Commit graph

62 commits

Author SHA1 Message Date
Kp a4068234b4 Normalize whitespace in copyright header to match D2X-Rebirth 2013-02-24 02:39:48 +00:00
zicodxx 88de21684d Moved joy_*_handler declarations to joy.h - patch by Kp 2013-01-03 16:37:49 +01:00
zicodxx faf6f11848 Made key_properties readable in other files; Eliminated key_text variable; Marked unicode_frame_buffer as extern in header - patches by Kp 2012-11-02 17:41:33 +01:00
zicodxx 33bf139002 Redefined lotsa variables, functions and parameters as const and/or static - patch by Kp 2012-07-23 01:17:52 +02:00
zicodxx 24d0849125 Changed declaration of event_get_idle_second() from int32_t to fix since Windows does not know it without pstypes.h. Included maths.h for this but should now work flawlessly on all platforms 2012-03-30 16:29:03 +02:00
Chris Taylor ea454664d0 Draw in response to EVENT_UI_DIALOG_DRAW, uncomment medlisp_update_screen call and use gr_box instead of gr_rect in some places. You can now see what you're doing 2012-03-24 17:18:03 +08:00
Chris Taylor 8b757570d5 Update the canvas data pointers for all windows after changing the screen mode, so the main menu draws properly after leaving the editor 2012-03-24 14:43:08 +08:00
Chris Taylor b94d8f127e Remove redundant ui_event_process and duplicate mouse.c in ui/. All editor input is now event-based. 2012-03-18 18:04:16 +08:00
Chris Taylor 6068bf961d All gadgets now send events 2012-03-03 20:12:25 +08:00
Chris Taylor 1200f8017b Return 1 (event handled) in ui_dialog_handler for mouse button events if the mouse was in the dialog 2011-10-30 19:08:02 +08:00
Chris Taylor 3121fb4990 Add support for 'modeless' windows - windows that will allow events to be passed on to the underlying window. Intended for the editor 2011-10-09 18:31:44 +08:00
zicodxx 21082c6db2 Added own channel management to SDL_mixer sound interface since the builtin channel management of this lib cannot handle our needs; Little code cleanup 2011-05-30 02:17:42 +02:00
zicodxx e9da5b85b4 New approach to handle a bunch of closing windows - removed window_do_close() again, reworked game_leave_menus by checking window_get_front() and closing this window until it's Game_wind, while event_process checking if window still exists after drawing and if not, take next window from previous which should be updated by then 2011-02-12 23:58:39 +01:00
zicodxx 2232433860 Increased key repeat values to react a little more like the MS-DOS version of the game but a little slower so I can still stop at the correct item; In automap reorganized control_info swapping as well as wiggle state handling to properly work in connection with the new input handling and Multiplayer where game is not paused 2011-02-06 14:25:31 +01:00
zicodxx 09debd3e2f Included new window structure flag w_closing_state and let window_close() set this flag - after drawing all windows, check them again and call window_do_close() which then actually closes the window(s) marked to. Solving all sorts of problems when windows close while being drawn (network error messageboxes, game_leave_menus(), etc.) 2011-02-03 11:47:54 +01:00
zicodxx 5aa0939b73 Added event types for all input actions; Rewrote kconfig code to work with events; static defined inputs will not trigger kconfig-mapped inputs anymore; Simplified keyboard, mouse and joystick code a lot due to event-based handling; Added function to toggle SDL key repeats on and off; Put timer_update() to event_process; Removed return when event_poll() is idle to get cursor hiding to work again; Added a small delay between cursoe hiding and re-enabling to cursor will not accidentially enable by SDL event centering cursor while hiding 2011-02-02 01:36:43 +01:00
