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115 lines
3.5 KiB
C++
115 lines
3.5 KiB
C++
/*
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** c_dispatch.cpp
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** Functions for executing console commands and aliases
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2016 Randy Heit
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** Copyright 2003-2019 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "c_bind.h"
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#include "d_event.h"
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#include "c_console.h"
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#include "d_gui.h"
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#include "inputstate.h"
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#include "menu.h"
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//==========================================================================
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//
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// G_Responder
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// Process the event for the game
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//
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//==========================================================================
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bool G_Responder (event_t *ev)
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{
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switch (ev->type)
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{
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case EV_KeyDown:
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if (C_DoKey (ev, &Bindings, &DoubleBindings))
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return true;
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break;
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case EV_KeyUp:
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C_DoKey (ev, &Bindings, &DoubleBindings);
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break;
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#if 0
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// [RH] mouse buttons are sent as key up/down events
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case EV_Mouse:
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mousex = (int)(ev->x * mouse_sensitivity);
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mousey = (int)(ev->y * mouse_sensitivity);
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break;
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#endif
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}
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#if 0
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// [RH] If the view is active, give the automap a chance at
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// the events *last* so that any bound keys get precedence.
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// An option for later. Currently the automap is insufficiently separated from the game loop
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if (gamestate == GS_LEVEL && viewactive && primaryLevel->automap)
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return primaryLevel->automap->Responder (ev, true);
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#endif
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return (ev->type == EV_KeyDown ||
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ev->type == EV_Mouse);
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}
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//==========================================================================
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//
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// D_PostEvent
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//
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// Called by the I/O functions when input is detected.
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//
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//==========================================================================
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void sendKeyForBinding(int key);
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void D_PostEvent (const event_t *ev)
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{
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// Do not post duplicate consecutive EV_DeviceChange events.
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if (ev->type == EV_DeviceChange && events[eventhead].type == EV_DeviceChange)
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{
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return;
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}
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if (ev->type == EV_Mouse && !System_WantGuiCapture())
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{
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inputState.MouseAddToPos(ev->x, -ev->y);
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return;
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}
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inputState.AddEvent(ev);
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// Also add it to the event queue.
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events[eventhead] = *ev;
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eventhead = (eventhead+1)&(MAXEVENTS-1);
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}
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