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forked from 0ad/0ad

lib/input.h was old+bad code. fixed in_add_handler return type to enum; renamed EV_PASS to IN_PASS; no longer include sdl.h from other code (instead rely on input.h)

This was SVN commit r2975.
This commit is contained in:
janwas 2005-10-20 17:44:56 +00:00
parent 39060e7900
commit bed9363bfe
25 changed files with 126 additions and 132 deletions

View File

@ -31,7 +31,6 @@
#include "Model.h"
#include "Projectile.h"
#include "sdl.h"
#include "input.h"
#include "lib.h"
#include "timer.h"
@ -580,19 +579,19 @@ void CGameView::PopCameraTarget()
m_CameraTargets.pop_back();
}
int game_view_handler(const SDL_Event* ev)
InEventReaction game_view_handler(const SDL_Event* ev)
{
// put any events that must be processed even if inactive here
if(!g_active || !g_Game)
return EV_PASS;
return IN_PASS;
CGameView *pView=g_Game->GetView();
return pView->HandleEvent(ev);
}
int CGameView::HandleEvent(const SDL_Event* ev)
InEventReaction CGameView::HandleEvent(const SDL_Event* ev)
{
switch(ev->type)
{
@ -606,30 +605,30 @@ int CGameView::HandleEvent(const SDL_Event* ev)
} else {
g_Renderer.SetTerrainRenderMode(WIREFRAME);
}
return( EV_HANDLED );
return( IN_HANDLED );
case HOTKEY_CAMERA_RESET_ORIGIN:
ResetCamera();
return( EV_HANDLED );
return( IN_HANDLED );
case HOTKEY_CAMERA_RESET:
ResetCameraOrientation();
return( EV_HANDLED );
return( IN_HANDLED );
case HOTKEY_CAMERA_ROTATE_ABOUT_TARGET:
RotateAboutTarget();
return( EV_HANDLED );
return( IN_HANDLED );
// Mouse wheel must be treated using events instead of polling,
// because SDL auto-generates a sequence of mousedown/mouseup events
// and we never get to see the "down" state inside Update().
case HOTKEY_CAMERA_ZOOM_WHEEL_IN:
m_ZoomDelta += m_ViewZoomSensitivityWheel;
return( EV_HANDLED );
return( IN_HANDLED );
case HOTKEY_CAMERA_ZOOM_WHEEL_OUT:
m_ZoomDelta -= m_ViewZoomSensitivityWheel;
return( EV_HANDLED );
return( IN_HANDLED );
default:
@ -657,7 +656,7 @@ int CGameView::HandleEvent(const SDL_Event* ev)
if( bookmarkInUse[id] )
SetCameraTarget( cameraBookmarks[id] );
}
return( EV_HANDLED );
return( IN_HANDLED );
}
}
case SDL_HOTKEYUP:
@ -669,12 +668,12 @@ int CGameView::HandleEvent(const SDL_Event* ev)
currentBookmark = -1;
break;
default:
return( EV_PASS );
return( IN_PASS );
}
return( EV_HANDLED );
return( IN_HANDLED );
}
return EV_PASS;
return IN_PASS;
}
bool CGameView::JSI_StartCustomSelection(

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@ -11,10 +11,7 @@ extern float g_YMinOffset;
#include "scripting/ScriptableObject.h"
// note: cannot forward declare SDL_Event since it is a nameless union
// in the standard SDL library and a nameless struct in wsdl, so
// include the full SDL header instead.
#include "sdl.h"
#include "lib/input.h"
class CGame;
class CGameAttributes;
@ -96,7 +93,7 @@ public:
// Render: Render the World
void Render();
int HandleEvent(const SDL_Event* ev);
InEventReaction HandleEvent(const SDL_Event* ev);
//Keep the camera in between boundaries/smooth camera scrolling/translating
//Should call this whenever moving (translating) the camera
@ -119,6 +116,6 @@ public:
inline CCamera *GetCamera()
{ return &m_Camera; }
};
extern int game_view_handler(const SDL_Event* ev);
extern InEventReaction game_view_handler(const SDL_Event* ev);
#endif