Chris Taylor 2bd3385abd For editor, replace use of ui_mega_process() with event_process(), with the editor's own default event handler; add EVENT_MOUSE_MOVED event with event_mouse_get_delta() accessor; add event_key_get() to replace ugly casting; rename mouse_get_button() with event_mouse_get_button() to keep with name convention; only send idle events when there are no input events so editor still works properly (or the same anyway); add and use event_send() function for input events (including idle) 2011-01-13 12:36:19 +08:00
zicodxx 80cf3fd308 Introduced function key_ismodlck to get the status of modifier keys or sticky keys; Let sticky keys survive flush so we can accurately use their real states; Added key repeating via SDL; Depending on status of KEY_NUMLOCK keypad will either be used as numerical or arrow input in menus 2011-01-02 18:07:37 +01:00
zicodxx 05236e9c45 Added Sensitivity/Deadzone menu with sliders for each movement based action seperated for joystick and mouse to support all kinds of configuration - regardless the amount of joystick axes and whatnot; SDL_WM_GrabInput does not only capture mouse but also focus keyboard input - changed code to respect this fact and made grabbing a menu option which is enabled by default 2010-12-28 19:11:06 +01:00
zicodxx ffc73ed4f2 Introduced new data type fix64 to be used for new timers which can last 4462756 years instead of 9 hours; Introduced new timer functions to update and query program time; Used new timer all over the program except GameTime (which comes next) 2010-12-11 00:18:03 +01:00
Chris Taylor 84bf981a06 Add CON_DEBUG level con_printf's for basic events (not EVENT_IDLE or EVENT_DRAW though) 2010-12-05 20:33:25 +08:00
zicodxx 427fb6d6b5 Add support for Windows native error/warning boxes; Only print to stdout on Linux/other *nix; Fixed redundant printing of Error and Warning via stdout 2010-11-30 13:46:10 +01:00
Chris Taylor be82a68e77 Add support for OS native error/warning boxes, only implemented for Mac for now 2010-11-28 20:02:38 +08:00
kreatordxx 72c62df583 Add path browsing feature to make song file/directory selection easier 2010-08-27 14:09:19 +00:00
zicodxx 842af496ca Added event_flush to take place in game_flush_inputs which will clean SDL events which may be buffered while event_process was suspended; suspend Game_Wind while loading restoring save state while playing a level to properly flush controls and reset timer; when toggeling cursor, also directly modify the mouse to wanted behaviour instead of waiting for mouse_update_cursor_and_grab 2010-07-30 17:59:21 +00:00
zicodxx 4a0d15fbcd One more take on Mouse cursor friendliness: Merged mouse_toggle_cursor and mouse_toggle_grab; instead of trying to use SDL_GetAppState (which does not work as expected on Windows) to release mouse, use strict calls of mouse_toggle_cursor so we at least have a free mouse outside of Game_wind and Automap; decreased time to automatically hide cursor; added mouse_close to release mouse in case of emergency 2010-07-28 17:27:35 +00:00
zicodxx ac840f306b Only use one single call of timer_get_fixed_seconds() for whole SDL event loop; Abstracted grabbing mouse and mouse cursor toogle to mouse functions instead of calling SDL functions inside of non-arch code; Automatically hide mouse cursor if it's not used for more than 3 seconds; Reworked placement of mouse grabbing toggle; Do not read any mouse input if -nomouse is given 2010-07-16 11:07:42 +00:00
zicodxx 958859e7d6 Added missing newline at EOF 2010-06-14 08:19:27 +00:00
zicodxx f09a336184 Increased SDL_mixer music abilities to play non-hmp from HOGs, having Level-music path to play, options to specify non-level tracks and added various playing order methods; Abstracted SDL_mixer- and Redbook-interfaces; Simplified program flow through all music functions 2010-06-14 08:13:16 +00:00
