179 lines
3.6 KiB
C++
179 lines
3.6 KiB
C++
/* Copyright (c) 2010 Wildfire Games
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*
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* Permission is hereby granted, free of charge, to any person obtaining
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* a copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sublicense, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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/*
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* SDL input redirector; dispatches to multiple handlers and allows
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* record/playback of evs.
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*/
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#include "precompiled.h"
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#include "input.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include "lib/external_libraries/sdl.h"
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const size_t MAX_HANDLERS = 8;
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static InHandler handler_stack[MAX_HANDLERS];
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static size_t handler_stack_top = 0;
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void in_add_handler(InHandler handler)
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{
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debug_assert(handler);
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if(handler_stack_top >= MAX_HANDLERS)
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WARN_ERR_RETURN(ERR::LIMIT);
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handler_stack[handler_stack_top++] = handler;
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}
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// send ev to each handler until one returns IN_HANDLED
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static void dispatch_ev(const SDL_Event_* ev)
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{
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for(int i = (int)handler_stack_top-1; i >= 0; i--)
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{
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debug_assert(handler_stack[i] && ev);
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InReaction ret = handler_stack[i](ev);
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// .. done, return
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if(ret == IN_HANDLED)
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return;
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// .. next handler
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else if(ret == IN_PASS)
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continue;
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// .. invalid return value
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else
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debug_assert(0); // invalid handler return value
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}
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}
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//-----------------------------------------------------------------------------
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static enum
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{
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INIT, // first call to in_record() or in_playback(): register cleanup routine
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IDLE,
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RECORD,
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PLAYBACK
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}
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state = INIT;
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static FILE* f;
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u32 game_ticks;
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static u32 time_adjust = 0;
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static u32 next_ev_time;
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void in_stop()
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{
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if(f)
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{
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fclose(f);
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f = 0;
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}
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state = IDLE;
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}
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LibError in_record(const char* fn)
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{
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if(state == INIT)
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atexit(in_stop);
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in_stop();
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f = fopen(fn, "wb");
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if(!f)
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WARN_RETURN(ERR::FAIL);
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fwrite(&game_ticks, sizeof(u32), 1, f);
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state = RECORD;
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return INFO::OK;
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}
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LibError in_playback(const char* fn)
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{
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if(state == INIT)
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atexit(in_stop);
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in_stop();
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f = fopen(fn, "rb");
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if(!f)
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WARN_RETURN(ERR::FAIL);
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u32 rec_start_time;
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fread(&rec_start_time, sizeof(u32), 1, f);
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time_adjust = game_ticks-rec_start_time;
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fread(&next_ev_time, sizeof(u32), 1, f);
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next_ev_time += time_adjust;
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state = PLAYBACK;
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return INFO::OK;
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}
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void in_dispatch_event(const SDL_Event_* ev)
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{
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if(state == RECORD)
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{
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fwrite(&game_ticks, sizeof(u32), 1, f);
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fwrite(ev, sizeof(SDL_Event_), 1, f);
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}
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dispatch_ev(ev);
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}
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void in_dispatch_recorded_events()
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{
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SDL_Event_ ev;
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while(state == PLAYBACK && next_ev_time <= game_ticks)
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{
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fread(&ev, sizeof(SDL_Event_), 1, f);
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// do this before dispatch_ev(),
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// in case a handler calls in_stop() (setting f to 0)
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if(!fread(&next_ev_time, sizeof(u32), 1, f))
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{
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in_stop();
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exit(0x73c07d);
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// TODO: 'disconnect'?
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}
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next_ev_time += time_adjust;
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in_dispatch_event(&ev);
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}
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}
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