/* ** 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. **--------------------------------------------------------------------------- ** */ #include "c_bind.h" #include "d_event.h" #include "c_console.h" #include "d_gui.h" #include "inputstate.h" #include "menu.h" int eventhead; int eventtail; event_t events[NUM_EVENTS]; //========================================================================== // // 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 // [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 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; while (eventtail != eventhead) { ev = &events[eventtail]; eventtail = (eventtail + 1) & (NUM_EVENTS - 1); if (ev->type == EV_None) continue; /*if (ev->type == EV_DeviceChange) UpdateJoystickMenu(I_UpdateDeviceList());*/ 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. // //========================================================================== void sendKeyForBinding(int key); 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; } if (ev->type == EV_Mouse && GUICapture == 0) { inputState.MouseAddToPos(ev->x, -ev->y); return; } inputState.AddEvent(ev); // Also add it to the event queue. events[eventhead] = *ev; eventhead = (eventhead+1)&(NUM_EVENTS-1); } //========================================================================== // // 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); for (int evnum = eventtail; evnum != eventhead; evnum = (evnum+1) & (NUM_EVENTS-1)) { 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; } } }