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0ad/source/lib/input.cpp

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/**
* =========================================================================
* File : input.cpp
* Project : 0 A.D.
* Description : SDL input redirector; dispatches to multiple handlers and
* : allows record/playback of events.
*
* @author Jan.Wassenberg@stud.uni-karlsruhe.de
* =========================================================================
*/
/*
* Copyright (c) 2002 Jan Wassenberg
*
* Redistribution and/or modification are also permitted under the
* terms of the GNU General Public License as published by the
* Free Software Foundation (version 2 or later, at your option).
*
* 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.
*/
#include "precompiled.h"
#include "lib.h"
#include "input.h"
#include <stdio.h>
#include <stdlib.h>
const uint MAX_HANDLERS = 8;
static InHandler handler_stack[MAX_HANDLERS];
static uint handler_stack_top = 0;
void in_add_handler(InHandler handler)
{
debug_assert(handler);
if(handler_stack_top >= MAX_HANDLERS)
WARN_ERR_RETURN(ERR_LIMIT);
handler_stack[handler_stack_top++] = handler;
}
// send event to each handler until one returns IN_HANDLED
static void dispatch_event(const SDL_Event* event)
{
for(int i = (int)handler_stack_top-1; i >= 0; i--)
{
debug_assert(handler_stack[i] && event);
InReaction ret = handler_stack[i](event);
// .. done, return
if(ret == IN_HANDLED)
return;
// .. next handler
else if(ret == IN_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;
}
LibError in_record(const char* fn)
{
if(state == INIT)
atexit(in_stop);
in_stop();
f = fopen(fn, "wb");
if(!f)
WARN_RETURN(ERR_FILE_ACCESS);
fwrite(&game_ticks, sizeof(u32), 1, f);
state = RECORD;
return INFO_OK;
}
LibError in_playback(const char* fn)
{
if(state == INIT)
atexit(in_stop);
in_stop();
f = fopen(fn, "rb");
if(!f)
WARN_RETURN(ERR_TNODE_NOT_FOUND);
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 INFO_OK;
}
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);
}
}