wraitii
369c2e8801
GUIObjectBase is made a IGUIObject* to avoid including those headers un-necessarily. Subsequent diffs ought to clean up the various of pointers for that with a similar type with reference semantics. Also: - Add standard C and C++ headers (mostly cstring for memcpy, string and vector) where needed. - Swap out some includes for forward declarations - Clean up un-necessary boost includes in precompiled and other headers. - Clean up precompiled headers, including fewer things. - Move ACPI to the windows-specific folder as it's included there only and mostly specific to that platform. Thanks Stan for the testing. Differential Revision: https://code.wildfiregames.com/D3129 This was SVN commit r24352.
95 lines
2.5 KiB
C++
95 lines
2.5 KiB
C++
/* Copyright (C) 2020 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.
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*/
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#include "precompiled.h"
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#include "input.h"
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#include "lib/external_libraries/libsdl.h"
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#include <list>
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#include <stdio.h>
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#include <stdlib.h>
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const size_t MAX_HANDLERS = 9;
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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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static std::list<SDL_Event_> priority_events;
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void in_add_handler(InHandler handler)
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{
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ENSURE(handler);
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if(handler_stack_top >= MAX_HANDLERS)
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WARN_IF_ERR(ERR::LIMIT);
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handler_stack[handler_stack_top++] = handler;
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}
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void in_reset_handlers()
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{
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handler_stack_top = 0;
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}
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// send ev to each handler until one returns IN_HANDLED
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void in_dispatch_event(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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ENSURE(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_WARN_ERR(ERR::LOGIC); // invalid handler return value
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}
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}
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void in_push_priority_event(const SDL_Event_* event)
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{
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priority_events.push_back(*event);
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}
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int in_poll_priority_event(SDL_Event_* event)
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{
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if (priority_events.empty())
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return 0;
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*event = priority_events.front();
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priority_events.pop_front();
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return 1;
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}
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int in_poll_event(SDL_Event_* event)
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{
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return in_poll_priority_event(event) ? 1 : SDL_PollEvent(&event->ev);
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}
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