mirror of
https://github.com/jmarshall23/CnC_Remastered_Collection.git
synced 2026-08-11 23:50:51 +02:00
Revert "Merge branch 'master' into master"
This reverts commitb91fab3474, reversing changes made to78812727c7.
This commit is contained in:
+5
-6
@@ -8,12 +8,11 @@
|
||||
/fonts
|
||||
/sound
|
||||
/ui
|
||||
/*.mix
|
||||
/*.pal
|
||||
/*.ini
|
||||
/*.exe
|
||||
/*.ilk
|
||||
/*.MIX
|
||||
/*.PAL
|
||||
/*.INI
|
||||
/*.DAT
|
||||
/SAVEGAME*
|
||||
/*.dat
|
||||
/savegame*
|
||||
|
||||
/cache
|
||||
|
||||
+1
-3
@@ -11,8 +11,6 @@ set(CMAKE_VERBOSE_MAKEFILE ON)
|
||||
set(src_io
|
||||
./redalert/io/userinput.cpp
|
||||
./redalert/io/userinput.h
|
||||
./redalert/io/eventqueue.h
|
||||
./redalert/io/eventqueue.cpp
|
||||
)
|
||||
|
||||
set(src_win32lib
|
||||
@@ -742,4 +740,4 @@ if (UNIX)
|
||||
set_target_properties(RedAlert PROPERTIES OUTPUT_NAME "RedAlert" RUNTIME_OUTPUT_DIRECTORY "${CMAKE_SOURCE_DIR}/.." )
|
||||
endif(UNIX)
|
||||
|
||||
target_include_directories(RedAlert PRIVATE ./external/xml/;./external/devil/;./external/;./redalert/win32lib;./redalert/io;./external/lua/;./external/imgui;./external/dxsdk/Include;./external/ffmpeg-win32/include;./external/sdl2/include;./win32lib;./external/openal/include)
|
||||
target_include_directories(RedAlert PRIVATE ./external/xml/;./external/devil/;./external/;./redalert/win32lib;./external/lua/;./external/imgui;./external/dxsdk/Include;./external/ffmpeg-win32/include;./external/sdl2/include;./win32lib;./external/openal/include)
|
||||
@@ -743,7 +743,7 @@ void Keyboard_Process(KeyNumType & input)
|
||||
** Center the map about the construction yard or construction vehicle
|
||||
** if one is present.
|
||||
*/
|
||||
if (key != 0 && key == Options.KeyBase) {
|
||||
if (key != 0 && key == VK_H) {
|
||||
Unselect_All();
|
||||
if (PlayerPtr->CurBuildings) {
|
||||
for (index = 0; index < Buildings.Count(); index++) {
|
||||
@@ -875,19 +875,19 @@ void Keyboard_Process(KeyNumType & input)
