mirror of
https://github.com/ZDoom/Raze.git
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493525a58e
This had discrepancies between the game modules so now all use the same code to save the common engine state.
183 lines
5.5 KiB
C++
183 lines
5.5 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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int eventhead;
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int eventtail;
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event_t events[NUM_EVENTS];
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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_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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event_t *ev;
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while (eventtail != eventhead)
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{
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ev = &events[eventtail];
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eventtail = (eventtail + 1) & (NUM_EVENTS - 1);
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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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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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G_Responder (ev);
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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 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 && GUICapture == 0)
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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)&(NUM_EVENTS-1);
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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) & (NUM_EVENTS-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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