raze/source/core/console/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_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);
}