|
||||
** Scrolls the tactical map in the direction specified.
|
||||
*/
|
||||
int distance = CELL_LEPTON_W;
|
||||
if (key != 0 && key == KN_LEFT) {
|
||||
if (key != 0 && key == VK_LEFT) {
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||||
Map.Scroll_Map(DIR_W, distance, true);
|
||||
input = KN_NONE;
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||||
}
|
||||
if (key != 0 && key == KN_RIGHT) {
|
||||
if (key != 0 && key == VK_RIGHT) {
|
||||
Map.Scroll_Map(DIR_E, distance, true);
|
||||
input = KN_NONE;
|
||||
}
|
||||
if (key != 0 && key == KN_UP) {
|
||||
if (key != 0 && key == VK_UP) {
|
||||
Map.Scroll_Map(DIR_N, distance, true);
|
||||
input = KN_NONE;
|
||||
}
|
||||
if (key != 0 && key == KN_DOWN) {
|
||||
if (key != 0 && key == VK_DOWN) {
|
||||
Map.Scroll_Map(DIR_S, distance, true);
|
||||
input = KN_NONE;
|
||||
}
|
||||
|
||||
@@ -275,7 +275,7 @@ class DisplayClass: public MapClass
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||||
*/
|
||||
class TacticalClass : public GadgetClass {
|
||||
public:
|
||||
TacticalClass(void) : GadgetClass(0,0,0,0,KEYBOARD|LEFTPRESS|LEFTRELEASE|LEFTHELD|LEFTUP|RIGHTPRESS,true) {};
|
||||
TacticalClass(void) : GadgetClass(0,0,0,0,LEFTPRESS|LEFTRELEASE|LEFTHELD|LEFTUP|RIGHTPRESS,true) {};
|
||||
|
||||
int Selection_At_Mouse(unsigned flags, KeyNumType & key);
|
||||
int Command_Object(unsigned flags, KeyNumType & key);
|
||||
|
||||
+48
-21
@@ -253,8 +253,39 @@ int EditClass::Action(unsigned flags, KeyNumType & key)
|
||||
} else {
|
||||
#ifdef WIN32
|
||||
|
||||
//KeyASCIIType ascii = (KeyASCIIType)(Keyboard->To_ASCII(key) & 0xff);
|
||||
Handle_Key(key, flags);
|
||||
KeyASCIIType ascii = (KeyASCIIType)(Keyboard->To_ASCII(key) & 0xff);
|
||||
|
||||
/*
|
||||
** Allow numeric keypad presses to map to ascii numbers
|
||||
*/
|
||||
if ((key & WWKEY_VK_BIT) && ascii >='0' && ascii <= '9') {
|
||||
|
||||
key = (KeyNumType)(key & ~WWKEY_VK_BIT);
|
||||
if ( (!(flags & LEFTRELEASE)) && (!(flags & RIGHTRELEASE))) {
|
||||
if (Handle_Key (ascii) ) {
|
||||
flags &= ~KEYBOARD;
|
||||
key = KN_NONE;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
/*
|
||||
** Filter out all special keys except return and backspace
|
||||
*/ if ((!(key & WWKEY_VK_BIT) && ascii >= ' ' && ascii <= 255)
|
||||
|| key == KN_RETURN || key == KN_BACKSPACE) {
|
||||
|
||||
|
||||
|
||||
if ((!(flags & LEFTRELEASE)) && (!(flags & RIGHTRELEASE))) {
|
||||
if (Handle_Key(Keyboard->To_ASCII(key))) {
|
||||
flags &= ~KEYBOARD;
|
||||
key = KN_NONE;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
flags &= ~KEYBOARD;
|
||||
key = KN_NONE;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#else //WIN32
|
||||
@@ -343,11 +374,11 @@ void EditClass::Draw_Text(char const * text)
|
||||
* HISTORY: *
|
||||
* 01/21/1995 JLB : Created. *
|
||||
*=============================================================================================*/
|
||||
bool EditClass::Handle_Key(KeyNumType key, unsigned flags)
|
||||
bool EditClass::Handle_Key(KeyASCIIType ascii)
|
||||
{
|
||||
unsigned rawKey = key & 0xff;
|
||||
unsigned char testAscii = (unsigned char)ascii;
|
||||
|
||||
switch (rawKey) {
|
||||
switch (ascii) {
|
||||
/*
|
||||
** Handle the special case of a non-keyboard event. It is possible that this
|
||||
** key code might be passed to this routine if this routine has been overridden
|
||||
@@ -356,7 +387,6 @@ bool EditClass::Handle_Key(KeyNumType key, unsigned flags)
|
||||
case 0:
|
||||
break;
|
||||
|
||||
|
||||
/*
|
||||
** If the return key is pressed, then remove the focus from this edit
|
||||
** gadget but otherwise let the normal gadget processing proceed. This
|
||||
@@ -364,14 +394,14 @@ bool EditClass::Handle_Key(KeyNumType key, unsigned flags)
