/*
* This file is part of the DXX-Rebirth project .
* It is copyright by its individual contributors, as recorded in the
* project's Git history. See COPYING.txt at the top level for license
* terms and a link to the Git history.
*/
/*
*
* SDL Event related stuff
*
*
*/
#include
#include
#include "event.h"
#include "key.h"
#include "mouse.h"
#include "window.h"
#include "timer.h"
#include "config.h"
#include "joy.h"
#include "args.h"
static int initialised=0;
void event_poll()
{
SDL_Event event;
int clean_uniframe=1;
window *wind = window_get_front();
int idle = 1;
// If the front window changes, exit this loop, otherwise unintended behavior can occur
// like pressing 'Return' really fast at 'Difficulty Level' causing multiple games to be started
while ((wind == window_get_front()) && (memset(&event, 0, sizeof(event)), SDL_PollEvent(&event)))
{
switch(event.type) {
case SDL_KEYDOWN:
case SDL_KEYUP:
if (clean_uniframe)
memset(unicode_frame_buffer,'\0',sizeof(unsigned char)*KEY_BUFFER_SIZE);
clean_uniframe=0;
key_handler((SDL_KeyboardEvent *)&event);
idle = 0;
break;
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
mouse_button_handler((SDL_MouseButtonEvent *)&event);
idle = 0;
break;
case SDL_MOUSEMOTION:
mouse_motion_handler((SDL_MouseMotionEvent *)&event);
idle = 0;
break;
case SDL_JOYBUTTONDOWN:
case SDL_JOYBUTTONUP:
joy_button_handler((SDL_JoyButtonEvent *)&event);
idle = 0;
break;
case SDL_JOYAXISMOTION:
if (joy_axis_handler((SDL_JoyAxisEvent *)&event))
idle = 0;
break;
case SDL_JOYHATMOTION:
joy_hat_handler((SDL_JoyHatEvent *)&event);
idle = 0;
break;
case SDL_JOYBALLMOTION:
break;
case SDL_QUIT: {
d_event qevent = { EVENT_QUIT };
call_default_handler(&qevent);
idle = 0;
} break;
}
}
// Send the idle event if there were no other events
if (idle)
{
d_event ievent;
ievent.type = EVENT_IDLE;
event_send(&ievent);
}
else
event_reset_idle_seconds();
mouse_cursor_autohide();
}
void event_flush()
{
SDL_Event event;
while (SDL_PollEvent(&event));
}
int event_init()
{
// We should now be active and responding to events.
initialised = 1;
return 0;
}
int (*default_handler)(d_event *event) = NULL;
void set_default_handler(int (*handler)(d_event *event))
{
default_handler = handler;
}
int call_default_handler(d_event *event)
{
if (default_handler)
return (*default_handler)(event);
return 0;
}
void event_send(d_event *event)
{
window *wind;
int handled = 0;
for (wind = window_get_front(); wind != NULL && !handled; wind = window_get_prev(wind))
if (window_is_visible(wind))
{
handled = window_send_event(wind, event);
if (!window_exists(wind)) // break away if necessary: window_send_event() could have closed wind by now
break;
if (window_is_modal(wind))
break;
}
if (!handled)
call_default_handler(event);
}
// Process the first event in queue, sending to the appropriate handler
// This is the new object-oriented system
// Uses the old system for now, but this may change
void event_process(void)
{
d_event event;
window *wind = window_get_front();
timer_update();
event_poll(); // send input events first
// Doing this prevents problems when a draw event can create a newmenu,
// such as some network menus when they report a problem
if (window_get_front() != wind)
return;
event.type = EVENT_WINDOW_DRAW; // then draw all visible windows
wind = window_get_first();
while (wind != NULL)
{
window *prev = window_get_prev(wind);
if (window_is_visible(wind))
window_send_event(wind, &event);
if (!window_exists(wind))
{
if (!prev) // well there isn't a previous window ...
break; // ... just bail out - we've done everything for this frame we can.
wind = window_get_next(prev); // the current window seemed to be closed. so take the next one from the previous which should be able to point to the one after the current closed
}
else
wind = window_get_next(wind);
}
gr_flip();
}
void event_toggle_focus(int activate_focus)
{
if (activate_focus && GameCfg.Grabinput && !GameArg.DbgForbidConsoleGrab)
SDL_WM_GrabInput(SDL_GRAB_ON);
else
SDL_WM_GrabInput(SDL_GRAB_OFF);
mouse_toggle_cursor(!activate_focus);
}
static fix64 last_event = 0;
void event_reset_idle_seconds()
{
last_event = timer_query();
}
fix event_get_idle_seconds()
{
return (timer_query() - last_event)/F1_0;
}