mirror of
https://github.com/ZDoom/Raze.git
synced 2024-12-15 15:11:41 +00:00
d7a47b2f3a
gameactions are frontend specific so this needs to be decoupled.
94 lines
3 KiB
C++
94 lines
3 KiB
C++
/*
|
|
** 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 "razemenu.h"
|
|
#include "gamestate.h"
|
|
#include "gamecontrol.h"
|
|
#include "uiinput.h"
|
|
#include "automap.h"
|
|
#include "screenjob.h"
|
|
|
|
//==========================================================================
|
|
//
|
|
// G_Responder
|
|
// Process the event for the game
|
|
//
|
|
//==========================================================================
|
|
|
|
bool G_Responder (event_t *ev)
|
|
{
|
|
if (gamestate == GS_INTRO || gamestate == GS_CUTSCENE)
|
|
{
|
|
return ScreenJobResponder(ev);
|
|
}
|
|
|
|
if (CT_Responder(ev))
|
|
return true; // chat ate the event
|
|
if (Cheat_Responder(ev))
|
|
return true;
|
|
|
|
if (gamestate == GS_LEVEL && automapMode != am_off && AM_Responder(ev, false)) return true;
|
|
|
|
switch (ev->type)
|
|
{
|
|
case EV_KeyDown:
|
|
if (C_DoKey (ev, &Bindings, &DoubleBindings))
|
|
return true;
|
|
break;
|
|
|
|
case EV_KeyUp:
|
|
C_DoKey (ev, &Bindings, &DoubleBindings);
|
|
break;
|
|
|
|
}
|
|
|
|
// This won't work as expected with Build's overlay automap.
|
|
#if 0
|
|
// [RH] If the view is active, give the automap a chance at
|
|
// the events *last* so that any bound keys get precedence.
|
|
if (gamestate == GS_LEVEL && automapMode == am_overlay)
|
|
return AM_Responder (ev, true);
|
|
#endif
|
|
|
|
return (ev->type == EV_KeyDown ||
|
|
ev->type == EV_Mouse);
|
|
}
|
|
|
|
|