|
||||
** so that the controlling program will know that the text can be
|
||||
** processed.
|
||||
*/
|
||||
case KN_RETURN:
|
||||
case KA_RETURN:
|
||||
Clear_Focus();
|
||||
return(false);
|
||||
|
||||
/*
|
||||
** When the BACKSPACE key is pressed, remove the last character in the edit string.
|
||||
*/
|
||||
case KN_BACKSPACE:
|
||||
case KA_BACKSPACE:
|
||||
if (Length) {
|
||||
Length--;
|
||||
String[Length] = '\0';
|
||||
@@ -384,13 +414,11 @@ bool EditClass::Handle_Key(KeyNumType key, unsigned flags)
|
||||
** if it can legally be added to the edit string and do so if possible.
|
||||
*/
|
||||
default:
|
||||
unsigned char keyAscii = UserInput.KeyB.ASCII;
|
||||
if (key & KN_SHIFT_BIT || key & KN_CAPSLOCK_BIT) keyAscii = toupper(keyAscii);
|
||||
|
||||
/*
|
||||
** Don't add a character if the length is greater than edit width.
|
||||
*/
|
||||
if (((int)String_Pixel_Width(String) + (int)Char_Pixel_Width(keyAscii) ) >= (Width-2)) {
|
||||
if (((int)String_Pixel_Width(String) + (int)Char_Pixel_Width(testAscii) ) >= (Width-2)) {
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -403,21 +431,21 @@ bool EditClass::Handle_Key(KeyNumType key, unsigned flags)
|
||||
** Invisible characters are never added to the string. This is
|
||||
** especially true for spaces at the beginning of the string.
|
||||
*/
|
||||
if (!isgraph(keyAscii) && keyAscii != ' ') break;
|
||||
if (keyAscii == ' ' && Length == 0) break;
|
||||
if (!isgraph(testAscii) && testAscii != ' ') break;
|
||||
if (testAscii == ' ' && Length == 0) break;
|
||||
|
||||
/*
|
||||
** If this is an upper case only edit gadget, then force the alphabetic
|
||||
** character to upper case.
|
||||
*/
|
||||
if ((EditFlags & UPPERCASE) && isalpha(keyAscii)) {
|
||||
rawKey = (KeyASCIIType)toupper(keyAscii);
|
||||
if ((EditFlags & UPPERCASE) && isalpha(testAscii)) {
|
||||
testAscii = (KeyASCIIType)toupper(testAscii);
|
||||
}
|
||||
|
||||
if ((!(EditFlags & NUMERIC) || !isdigit(keyAscii)) &&
|
||||
(!(EditFlags & ALPHA) || !isalpha(keyAscii)) &&
|
||||
(!(EditFlags & MISC) || isalnum(keyAscii)) &&
|
||||
rawKey != ' ') {
|
||||
if ((!(EditFlags & NUMERIC) || !isdigit(testAscii)) &&
|
||||
(!(EditFlags & ALPHA) || !isalpha(testAscii)) &&
|
||||
(!(EditFlags & MISC) || isalnum(testAscii)) &&
|
||||
testAscii != ' ') {
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -427,9 +455,8 @@ bool EditClass::Handle_Key(KeyNumType key, unsigned flags)