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@ -181,7 +181,7 @@ void CDropDown::HandleMessage(const SGUIMessage &Message)
CList::HandleMessage(Message);
}
int CDropDown::ManuallyHandleEvent(const SDL_Event* ev)
InEventReaction CDropDown::ManuallyHandleEvent(const SDL_Event* ev)
{
int szChar = ev->key.keysym.sym;
bool update_highlight = false;
@ -199,7 +199,7 @@ int CDropDown::ManuallyHandleEvent(const SDL_Event* ev)
case SDLK_PAGEUP:
case SDLK_PAGEDOWN:
if (!m_Open)
return EV_PASS;
return IN_PASS;
// Set current selected item to highlighted, before
// then really processing these in CList::ManuallyHandleEvent()
GUI<int>::SetSetting(this, "selected", m_ElementHighlight);
@ -215,7 +215,7 @@ int CDropDown::ManuallyHandleEvent(const SDL_Event* ev)
if (update_highlight)
GUI<int>::GetSetting(this, "selected", m_ElementHighlight);
return EV_HANDLED;
return IN_HANDLED;
}
void CDropDown::SetupListRect()

View File

@ -68,7 +68,7 @@ public:
/**
* Handle events manually to catch keyboard inputting.
*/
virtual int ManuallyHandleEvent(const SDL_Event* ev);
virtual InEventReaction ManuallyHandleEvent(const SDL_Event* ev);
/**
* Draws the Button

View File

@ -60,14 +60,14 @@ JSClass GUIClass = {
// event is passed to other handlers if false is returned.
// trampoline: we don't want to make the implementation (in CGUI) static
//-------------------------------------------------------------------
int gui_handler(const SDL_Event* ev)
InEventReaction gui_handler(const SDL_Event* ev)
{
return g_GUI.HandleEvent(ev);
}
int CGUI::HandleEvent(const SDL_Event* ev)
InEventReaction CGUI::HandleEvent(const SDL_Event* ev)
{
int ret = EV_PASS;
InEventReaction ret = IN_PASS;
if (ev->type == SDL_GUIHOTKEYPRESS)
{
@ -87,7 +87,7 @@ int CGUI::HandleEvent(const SDL_Event* ev)
else if (ev->type == SDL_MOUSEMOTION)
{
// Yes the mouse position is stored as float to avoid
// constant conversations when operating in a
// constant conversions when operating in a
// float-based environment.
m_MousePos = CPos((float)ev->motion.x, (float)ev->motion.y);
@ -152,7 +152,7 @@ int CGUI::HandleEvent(const SDL_Event* ev)
pNearest->ScriptEvent("mouseleftpress");
// Block event, so things on the map (behind the GUI) won't be pressed
ret = EV_HANDLED;
ret = IN_HANDLED;
}
else if (m_FocusedObject)
{
@ -168,7 +168,7 @@ int CGUI::HandleEvent(const SDL_Event* ev)
pNearest->HandleMessage(SGUIMessage(GUIM_MOUSE_WHEEL_DOWN));
pNearest->ScriptEvent("mousewheeldown");
ret = EV_HANDLED;
ret = IN_HANDLED;
}
break;
@ -178,7 +178,7 @@ int CGUI::HandleEvent(const SDL_Event* ev)
pNearest->HandleMessage(SGUIMessage(GUIM_MOUSE_WHEEL_UP));
pNearest->ScriptEvent("mousewheelup");
ret = EV_HANDLED;
ret = IN_HANDLED;
}
break;
@ -197,7 +197,7 @@ int CGUI::HandleEvent(const SDL_Event* ev)
pNearest->HandleMessage(SGUIMessage(GUIM_MOUSE_RELEASE_LEFT));
pNearest->ScriptEvent("mouseleftrelease");
ret = EV_HANDLED;
ret = IN_HANDLED;
}
break;
}
@ -250,7 +250,7 @@ int CGUI::HandleEvent(const SDL_Event* ev)
{
ret = GetFocusedObject()->ManuallyHandleEvent(ev);
}
// else will return EV_PASS because we never used the button.
// else will return IN_PASS because we never used the button.
}
return ret;

View File

@ -32,7 +32,7 @@ ERROR_TYPE(GUI, JSOpenFailed);
#include "XML/Xeromyces.h"
extern int gui_handler(const SDL_Event* ev);
extern InEventReaction gui_handler(const SDL_Event* ev);
//--------------------------------------------------------
// Macros
@ -146,7 +146,7 @@ public:
*
* @param ev SDL Event, like mouse/keyboard input
*/
int HandleEvent(const SDL_Event* ev);
InEventReaction HandleEvent(const SDL_Event* ev);
/**
* Load a GUI XML file into the GUI.

