raze/source/common/engine/d_event.cpp

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/*
** 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
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);