/* ** 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_eventbase.h" #include "c_console.h" #include "d_gui.h" #include "menu.h" #include "utf8.h" #include "m_joy.h" #include "vm.h" #include "cheathandler.h" #include "gamestate.h" bool G_Responder(event_t* ev); int eventhead; int eventtail; event_t events[MAXEVENTS]; //========================================================================== // // 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) & (MAXEVENTS - 1); if (ev->type == EV_None) continue; if (ev->type == EV_DeviceChange) UpdateJoystickMenu(I_UpdateDeviceList()); if (gamestate == GS_INTRO) continue; if (C_Responder (ev)) continue; // console ate the event if (M_Responder (ev)) continue; // menu ate the event if (Cheat_Responder(ev)) continue; G_Responder (ev); } } //========================================================================== // // 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) & (MAXEVENTS-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; } } } FInputEvent::FInputEvent(const event_t *ev) { 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? } } FUiEvent::FUiEvent(const event_t *ev) { 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 = MakeUTF8(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; } } 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, 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);