|
||||
** because the event flag has been cleared. This prevents the gadget's ID
|
||||
** number from being returned just because the gadget has been edited.
|
||||
*/
|
||||
String[Length++] = keyAscii;
|
||||
String[Length++] = testAscii;
|
||||
String[Length] = '\0';
|
||||
|
||||
Flag_To_Redraw();
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -91,7 +91,7 @@ class EditClass : public ControlClass
|
||||
virtual int Action (unsigned flags, KeyNumType &key);
|
||||
virtual void Draw_Background(void);
|
||||
virtual void Draw_Text(char const * text);
|
||||
virtual bool Handle_Key(KeyNumType ascii, unsigned flags);
|
||||
virtual bool Handle_Key(KeyASCIIType ascii);
|
||||
|
||||
private:
|
||||
int IsReadOnly;
|
||||
|
||||
@@ -162,7 +162,6 @@ extern PKey SlowKey;
|
||||
extern RulesClass Rule;
|
||||
extern KeyboardClass * Keyboard;
|
||||
extern UserInputClass UserInput;
|
||||
extern EventQueueClass EventQueue;
|
||||
extern RandomStraw CryptRandom;
|
||||
extern RandomClass NonCriticalRandomNumber;
|
||||
extern CarryoverClass * Carryover;
|
||||
|
||||
@@ -200,8 +200,7 @@ struct NoInitClass {
|
||||
#endif
|
||||
|
||||
#include "key.h"
|
||||
#include "io/userinput.h"
|
||||
#include "io/eventqueue.h"
|
||||
#include "io/UserInput.h"
|
||||
|
||||
#include <wwlib32.h>
|
||||
#include "mpu.h"
|
||||
|
||||
+77
-21
@@ -471,9 +471,7 @@ void GadgetClass::Draw_All(bool forced)
|
||||
*=========================================================================*/
|
||||
KeyNumType GadgetClass::Input(void)
|
||||
{
|
||||
EventMessage eventMessage;
|
||||
KeyNumType key = KN_NONE;
|
||||
int flags = 0;
|
||||
KeyNumType key;
|
||||
int forced = false;
|
||||
|
||||
/*
|
||||
@@ -490,13 +488,77 @@ KeyNumType GadgetClass::Input(void)
|
||||
/*
|
||||
** Fetch any pending keyboard input.
|
||||
*/
|
||||
UserInput.Process_Input(key, flags);
|
||||
|
||||
if (EventQueue.Check()) {
|
||||
eventMessage = EventQueue.Get();
|
||||
eventMessage.Key_Flags(key, flags);
|
||||
key = Keyboard->Check();
|
||||
if (key != 0) {
|
||||
key = Keyboard->Get();
|
||||
}
|
||||
|
||||
/*
|
||||
** For mouse button clicks, the mouse position is actually held in the MouseQ...
|
||||
** globals rather than their normal Mouse... globals. This is because we need to
|
||||
** know the position of the mouse at the exact instant when the click occurred
|
||||
** rather the the mouse position at the time we get around to this function.
|
||||
*/
|
||||
// jmarshall
|
||||
UserInput.Process_Input( g_globalKeyNumType, g_globalKeyFlags);
|
||||
int flags = g_globalKeyFlags;
|
||||
// jmarshall end
|
||||
|
||||
/*
|
||||
** Set the mouse button state flags. These will be passed to the individual
|
||||
** buttons so that they can determine what action to perform (if any).
|
||||
*/
|
||||
//if (key) {
|
||||
// if (key == KN_LMOUSE) {
|
||||
// flags |= LEFTPRESS;
|
||||
// }
|
||||
// if (key == KN_RMOUSE) {
|
||||
// flags |= RIGHTPRESS;
|
||||
// }
|
||||
// if (key == (KN_LMOUSE | KN_RLSE_BIT)) {
|
||||
// flags |= LEFTRELEASE;
|
||||
// }
|
||||
// if (key == (KN_RMOUSE | KN_RLSE_BIT)) {
|
||||
// flags |= RIGHTRELEASE;
|
||||
// }
|
||||
//}
|
||||
|
||||
/*
|
||||
** If the mouse wasn't responsible for this key code, then it must be from
|
||||
** the keyboard. Flag this fact.
|
||||
*/
|
||||
if (key && !flags) {
|
||||
flags |= KEYBOARD;
|
||||
}
|
||||
|
||||
/*
|
||||
** Mouse button up or down action is ignored if there is a keyboard event. This
|
||||
** allows keyboard events to fall through normally even if the mouse is over a
|
||||
** gadget that is flagged for LEFTUP or RIGHTUP.
|
||||
*/
|
||||
// jmarshall
|
||||
//if (!key) {
|
||||
//
|
||||
// /*
|
||||
// ** Check for the mouse being held down. We can't use the normal input system
|
||||
// ** for this, so we must examine the actual current state of the mouse
|
||||
// ** buttons. As a side note, if we determine that the mouse button isn't being
|
||||
// ** held down, then we automatically know that it must be up -- set the flag
|
||||
// ** accordingly.
