0ad/source/ps/Globals.cpp

98 lines
2.4 KiB
C++

/* Copyright (C) 2017 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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.
*
* 0 A.D. 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.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "Globals.h"
#include "network/NetClient.h"
#include "ps/GameSetup/Config.h"
#include "soundmanager/ISoundManager.h"
bool g_app_minimized = false;
bool g_app_has_focus = true;
std::unordered_map<int32_t, bool> g_scancodes;
int g_mouse_x = 50, g_mouse_y = 50;
bool g_mouse_active = true;
// g_mouse_buttons[0] is unused. The order of entries is as in KeyName.h for MOUSE_*
bool g_mouse_buttons[MOUSE_LAST - MOUSE_BASE] = {0};
PIFrequencyFilter g_frequencyFilter;
// updates the state of the above; never swallows messages.
InReaction GlobalsInputHandler(const SDL_Event_* ev)
{
size_t c;
switch(ev->ev.type)
{
case SDL_WINDOWEVENT:
switch(ev->ev.window.event)
{
case SDL_WINDOWEVENT_MINIMIZED:
g_app_minimized = true;
break;
case SDL_WINDOWEVENT_EXPOSED:
case SDL_WINDOWEVENT_RESTORED:
g_app_minimized = false;
break;
case SDL_WINDOWEVENT_FOCUS_GAINED:
g_app_has_focus = true;
break;
case SDL_WINDOWEVENT_FOCUS_LOST:
g_app_has_focus = false;
break;
case SDL_WINDOWEVENT_ENTER:
g_mouse_active = true;
break;
case SDL_WINDOWEVENT_LEAVE:
g_mouse_active = false;
break;
}
return IN_PASS;
case SDL_MOUSEMOTION:
g_mouse_x = ev->ev.motion.x;
g_mouse_y = ev->ev.motion.y;
return IN_PASS;
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
c = ev->ev.button.button;
if(c < ARRAY_SIZE(g_mouse_buttons))
g_mouse_buttons[c] = (ev->ev.type == SDL_MOUSEBUTTONDOWN);
else
{
// don't complain: just ignore people with too many mouse buttons
//debug_warn(L"invalid mouse button");
}
return IN_PASS;
case SDL_KEYDOWN:
case SDL_KEYUP:
g_scancodes[ev->ev.key.keysym.scancode] = (ev->ev.type == SDL_KEYDOWN);
return IN_PASS;
default:
return IN_PASS;
}
UNREACHABLE;
}