View File

@ -54,7 +54,7 @@ CInput::~CInput()
{
}
int CInput::ManuallyHandleEvent(const SDL_Event* ev)
InEventReaction CInput::ManuallyHandleEvent(const SDL_Event* ev)
{
debug_assert(m_iBufferPos != -1);
@ -83,7 +83,7 @@ int CInput::ManuallyHandleEvent(const SDL_Event* ev)
clipboard_free(text);
}
return EV_HANDLED;
return IN_HANDLED;
}
}
else if (ev->type == SDL_KEYDOWN)
@ -414,7 +414,7 @@ int CInput::ManuallyHandleEvent(const SDL_Event* ev)
{
// If there's a selection, delete if first.
if (cooked == 0)
return EV_PASS; // Important, because we didn't use any key
return IN_PASS; // Important, because we didn't use any key
// check max length
int max_length;
@ -444,7 +444,7 @@ int CInput::ManuallyHandleEvent(const SDL_Event* ev)
}
}
return EV_HANDLED;
return IN_HANDLED;
}
void CInput::HandleMessage(const SGUIMessage &Message)

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@ -80,7 +80,7 @@ protected:
/**
* Handle events manually to catch keyboard inputting.
*/
virtual int ManuallyHandleEvent(const SDL_Event* ev);
virtual InEventReaction ManuallyHandleEvent(const SDL_Event* ev);
// void InsertMessage(const wchar_t* szMessage, ...);
// void InsertChar(const int szChar, const wchar_t cooked);

View File

@ -251,7 +251,7 @@ void CList::HandleMessage(const SGUIMessage &Message)
IGUITextOwner::HandleMessage(Message);
}
int CList::ManuallyHandleEvent(const SDL_Event* ev)
InEventReaction CList::ManuallyHandleEvent(const SDL_Event* ev)
{
int szChar = ev->key.keysym.sym;
@ -289,7 +289,7 @@ int CList::ManuallyHandleEvent(const SDL_Event* ev)
break;
}
return EV_HANDLED;
return IN_HANDLED;
}
void CList::Draw()

View File

@ -84,7 +84,7 @@ protected:
/**
* Handle events manually to catch keyboard inputting.
*/
virtual int ManuallyHandleEvent(const SDL_Event* ev);
virtual InEventReaction ManuallyHandleEvent(const SDL_Event* ev);
/**
* Draws the List box

View File

@ -35,7 +35,7 @@ gee@pyro.nu
#include "GUItext.h"
#include <string>
#include <vector>
#include "lib/input.h" // just for EV_PASS
#include "lib/input.h" // just for IN_PASS
#include "ps/XML/Xeromyces.h"
@ -336,11 +336,11 @@ protected:
*
* Only the object with focus will have this function called.
*
* Returns either EV_PASS or EV_HANDLED. If EV_HANDLED, then
* Returns either IN_PASS or IN_HANDLED. If IN_HANDLED, then
* the key won't be passed on and processed by other handlers.
* This is used for keys that the GUI uses.
*/
virtual int ManuallyHandleEvent(const SDL_Event* UNUSED(ev)) { return EV_PASS; }
virtual InEventReaction ManuallyHandleEvent(const SDL_Event* UNUSED(ev)) { return IN_PASS; }
/**
* Loads a style.

