mirror of
https://github.com/ZDoom/Raze.git
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269 lines
7.7 KiB
C++
269 lines
7.7 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_eventbase.h"
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#include "c_console.h"
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#include "d_gui.h"
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#include "menu.h"
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#include "utf8.h"
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#include "m_joy.h"
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#include "vm.h"
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#include "gamestate.h"
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#include "i_interface.h"
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int eventhead;
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int eventtail;
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event_t events[MAXEVENTS];
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CVAR(Float, m_sensitivity_x, 2.f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, m_sensitivity_y, 2.f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, invertmouse, false, CVAR_GLOBALCONFIG | CVAR_ARCHIVE); // Invert mouse look down/up?
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CVAR(Bool, invertmousex, false, CVAR_GLOBALCONFIG | CVAR_ARCHIVE); // Invert mouse look left/right?
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//==========================================================================
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//
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// D_ProcessEvents
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//
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// Send all the events of the given timestamp down the responder chain.
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// Events are asynchronous inputs generally generated by the game user.
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// Events can be discarded if no responder claims them
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//
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//==========================================================================
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void D_ProcessEvents (void)
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{
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FixedBitArray<NUM_KEYS> keywasdown;
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TArray<event_t*> delayedevents;
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keywasdown.Zero();
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while (eventtail != eventhead)
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{
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event_t *ev = &events[eventtail];
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eventtail = (eventtail + 1) & (MAXEVENTS - 1);
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if (ev->type == EV_KeyUp && keywasdown[ev->data1])
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{
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delayedevents.Push(ev);
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continue;
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}
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if (ev->type == EV_None)
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continue;
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if (ev->type == EV_DeviceChange)
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UpdateJoystickMenu(I_UpdateDeviceList());
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// allow the game to intercept Escape before dispatching it.
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if (ev->type != EV_KeyDown || ev->data1 != KEY_ESCAPE || !sysCallbacks.WantEscape || !sysCallbacks.WantEscape())
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{
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if (gamestate != GS_INTRO) // GS_INTRO blocks the UI.
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{
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if (C_Responder(ev))
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continue; // console ate the event
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if (M_Responder(ev))
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continue; // menu ate the event
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}
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}
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if (sysCallbacks.G_Responder(ev) && ev->type == EV_KeyDown) keywasdown.Set(ev->data1);
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}
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for (auto ev: delayedevents)
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{
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D_PostEvent(ev);
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}
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}
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//==========================================================================
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//
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// D_RemoveNextCharEvent
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//
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// Removes the next EV_GUI_Char event in the input queue. Used by the menu,
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// since it (generally) consumes EV_GUI_KeyDown events and not EV_GUI_Char
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// events, and it needs to ensure that there is no left over input when it's
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// done. If there are multiple EV_GUI_KeyDowns before the EV_GUI_Char, then
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// there are dead chars involved, so those should be removed, too. We do
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// this by changing the message type to EV_None rather than by actually
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// removing the event from the queue.
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//
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//==========================================================================
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void D_RemoveNextCharEvent()
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{
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assert(events[eventtail].type == EV_GUI_Event && events[eventtail].subtype == EV_GUI_KeyDown);
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for (int evnum = eventtail; evnum != eventhead; evnum = (evnum+1) & (MAXEVENTS-1))
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{
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event_t *ev = &events[evnum];
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if (ev->type != EV_GUI_Event)
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break;
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if (ev->subtype == EV_GUI_KeyDown || ev->subtype == EV_GUI_Char)
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{
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ev->type = EV_None;
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if (ev->subtype == EV_GUI_Char)
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break;
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}
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else
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{
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break;
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}
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}
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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 D_PostEvent(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 (sysCallbacks.DispatchEvent && sysCallbacks.DispatchEvent(ev))
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return;
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events[eventhead] = *ev;
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eventhead = (eventhead + 1) & (MAXEVENTS - 1);
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}
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void PostMouseMove(int xx, int yy)
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{
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event_t ev{};
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ev.x = float(xx) * m_sensitivity_x;
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ev.y = -float(yy) * m_sensitivity_y;
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if (invertmousex) ev.x = -ev.x;
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if (invertmouse) ev.y = -ev.y;
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if (ev.x || ev.y)
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{
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ev.type = EV_Mouse;
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D_PostEvent(&ev);
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}
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}
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FInputEvent::FInputEvent(const event_t *ev)
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{
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Type = (EGenericEvent)ev->type;
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// we don't want the modders to remember what weird fields mean what for what events.
