0ad/source/lib/input.cpp

179 lines
3.6 KiB
C++

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