|
||||
// */
|
||||
// if (Keyboard->Down(KN_LMOUSE)) {
|
||||
// flags |= LEFTHELD;
|
||||
// } else {
|
||||
// flags |= LEFTUP;
|
||||
// }
|
||||
// if (Keyboard->Down(KN_RMOUSE)) {
|
||||
// flags |= RIGHTHELD;
|
||||
// } else {
|
||||
// flags |= RIGHTUP;
|
||||
// }
|
||||
//}
|
||||
// jmarshall end
|
||||
|
||||
/*
|
||||
** If "sticky" processing is active, then only process the stuck gadget.
|
||||
*/
|
||||
@@ -504,35 +566,30 @@ KeyNumType GadgetClass::Input(void)
|
||||
StuckOn->Draw_Me(false);
|
||||
GadgetClass * oldstuck = StuckOn;
|
||||
StuckOn->Clicked_On(key, flags, UserInput.Mouse.X, UserInput.Mouse.Y);
|
||||
|
||||
if (StuckOn)
|
||||
{
|
||||
if (StuckOn) {
|
||||
StuckOn->Draw_Me(false);
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
oldstuck->Draw_Me(false);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
|
||||
/*
|
||||
** If there is a gadget that has the keyboard focus, then route all keyboard
|
||||
** events to it.
|
||||
*/
|
||||
if (Focused && eventMessage.EventType == EventMessageType::EVENT_KEYBOARD) {
|
||||
if (Focused && (flags & KEYBOARD)) {
|
||||
Focused->Draw_Me(false);
|
||||
Focused->Clicked_On(key, flags, UserInput.Mouse.X, UserInput.Mouse.Y);
|
||||
if (Focused) {
|
||||
Focused->Draw_Me(false);
|
||||
}
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
|
||||
/*
|
||||
** Sweep through all the buttons in the chain and pass the current button state
|
||||
** and keyboard input data to them. These routines will detect whether they should
|
||||
** perform some action and return a flag to this effect. They also have the option
|
||||
** of changing the key value so that an appropriate return value is used for this
|
||||
** of changing the key value so that an appropriate return value is use for this
|
||||
** processing routine.
|
||||
*/
|
||||
GadgetClass * next_button = this;
|
||||
@@ -564,7 +621,6 @@ KeyNumType GadgetClass::Input(void)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return(key);
|
||||
}
|
||||
|
||||
|
||||
@@ -257,7 +257,6 @@ RulesClass Rule;
|
||||
** user input class pointer.
|
||||
*/
|
||||
UserInputClass UserInput;
|
||||
EventQueueClass EventQueue;
|
||||
|
||||
/***************************************************************************
|
||||
** All keyboard input is routed through the object pointed to by this
|
||||
|
||||
@@ -1,157 +0,0 @@
|
||||
#include "../function.h"
|
||||
#include "eventqueue.h"
|
||||
|
||||
/*
|
||||
Clears the event queue and frees memory
|
||||
*/
|
||||
void EventQueueClass::Clear()
|
||||
{
|
||||
while (this->eventQueue.size() > 0) {
|
||||
this->eventQueue.pop();
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
Inserts a new event message event into the FIFO buffer.