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KeyScan = 0;
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KeyChar = 0;
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MouseX = 0;
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MouseY = 0;
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switch (Type)
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{
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case EV_None:
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break;
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case EV_KeyDown:
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case EV_KeyUp:
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KeyScan = ev->data1;
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KeyChar = ev->data2;
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KeyString = FString(char(ev->data1));
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break;
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case EV_Mouse:
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MouseX = int(ev->x);
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MouseY = int(ev->y);
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break;
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default:
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break; // EV_DeviceChange = wat?
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}
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}
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FUiEvent::FUiEvent(const event_t *ev)
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{
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Type = (EGUIEvent)ev->subtype;
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KeyChar = 0;
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IsShift = false;
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IsAlt = false;
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IsCtrl = false;
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MouseX = 0;
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MouseY = 0;
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// we don't want the modders to remember what weird fields mean what for what events.
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switch (ev->subtype)
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{
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case EV_GUI_None:
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break;
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case EV_GUI_KeyDown:
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case EV_GUI_KeyRepeat:
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case EV_GUI_KeyUp:
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KeyChar = ev->data1;
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KeyString = FString(char(ev->data1));
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IsShift = !!(ev->data3 & GKM_SHIFT);
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IsAlt = !!(ev->data3 & GKM_ALT);
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IsCtrl = !!(ev->data3 & GKM_CTRL);
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break;
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case EV_GUI_Char:
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KeyChar = ev->data1;
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KeyString = MakeUTF8(ev->data1);
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IsAlt = !!ev->data2; // only true for Win32, not sure about SDL
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break;
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default: // mouse event
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// note: SDL input doesn't seem to provide these at all
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//Printf("Mouse data: %d, %d, %d, %d\n", ev->x, ev->y, ev->data1, ev->data2);
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MouseX = ev->data1;
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MouseY = ev->data2;
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IsShift = !!(ev->data3 & GKM_SHIFT);
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IsAlt = !!(ev->data3 & GKM_ALT);
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IsCtrl = !!(ev->data3 & GKM_CTRL);
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break;
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}
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}
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DEFINE_FIELD_X(UiEvent, FUiEvent, Type);
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DEFINE_FIELD_X(UiEvent, FUiEvent, KeyString);
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DEFINE_FIELD_X(UiEvent, FUiEvent, KeyChar);
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DEFINE_FIELD_X(UiEvent, FUiEvent, MouseX);
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DEFINE_FIELD_X(UiEvent, FUiEvent, MouseY);
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DEFINE_FIELD_X(UiEvent, FUiEvent, IsShift);
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DEFINE_FIELD_X(UiEvent, FUiEvent, IsAlt);
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DEFINE_FIELD_X(UiEvent, FUiEvent, IsCtrl);
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DEFINE_FIELD_X(InputEvent, FInputEvent, Type);
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DEFINE_FIELD_X(InputEvent, FInputEvent, KeyScan);
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DEFINE_FIELD_X(InputEvent, FInputEvent, KeyString);
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DEFINE_FIELD_X(InputEvent, FInputEvent, KeyChar);
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DEFINE_FIELD_X(InputEvent, FInputEvent, MouseX);
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DEFINE_FIELD_X(InputEvent, FInputEvent, MouseY);
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