ref: 753db4d4c076bfd5b71198fc41b4b94e942ce482
dir: /src/d_event.h/
// // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 2005-2014 Simon Howard // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // as published by the Free Software Foundation; either version 2 // of the License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // DESCRIPTION: // // #ifndef __D_EVENT__ #define __D_EVENT__ #include "doomtype.h" // // Event handling. // // Input event types. typedef enum { // Key press/release events. // data1: Key code (from doomkeys.h) of the key that was // pressed or released. This is the key as it appears // on a US keyboard layout, and does not change with // layout. // For ev_keydown only: // data2: ASCII representation of the key that was pressed that // changes with the keyboard layout; eg. if 'Z' is // pressed on a German keyboard, data1='y',data2='z'. // Not affected by modifier keys. // data3: ASCII input, fully modified according to keyboard // layout and any modifier keys that are held down. // Only set if I_StartTextInput() has been called. ev_keydown, ev_keyup, // Mouse movement event. // data1: Bitfield of buttons currently held down. // (bit 0 = left; bit 1 = right; bit 2 = middle). // data2: X axis mouse movement (turn). // data3: Y axis mouse movement (forward/backward). ev_mouse, // Joystick state. // data1: Bitfield of buttons currently pressed. // data2: X axis mouse movement (turn). // data3: Y axis mouse movement (forward/backward). // data4: Third axis mouse movement (strafe). ev_joystick, // Quit event. Triggered when the user clicks the "close" button // to terminate the application. ev_quit } evtype_t; // Event structure. typedef struct { evtype_t type; // Event-specific data; see the descriptions given above. int data1, data2, data3, data4; } event_t; // // Button/action code definitions. // typedef enum { // Press "Fire". BT_ATTACK = 1, // Use button, to open doors, activate switches. BT_USE = 2, // Flag: game events, not really buttons. BT_SPECIAL = 128, BT_SPECIALMASK = 3, // Flag, weapon change pending. // If true, the next 3 bits hold weapon num. BT_CHANGE = 4, // The 3bit weapon mask and shift, convenience. BT_WEAPONMASK = (8+16+32), BT_WEAPONSHIFT = 3, // Pause the game. BTS_PAUSE = 1, // Save the game at each console. BTS_SAVEGAME = 2, // Savegame slot numbers // occupy the second byte of buttons. BTS_SAVEMASK = (4+8+16), BTS_SAVESHIFT = 2, } buttoncode_t; // villsa [STRIFE] Strife specific buttons // TODO - not finished typedef enum { // Player view look up BT2_LOOKUP = 1, // Player view look down BT2_LOOKDOWN = 2, // Center player's view BT2_CENTERVIEW = 4, // Use inventory item BT2_INVUSE = 8, // Drop inventory item BT2_INVDROP = 16, // Jump up and down BT2_JUMP = 32, // Use medkit BT2_HEALTH = 128, } buttoncode2_t; // Called by IO functions when input is detected. void D_PostEvent (event_t *ev); // Read an event from the event queue event_t *D_PopEvent(void); #endif