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0ad/source/lib/input.cpp
Yves 89aef0b6eb Cinematic camera core functionality. Patch by Vladislav Belov.
Based on existing code that was still around from an old(not working)
implementation.
Supports basic control from trigger scirpts (queue, start and stop
camera paths) and works in multiplayer.

This was SVN commit r17594.
2016-01-03 12:41:04 +00:00

91 lines
2.4 KiB
C++

/* Copyright (c) 2012 Wildfire Games
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
/*
* SDL input redirector; dispatches to multiple handlers.
*/
#include "precompiled.h"
#include "input.h"
#include <stdio.h>
#include <stdlib.h>
#include "lib/external_libraries/libsdl.h"
const size_t MAX_HANDLERS = 9;
static InHandler handler_stack[MAX_HANDLERS];
static size_t handler_stack_top = 0;
static std::list<SDL_Event_> priority_events;
void in_add_handler(InHandler handler)
{
ENSURE(handler);
if(handler_stack_top >= MAX_HANDLERS)
WARN_IF_ERR(ERR::LIMIT);
handler_stack[handler_stack_top++] = handler;
}
void in_reset_handlers()
{
handler_stack_top = 0;
}
// send ev to each handler until one returns IN_HANDLED
void in_dispatch_event(const SDL_Event_* ev)
{
for(int i = (int)handler_stack_top-1; i >= 0; i--)
{
ENSURE(handler_stack[i] && ev);
InReaction ret = handler_stack[i](ev);
// .. done, return
if(ret == IN_HANDLED)
return;
// .. next handler
else if(ret == IN_PASS)
continue;
// .. invalid return value
else
DEBUG_WARN_ERR(ERR::LOGIC); // invalid handler return value
}
}
void in_push_priority_event(const SDL_Event_* event)
{
priority_events.push_back(*event);
}
int in_poll_event(SDL_Event_* event)
{
if (!priority_events.empty())
{
*event = priority_events.front();
priority_events.pop_front();
return 1;
}
return SDL_PollEvent(&event->ev);
}