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