View File

@ -20,9 +20,8 @@
#include "precompiled.h"
#include "input.h"
#include "sdl.h"
#include "lib.h"
#include "input.h"
#include <stdio.h>
#include <stdlib.h>
@ -30,22 +29,21 @@
#define MAX_HANDLERS 8
static EventHandler handler_stack[MAX_HANDLERS];
static InEventHandler handler_stack[MAX_HANDLERS];
static int handler_stack_top = 0;
int in_add_handler(EventHandler handler)
void in_add_handler(InEventHandler handler)
{
debug_assert(handler);
if(handler_stack_top >= MAX_HANDLERS)
{
debug_warn("increase MAX_HANDLERS");
return -1;
// return -1;
}
handler_stack[handler_stack_top++] = handler;
return 0;
}
@ -56,10 +54,10 @@ void dispatch_event(const SDL_Event* event)
{
int ret = handler_stack[i](event);
// .. done, return
if(ret == EV_HANDLED)
if(ret == IN_HANDLED)
return;
// .. next handler
else if(ret == EV_PASS)
else if(ret == IN_PASS)
continue;
// .. invalid return value
else

View File

@ -1,26 +1,25 @@
/*
* 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/
*/
// 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/
#ifndef INPUT_H__
#define INPUT_H__
// note: cannot forward-declare SDL_Event since it is a nameless union.
#include "sdl.h"
#ifdef __cplusplus
@ -28,26 +27,34 @@ extern "C" {
#endif
// event handler return value defs (int).
// don't require an enum type - simplifies user function decl;
// the dispatcher makes sure each return value is correct.
enum
// event handler return values.
enum InEventReaction
{
// (the handlers' return values are checked and these
// 'strange' values might bring errors to light)
// pass the event to the next handler in the chain
EV_PASS = 4,
IN_PASS = 4,
// we've handled it; no other handlers will receive this event.
EV_HANDLED = 2
IN_HANDLED = 2
};
// declare functions to take SDL_Event*; in_add_handler converts to void*
// (avoids header dependency on SDL)
typedef int (*EventHandler)(const SDL_Event*);
typedef InEventReaction (*InEventHandler)(const SDL_Event*);
enum InEventOrder
{
// this handler will be added to the front of the queue -
// it'll be called first (unless another IN_FIRST is registered).
IN_FIRST,
IN_LAST
};
// register an input handler, which will receive all subsequent events first.
// events are passed to other handlers if handler returns EV_PASS.
extern int in_add_handler(EventHandler handler);
// events are passed to other handlers if handler returns IN_PASS.
extern void in_add_handler(InEventHandler handler);
// send event to each handler (newest first) until one returns true
extern void in_dispatch_event(const SDL_Event* event);

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@ -45,7 +45,7 @@ void kill_mainloop();
// main app message handler
static int MainInputHandler(const SDL_Event* ev)
static InEventReaction MainInputHandler(const SDL_Event* ev)
{
switch(ev->type)
{
@ -58,11 +58,11 @@ static int MainInputHandler(const SDL_Event* ev)
{
case HOTKEY_EXIT:
kill_mainloop();
return EV_HANDLED;
return IN_HANDLED;
case HOTKEY_SCREENSHOT:
WriteScreenshot("png");
return EV_HANDLED;
return IN_HANDLED;
default:
break;
@ -70,7 +70,7 @@ static int MainInputHandler(const SDL_Event* ev)
break;
}
return EV_PASS;
return IN_PASS;
}

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@ -6,7 +6,6 @@
#include "Pyrogenesis.h"
#include "sysdep/sysdep.h"
#include "input.h"
#include "Hotkey.h"
#include "scripting/ScriptingHost.h"
#include "MathUtil.h"
@ -627,20 +626,18 @@ void CConsole::ReceivedChatMessage(const wchar_t *szSender, const wchar_t *szMes
InsertMessage(L"%ls: %ls", szSender, szMessage);
}
#include "sdl.h"
extern CConsole* g_Console;
extern void Die(int err, const wchar_t* fmt, ...);
int conInputHandler(const SDL_Event* ev)
InEventReaction conInputHandler(const SDL_Event* ev)
{
if( ev->type == SDL_HOTKEYDOWN )
{
if( ev->user.code == HOTKEY_CONSOLE_TOGGLE )
{
g_Console->ToggleVisible();
return( EV_HANDLED );
return( IN_HANDLED );
}
else if( ev->user.code == HOTKEY_CONSOLE_COPY )
{
@ -660,12 +657,12 @@ int conInputHandler(const SDL_Event* ev)
}
if( ev->type != SDL_KEYDOWN)
return EV_PASS;
return IN_PASS;
SDLKey sym = ev->key.keysym.sym;
if(!g_Console->IsActive())
return EV_PASS;
return IN_PASS;
// Stop unprintable characters (ctrl+, alt+ and escape),
// also prevent ` and/or ~ appearing in console every time it's toggled.
@ -679,5 +676,5 @@ int conInputHandler(const SDL_Event* ev)
!hotkeys[HOTKEY_CONSOLE_TOGGLE] )
g_Console->InsertChar(sym, (wchar_t)ev->key.keysym.unicode );
return EV_PASS;
return IN_PASS;
}

