/* ** 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" //========================================================================== // // G_Responder // Process the event for the game // //========================================================================== bool G_Responder (event_t *ev) { FKeyBindings* binds = &Bindings; switch (ev->type) { case EV_KeyDown: if (C_DoKey (ev, binds, &DoubleBindings)) return true; break; case EV_KeyUp: C_DoKey (ev, binds, &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_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 && !System_WantGuiCapture()) { inputState.MouseAddToPos(ev->x, -ev->y); return; } inputState.AddEvent(ev); // Also add it to the event queue. events[eventhead] = *ev; eventhead = (eventhead+1)&(MAXEVENTS-1); }