|
||||
*/
|
||||
void EventQueueClass::Put(EventMessage input)
|
||||
{
|
||||
if ( Is_Buffer_Full() ) return;
|
||||
this->eventQueue.push( input );
|
||||
}
|
||||
|
||||
/*
|
||||
Check if the buffer contains an element
|
||||
*/
|
||||
bool EventQueueClass::Check() const
|
||||
{
|
||||
return !this->Is_Buffer_Empty();
|
||||
}
|
||||
|
||||
/*
|
||||
Get the first (unprocessed) element in the event queue
|
||||
*/
|
||||
EventMessage EventQueueClass::Get()
|
||||
{
|
||||
// wait for buffer
|
||||
while( !this->Check() ) { }
|
||||
|
||||
EventMessage returnVal = this->eventQueue.front();
|
||||
this->eventQueue.pop();
|
||||
|
||||
return returnVal;
|
||||
}
|
||||
|
||||
/*
|
||||
Returns ASCII value of the key in the buffer
|
||||
*/
|
||||
char EventQueueClass::Get_ASCII()
|
||||
{
|
||||
// get the last key from the buffer
|
||||
EventMessage eventMessage = this->Get();
|
||||
return eventMessage.Keyboard.ASCII;
|
||||
}
|
||||
|
||||
EventMessage::EventMessage(KeyNumType key, char ascii, bool shift, bool alt, bool control, bool capsLock) {
|
||||
this->Clear();
|
||||
|
||||
this->Valid = true;
|
||||
this->EventType = EventMessageType::EVENT_KEYBOARD;
|
||||
|
||||
this->Keyboard.Key = key;
|
||||
this->Keyboard.Shift = shift;
|
||||
this->Keyboard.Alt = alt;
|
||||
this->Keyboard.Control = control;
|
||||
this->Keyboard.CapsLock = capsLock;
|
||||
this->Keyboard.ASCII = ascii;
|
||||
}
|
||||
|
||||
EventMessage::EventMessage(int x, int y, unsigned short button, MouseButtonState buttonState)
|
||||
{
|
||||
this->Clear();
|
||||
|
||||
this->Valid = true;
|
||||
this->EventType = EventMessageType::EVENT_MOUSE;
|
||||
|
||||
this->Mouse.x = x;
|
||||
this->Mouse.y = y;
|
||||
this->Mouse.Button = button;
|
||||
this->Mouse.ButtonState = buttonState;
|
||||
|
||||
this->Flags = 0;
|
||||
|
||||
if (buttonState == MouseButtonState::MOUSE_BUTTON_UP) {
|
||||
this->Flags = (button == KN_LMOUSE) ? GadgetClass::LEFTUP : GadgetClass::RIGHTUP;
|
||||
}
|
||||
|
||||
if (buttonState == MouseButtonState::MOUSE_BUTTON_DOWN) {
|
||||
this->Flags = (button == KN_LMOUSE) ? GadgetClass::LEFTPRESS : GadgetClass::RIGHTPRESS;
|
||||
}
|
||||
|
||||
if (buttonState == MouseButtonState::MOUSE_BUTTON_HOLD) {
|
||||
this->Flags = (button == KN_LMOUSE) ? GadgetClass::LEFTHELD : GadgetClass::RIGHTHELD;
|
||||
}
|
||||
|
||||
if (buttonState == MouseButtonState::MOUSE_BUTTON_RELEASE) {
|
||||
this->Flags = (button == KN_LMOUSE) ? GadgetClass::LEFTRELEASE : GadgetClass::RIGHTRELEASE;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void EventMessage::Key_Flags(KeyNumType& key, int& flags)
|
||||
{
|
||||
if (this->EventType == EventMessageType::EVENT_KEYBOARD)
|
||||
{
|
||||
flags = this->Flags;
|
||||
flags |= GadgetClass::KEYBOARD;
|
||||
|
||||
unsigned short outputKey = this->Keyboard.Key;
|
||||
|
||||
if (this->Keyboard.Shift) outputKey |= KN_SHIFT_BIT;
|
||||
if (this->Keyboard.Alt) outputKey |= KN_ALT_BIT;
|
||||
if (this->Keyboard.Control) outputKey |= KN_CTRL_BIT;