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@ -18,13 +18,9 @@
#include "lib/res/graphics/unifont.h"
#include "ogl.h"
#include "lib.h"
#include "sdl.h"
#include "CStr.h"
// note: cannot forward declare SDL_Event since it is a nameless union
// in the standard SDL library and a nameless struct in wsdl, so
// include the full SDL header instead.
#include "lib/sdl.h"
#include "lib/input.h"
#ifndef CCONSOLE_H
#define CCONSOLE_H
@ -122,6 +118,6 @@ public:
extern CConsole* g_Console;
extern int conInputHandler(const SDL_Event* ev);
extern InEventReaction conInputHandler(const SDL_Event* ev);
#endif

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@ -950,7 +950,7 @@ void Init(int argc, char* argv[], bool setup_videomode, bool setup_gui)
// Check for heap corruption after every allocation. Very, very slowly.
// (And it highlights the allocation just after the one you care about,
// so you need to run it again and tell it to break on the one before.)
// debug_heap_enable(DEBUG_HEAP_ALL);
//debug_heap_enable(DEBUG_HEAP_ALL);
InitInput();

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@ -15,7 +15,7 @@ bool g_mouse_buttons[5];
// updates the state of the above; never swallows messages.
int GlobalsInputHandler(const SDL_Event* ev)
InEventReaction GlobalsInputHandler(const SDL_Event* ev)
{
int c;
@ -23,12 +23,12 @@ int GlobalsInputHandler(const SDL_Event* ev)
{
case SDL_ACTIVEEVENT:
g_active = (ev->active.gain != 0);
return EV_PASS;
return IN_PASS;
case SDL_MOUSEMOTION:
g_mouse_x = ev->motion.x;
g_mouse_y = ev->motion.y;
return EV_PASS;
return IN_PASS;
case SDL_KEYDOWN:
case SDL_KEYUP:
@ -41,7 +41,7 @@ int GlobalsInputHandler(const SDL_Event* ev)
// spoofs keys (it assigns values starting from SDLK_LAST)
//debug_warn("invalid key");
}
return EV_PASS;
return IN_PASS;
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
@ -50,10 +50,10 @@ int GlobalsInputHandler(const SDL_Event* ev)
g_mouse_buttons[c] = (ev->type == SDL_MOUSEBUTTONDOWN);
else
debug_warn("invalid mouse button");
return EV_PASS;
return IN_PASS;
default:
return EV_PASS;
return IN_PASS;
}
UNREACHABLE;

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@ -7,4 +7,4 @@ extern int g_mouse_x, g_mouse_y;
// (order is given by SDL_BUTTON_* constants).
extern bool g_mouse_buttons[5];
extern int GlobalsInputHandler(const SDL_Event* ev);
extern InEventReaction GlobalsInputHandler(const SDL_Event* ev);

View File

@ -309,7 +309,7 @@ void hotkeyRegisterGUIObject( const CStr& objName, const CStr& hotkeyName )
boundTo.push_back( objName );
}
int hotkeyInputHandler( const SDL_Event* ev )
InEventReaction hotkeyInputHandler( const SDL_Event* ev )
{
int keycode;
@ -324,7 +324,7 @@ int hotkeyInputHandler( const SDL_Event* ev )
keycode = SDLK_LAST + (int)ev->button.button;
break;
default:
return( EV_PASS );
return( IN_PASS );
}
// Somewhat hackish:
@ -580,7 +580,7 @@ int hotkeyInputHandler( const SDL_Event* ev )
}
}
return( EV_PASS );
return( IN_PASS );
}

