073f00974a
C++ does not require this pattern. import re, fileinput to = re.compile(r'^typedef struct ([a-z_A-Z]+)\s*{') tc = re.compile(r'^}(.*?)\s*([a-z_A-Z]+);$') osn = None for line in fileinput.input(inplace=True): m = to.match(line) if m: osn = m.group(1) print 'struct %s\n{' % osn continue if osn: m = tc.match(line) if m: csn = m.group(2) if osn == csn: print '}%s;' % m.group(1) osn = None continue else: osn = None print line,
75 lines
1.7 KiB
C
75 lines
1.7 KiB
C
// Event header file
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#ifndef _EVENT_H
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#define _EVENT_H
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#include "maths.h"
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#ifdef __cplusplus
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typedef enum event_type
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{
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EVENT_IDLE = 0,
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EVENT_QUIT,
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EVENT_JOYSTICK_BUTTON_DOWN,
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EVENT_JOYSTICK_BUTTON_UP,
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EVENT_JOYSTICK_MOVED,
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EVENT_MOUSE_BUTTON_DOWN,
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EVENT_MOUSE_BUTTON_UP,
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EVENT_MOUSE_DOUBLE_CLICKED,
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EVENT_MOUSE_MOVED,
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EVENT_KEY_COMMAND,
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EVENT_KEY_RELEASE,
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EVENT_WINDOW_CREATED,
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EVENT_WINDOW_ACTIVATED,
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EVENT_WINDOW_DEACTIVATED,
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EVENT_WINDOW_DRAW,
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EVENT_WINDOW_CLOSE,
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EVENT_WINDOW_CLOSED,
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EVENT_NEWMENU_DRAW, // draw after the newmenu stuff is drawn (e.g. savegame previews)
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EVENT_NEWMENU_CHANGED, // an item had its value/text changed
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EVENT_NEWMENU_SELECTED, // user chose something - pressed enter/clicked on it
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EVENT_UI_DIALOG_DRAW, // draw after the dialog stuff is drawn (e.g. spinning robots)
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EVENT_UI_GADGET_PRESSED, // user 'pressed' a gadget
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EVENT_UI_LISTBOX_MOVED,
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EVENT_UI_LISTBOX_SELECTED,
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EVENT_UI_USERBOX_DRAGGED
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} event_type;
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// A vanilla event. Cast to the correct type of event according to 'type'.
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struct d_event
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{
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event_type type;
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};
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int event_init();
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// Sends input events to event handlers
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void event_poll();
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void event_flush();
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// Set and call the default event handler
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void set_default_handler(int (*handler)(d_event *event));
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int call_default_handler(d_event *event);
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// Send an event to the front window as first priority, then to the windows behind if it's not modal (editor), then the default handler
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void event_send(d_event *event);
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// Sends input, idle and draw events to event handlers
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void event_process();
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void event_toggle_focus(int activate_focus);
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// See how long we were idle for
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void event_reset_idle_seconds();
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fix event_get_idle_seconds();
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#endif
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#endif
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