n", GStrings("TXT_SAY"), str);
|
Printf("%s %s\n", GStrings("TXT_SAY"), str);
|
||||||
}
|
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
//===========================================================================
|
//===========================================================================
|
||||||
//
|
//
|
||||||
|
@ -358,10 +370,6 @@ static void ShoveChatStr (const char *str, uint8_t who)
|
||||||
static bool DoSubstitution (FString &out, const char *in)
|
static bool DoSubstitution (FString &out, const char *in)
|
||||||
{
|
{
|
||||||
#if 0
|
#if 0
|
||||||
player_t *player = &players[consoleplayer];
|
|
||||||
auto weapon = player->ReadyWeapon;
|
|
||||||
auto ammo1 = weapon ? weapon->PointerVar<AActor>(NAME_Ammo1) : nullptr;
|
|
||||||
auto ammo2 = weapon ? weapon->PointerVar<AActor>(NAME_Ammo2) : nullptr;
|
|
||||||
const char *a, *b;
|
const char *a, *b;
|
||||||
|
|
||||||
a = in;
|
a = in;
|
||||||
|
@ -378,75 +386,10 @@ static bool DoSubstitution (FString &out, const char *in)
|
||||||
|
|
||||||
ptrdiff_t ByteLen = b - a;
|
ptrdiff_t ByteLen = b - a;
|
||||||
|
|
||||||
if (ByteLen == 6)
|
// todo: forward to the game modules. Doom used the following tokens:
|
||||||
|
// health, weapon, armor, ammocount, ammo
|
||||||
|
if (0)
|
||||||
{
|
{
|
||||||
if (strnicmp(a, "health", 6) == 0)
|
|
||||||
{
|
|
||||||
out.AppendFormat("%d", player->health);
|
|
||||||
}
|
|
||||||
else if (strnicmp(a, "weapon", 6) == 0)
|
|
||||||
{
|
|
||||||
if (weapon == NULL)
|
|
||||||
{
|
|
||||||
out += "no weapon";
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
out += weapon->GetClass()->TypeName.GetChars();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else if (ByteLen == 5)
|
|
||||||
{
|
|
||||||
if (strnicmp(a, "armor", 5) == 0)
|
|
||||||
{
|
|
||||||
auto armor = player->mo->FindInventory(NAME_BasicArmor);
|
|
||||||
out.AppendFormat("%d", armor != NULL ? armor->IntVar(NAME_Amount) : 0);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else if (ByteLen == 9)
|
|
||||||
{
|
|
||||||
if (strnicmp(a, "ammocount", 9) == 0)
|
|
||||||
{
|
|
||||||
if (weapon == NULL)
|
|
||||||
{
|
|
||||||
out += '0';
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
out.AppendFormat("%d", ammo1 != NULL ? ammo1->IntVar(NAME_Amount) : 0);
|
|
||||||
if (ammo2 != NULL)
|
|
||||||
{
|
|
||||||
out.AppendFormat("/%d", ammo2->IntVar(NAME_Amount));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else if (ByteLen == 4)
|
|
||||||
{
|
|
||||||
if (strnicmp(a, "ammo", 4) == 0)
|
|
||||||
{
|
|
||||||
if (ammo1 == NULL)
|
|
||||||
{
|
|
||||||
out += "no ammo";
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
out.AppendFormat("%s", ammo1->GetClass()->TypeName.GetChars());
|
|
||||||
if (ammo2 != NULL)
|
|
||||||
{
|
|
||||||
out.AppendFormat("/%s", ammo2->GetClass()->TypeName.GetChars());
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else if (ByteLen == 0)
|
|
||||||
{
|
|
||||||
out += '$';
|
|
||||||
if (*b == '$')
|
|
||||||
{
|
|
||||||
b++;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
|
|
@ -753,7 +753,7 @@ static void handle_st21(int sn, DDukeActor* actor)
|
||||||
int j;
|
int j;
|
||||||
if (i >= 0)
|
if (i >= 0)
|
||||||
{
|
{
|
||||||
if (animategoal[sn] == sptr->ceilingz)
|
if (animategoal[i] == sptr->ceilingz)
|
||||||
animategoal[i] = sector[nextsectorneighborz(sn, sptr->ceilingz, 1, 1)].floorz;
|
animategoal[i] = sector[nextsectorneighborz(sn, sptr->ceilingz, 1, 1)].floorz;
|
||||||
else animategoal[i] = sptr->ceilingz;
|
else animategoal[i] = sptr->ceilingz;
|
||||||
j = animategoal[i];
|
j = animategoal[i];
|
||||||
|
|
Loading…
Reference in a new issue