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0ad/source/lib/input.cpp

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/*
* input layer (dispatch events to multiple handlers; record/playback events)
*
* Copyright (c) 2002 Jan Wassenberg
*
* 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.
*
* Contact info:
* Jan.Wassenberg@stud.uni-karlsruhe.de
* http://www.stud.uni-karlsruhe.de/~urkt/
*/
#include "precompiled.h"
#include "input.h"
#include "sdl.h"
#include "lib.h"
#include <stdio.h>
#include <stdlib.h>
#define MAX_HANDLERS 8
static EventHandler handler_stack[MAX_HANDLERS];
static int handler_stack_top = 0;
int in_add_handler(EventHandler handler)
{
debug_assert(handler);
if(handler_stack_top >= MAX_HANDLERS)
{
debug_warn("increase MAX_HANDLERS");
return -1;
}
handler_stack[handler_stack_top++] = handler;
return 0;
}
// send event to each handler (newest first) until one returns true
void dispatch_event(const SDL_Event* event)
{
for(int i = handler_stack_top-1; i >= 0; i--)
{
int ret = handler_stack[i](event);
// .. done, return
if(ret == EV_HANDLED)
return;
// .. next handler
else if(ret == EV_PASS)
continue;
// .. invalid return value
else
debug_warn("invalid handler return value");
}
}
static enum
{
INIT, // first call to in_record() or in_playback(): register cleanup routine
IDLE,
RECORD,
PLAYBACK
}
state = INIT;
static FILE* f;
u32 game_ticks;
static u32 time_adjust = 0;
static u32 next_event_time;
void in_stop()
{
if(f)
{
fclose(f);
f = 0;
}
state = IDLE;
}
int in_record(const char* fn)
{
if(state == INIT)
atexit(in_stop);
in_stop();
f = fopen(fn, "wb");
if(!f)
return -1;
fwrite(&game_ticks, sizeof(u32), 1, f);
state = RECORD;
return 0;
}
int in_playback(const char* fn)
{
if(state == INIT)
atexit(in_stop);
in_stop();
f = fopen(fn, "rb");
if(!f)
return -1;
u32 rec_start_time;
fread(&rec_start_time, sizeof(u32), 1, f);
time_adjust = game_ticks-rec_start_time;
fread(&next_event_time, sizeof(u32), 1, f);
next_event_time += time_adjust;
state = PLAYBACK;
return 0;
}
void in_dispatch_event(const SDL_Event* event)
{
if(state == RECORD)
{
fwrite(&game_ticks, sizeof(u32), 1, f);
fwrite(event, sizeof(SDL_Event), 1, f);
}
dispatch_event(event);
}
void in_dispatch_recorded_events()
{
SDL_Event event;
while(state == PLAYBACK && next_event_time <= game_ticks)
{
fread(&event, sizeof(SDL_Event), 1, f);
// do this before dispatch_event(),
// in case a handler calls in_stop() (setting f to 0)
if(!fread(&next_event_time, sizeof(u32), 1, f))
{
in_stop();
exit(0x73c07d);
// TODO: 'disconnect'?
}
next_event_time += time_adjust;
in_dispatch_event(&event);
}
}