0ad/source/ps/Globals.cpp
janwas c0ed950657 had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).

it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.

after several hours, the code now requires fewer casts and less
guesswork.

other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.

This was SVN commit r5942.
2008-05-11 18:48:32 +00:00

69 lines
1.5 KiB
C++

#include "precompiled.h"
#include "Globals.h"
#include "lib/external_libraries/sdl.h"
bool g_app_minimized = false;
bool g_app_has_focus = true;
bool g_keys[SDLK_LAST] = {0};
int g_mouse_x = 50, g_mouse_y = 50;
// unused, left, right, middle, wheel up, wheel down
// (order is given by SDL_BUTTON_* constants).
bool g_mouse_buttons[6] = {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_ACTIVEEVENT:
if(ev->ev.active.state & SDL_APPACTIVE)
g_app_minimized = (ev->ev.active.gain == 0); // negated
if(ev->ev.active.state & SDL_APPINPUTFOCUS)
g_app_has_focus = (ev->ev.active.gain != 0);
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("invalid mouse button");
}
return IN_PASS;
case SDL_KEYDOWN:
case SDL_KEYUP:
c = ev->ev.key.keysym.sym;
if(c < ARRAY_SIZE(g_keys))
g_keys[c] = (ev->ev.type == SDL_KEYDOWN);
else
{
// don't complain: this happens when the hotkey system
// spoofs keys (it assigns values starting from SDLK_LAST)
//debug_warn("invalid key");
}
return IN_PASS;
default:
return IN_PASS;
}
UNREACHABLE;
}