1
1
forked from 0ad/0ad
0ad/source/ps/Globals.cpp
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

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;
}