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@ -18,8 +18,8 @@
// - Add some bindings to the config file.
#include "precompiled.h"
#include "sdl.h"
#include "CStr.h"
#include "lib/input.h"
const int SDL_HOTKEYDOWN = SDL_USEREVENT;
const int SDL_HOTKEYUP = SDL_USEREVENT + 1;
@ -103,7 +103,7 @@ enum
};
void loadHotkeys();
int hotkeyInputHandler( const SDL_Event* ev );
InEventReaction hotkeyInputHandler( const SDL_Event* ev );
void hotkeyRegisterGUIObject( const CStr& objName, const CStr& hotkeyName );
void initKeyNameMap();

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@ -825,10 +825,10 @@ void MouseButtonUpHandler(const SDL_Event *ev, int clicks)
}
}
int interactInputHandler( const SDL_Event* ev )
InEventReaction interactInputHandler( const SDL_Event* ev )
{
if (!g_active || !g_Game)
return EV_PASS;
return IN_PASS;
CGameView *pView=g_Game->GetView();
//CCamera *pCamera=pView->GetCamera();
@ -853,7 +853,7 @@ int interactInputHandler( const SDL_Event* ev )
static bool right_button_down = false;
if (customSelectionMode && ev->type != SDL_MOUSEBUTTONUP)
return EV_PASS;
return IN_PASS;
switch( ev->type )
{
@ -895,12 +895,12 @@ int interactInputHandler( const SDL_Event* ev )
else
g_Selection.loadGroup( id );
}
return( EV_HANDLED );
return( IN_HANDLED );
}
return( EV_PASS );
return( IN_PASS );
}
return( EV_HANDLED );
return( IN_HANDLED );
case SDL_HOTKEYUP:
switch( ev->user.code )
{
@ -912,9 +912,9 @@ int interactInputHandler( const SDL_Event* ev )
g_Mouseover.m_viewall = false;
break;
default:
return( EV_PASS );
return( IN_PASS );
}
return( EV_HANDLED );
return( IN_HANDLED );
case SDL_MOUSEBUTTONUP:
{
int button = SDL_BUTTON_TO_INDEX(ev->button.button);
@ -971,7 +971,7 @@ int interactInputHandler( const SDL_Event* ev )
}
break;
}
return( EV_PASS );
return( IN_PASS );
}
bool isOnScreen( CEntity* ev, void* UNUSED(userdata) )

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@ -150,7 +150,7 @@ bool isOnScreen( CEntity* ev, void* userdata );
void StartCustomSelection();
void ResetInteraction();
int interactInputHandler( const SDL_Event* ev );
InEventReaction interactInputHandler( const SDL_Event* ev );
#define g_Selection CSelectedEntities::GetSingleton()
#define g_Mouseover CMouseoverEntities::GetSingleton()

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@ -164,7 +164,7 @@ void RenderProfile()
glPopMatrix();
}
int profilehandler( const SDL_Event* ev )
InEventReaction profilehandler( const SDL_Event* ev )
{
switch( ev->type )
{
@ -186,15 +186,15 @@ int profilehandler( const SDL_Event* ev )
if( (*it)->CanExpand() && !k )
{
currentNode = (*it);
return( EV_HANDLED );
return( IN_HANDLED );
}
for( it = currentNode->GetScriptChildren()->begin(); it != currentNode->GetScriptChildren()->end(); it++, k-- )
if( (*it)->CanExpand() && !k )
{
currentNode = (*it);
return( EV_HANDLED );
return( IN_HANDLED );
}
return( EV_HANDLED );
return( IN_HANDLED );
}
}
break;
@ -203,9 +203,9 @@ int profilehandler( const SDL_Event* ev )
if( ev->user.code == HOTKEY_PROFILE_TOGGLE )
{
profileVisible = !profileVisible;
return( EV_HANDLED );
return( IN_HANDLED );
}
break;
}
return( EV_PASS );
return( IN_PASS );
}

View File

@ -9,6 +9,6 @@
void ResetProfileViewer();
void RenderProfile();
int profilehandler( const SDL_Event* ev );
InEventReaction profilehandler( const SDL_Event* ev );
#endif