kreatordxx 5650b4ce48 Merge d_event and newmenu_event enum's, hopefully fixing compiler warnings in GCC 4.5.0 2010-05-03 08:44:46 +00:00
kreatordxx 53fc092ebf Actually play endgame music when game is finished, play briefing music instead of hum if appropriate 2010-04-05 11:54:23 +00:00
kreatordxx 90e3796f97 Make menus for hosting a netgame stack, make quitting work with newmenu_do2 and simpler 2010-04-04 09:41:53 +00:00
kreatordxx 76b0fb35ef Get rid of a heap of uses of Function_mode, quit properly (freeing all windows and asking for confirmation for game) when clicking close box 2010-04-04 01:31:48 +00:00
kreatordxx d749889c89 Add a default event handler for screenshots, entering debugger, Redbook repeating etc 2010-04-02 05:01:08 +00:00
kreatordxx 1ff3f56c1c Add EVENT_MOUSE_BUTTON_DOWN and EVENT_MOUSE_BUTTON_UP, use for all windows except game and editor. Fixes crash on iMac G5 when pressing keys to progress through briefing 2010-03-24 07:26:52 +00:00
kreatordxx 05cc0f32af Make fullscreen movies into windows, maintain performance of robot briefing movies with necessary move of gr_flip 2010-03-17 09:44:19 +00:00
zicodxx 29f475c345 Cleaning up Joystick code and on the way supporting more axes and buttons; Also fixed bug with channel_mask byte causing trouble using some axes ingame; Added argument to set environment variable which disables sticky keys (for SDL >= 1.2.14) 2010-02-14 18:48:02 +00:00
kreatordxx 999a1b2949 Put LeaveGame longjmp back, but in response to new EVENT_WINDOW_CLOSED, fixing demo issues; fix compiler error in last commit 2010-02-02 07:52:03 +00:00
kreatordxx 9fd714a083 Add EVENT_WINDOW_DEACTIVATED; move many game_flush_inputs, start_time and stop_time calls to game_handler as well as digi_pause_digi_sounds and digi_resume_digi_sounds 2010-02-02 03:38:29 +00:00
kreatordxx 88d1b32914 Add EVENT_WINDOW_ACTIVATED, change EVENT_DRAW to EVENT_WINDOW_DRAW and EVENT_CLOSE to EVENT_WINDOW_CLOSE 2010-01-20 05:10:32 +00:00
kreatordxx b3b87fc62d Make pause box a window 2010-01-09 09:19:26 +00:00
kreatordxx b97e08dfdc Add EVENT_NEWMENU_SELECTED, allowing a newmenu/listbox selection to be handled in the callback. Demonstrate with "Select Song" menu 2010-01-08 01:55:12 +00:00
kreatordxx 6b4d952ebc Change newmenu and listbox callback systems, adding use of d_event, for greater flexibility 2010-01-07 14:49:07 +00:00
kreatordxx d450c3e6f4 Make newmenus into windows, allowing redrawing of automap and game to take place outside of newmenu.c; remove redundant keyd_repeat 2009-12-26 01:08:57 +00:00
kreatordxx 7ebcf32e45 Make the automap into a 'window', make kconfig.c more similar between D1X and D2X 2009-12-02 13:49:54 +00:00
kreatordxx 45ba0ca307 Add new window system, not used yet 2009-05-21 12:16:39 +00:00
kreatordxx f149ace782 Associate the jukebox with Redbook Audio via new 'extmusic' layer - separating from MIDI and making it handle ALL music (not just game music) 2009-03-03 12:55:27 +00:00
kreatordxx f257e48ddc Get Mac command keys working, MACINTOSH code cleanup, update Xcode project 2008-12-07 12:26:43 +00:00
zicodxx 076e466009 Yet another UNICODE overhaul - Using seperate buffer for UNICODE chars and only use it in key_ascii() while still using keysyms for the rest of the program so we do not screw up readings by key values altered by modifers - possibly still room to optimize 2008-11-17 23:38:43 +00:00
zicodxx aee0198f2e Using a clean flow for closing game data at the end of main() instead of using atexit; Now only use atexit for SDL stuff, error, mem, console (and editor which we do later); Small Cleanup 2008-11-14 16:56:40 +00:00