mirror of
https://github.com/ZDoom/Raze.git
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84173ee09b
The main bulk of this is the new start screen code. To make this work in Raze some more work on the startup procedure is needed. What this does provide is support for the DOS end-of-game text screens in Duke and SW on non-Windows systems.
262 lines
7.3 KiB
C++
262 lines
7.3 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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bool G_Responder(event_t* ev);
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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, 4, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, m_sensitivity_y, 2, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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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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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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if (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 (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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