|
||||
|
||||
key = (KeyNumType)outputKey;
|
||||
}
|
||||
|
||||
if (this->EventType == EventMessageType::EVENT_MOUSE)
|
||||
{
|
||||
key = (KeyNumType)this->Mouse.Button;
|
||||
|
||||
if (key == KN_LMOUSE) {
|
||||
switch (this->Mouse.ButtonState)
|
||||
{
|
||||
case MouseButtonState::MOUSE_BUTTON_UP:
|
||||
flags = GadgetClass::LEFTUP;
|
||||
break;
|
||||
case MouseButtonState::MOUSE_BUTTON_DOWN:
|
||||
flags = GadgetClass::LEFTPRESS;
|
||||
break;
|
||||
case MouseButtonState::MOUSE_BUTTON_RELEASE:
|
||||
flags = GadgetClass::LEFTRELEASE;
|
||||
break;
|
||||
case MouseButtonState::MOUSE_BUTTON_HOLD:
|
||||
flags = GadgetClass::LEFTHELD;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (key == KN_RMOUSE) {
|
||||
switch (this->Mouse.ButtonState)
|
||||
{
|
||||
case MouseButtonState::MOUSE_BUTTON_UP:
|
||||
flags = GadgetClass::LEFTUP;
|
||||
break;
|
||||
case MouseButtonState::MOUSE_BUTTON_DOWN:
|
||||
flags = GadgetClass::RIGHTPRESS;
|
||||
break;
|
||||
case MouseButtonState::MOUSE_BUTTON_RELEASE:
|
||||
flags = GadgetClass::RIGHTRELEASE;
|
||||
break;
|
||||
case MouseButtonState::MOUSE_BUTTON_HOLD:
|
||||
flags = GadgetClass::RIGHTHELD;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,121 +0,0 @@
|
||||
#pragma once
|
||||
#include <memory>
|
||||
|
||||
/*
|
||||
* WWKeyboardClass::Buff_Get -- Lowlevel function to get a key from key buffer*
|
||||
* WWKeyboardClass::Check -- Checks to see if a key is in the buffer*
|
||||
* WWKeyboardClass::Down -- Checks to see if the specified key is being held down.*
|
||||
* WWKeyboardClass::Fetch_Element -- Extract the next element in the keyboard buffer.*
|
||||
* WWKeyboardClass::Get -- Logic to get a metakey from the buffer*
|
||||
* WWKeyboardClass::Message_Handler -- Process a windows message as it relates to the keyboar*
|
||||
* WWKeyboardClass::Peek_Element -- Fetches the next element in the keyboard buffer.*
|
||||
* WWKeyboardClass::To_ASCII -- Convert the key value into an ASCII representation.*
|
||||
* WWKeyboardClass::Available_Buffer_Room -- Fetch the quantity of free elements in the keybo*
|
||||
* ----------------------------------------------*/
|
||||
|
||||
/**
|
||||
* EVENT QUEUE class
|
||||
* Supports pumping of event messages using a FIFO buffer.
|
||||
*/
|
||||
|
||||
extern UserInputClass UserInput;
|
||||
|
||||
/*
|
||||
Event type definitions
|
||||
*/
|
||||
typedef enum EventMessageType {
|
||||
EVENT_NONE,
|
||||
EVENT_KEYBOARD,
|
||||
EVENT_MOUSE
|
||||
};
|
||||
|
||||
/*
|
||||
Event types
|
||||
*/
|
||||
class EventMessage {
|
||||
public:
|
||||
EventMessageType EventType;
|
||||
bool Valid;
|
||||
|
||||
EventMessage() {
|
||||
this->EventType == EVENT_NONE;
|
||||
|
||||
this->Keyboard.Key = KN_NONE;
|
||||
this->Keyboard.Shift = false;
|
||||
this->Keyboard.Alt = false;
|
||||
this->Keyboard.Control = false;
|
||||
this->Keyboard.CapsLock = false;
|
||||
|
||||
this->Mouse.x = -1;
|
||||
this->Mouse.y = -1;
|
||||
this->Mouse.Button = 0;
|
||||
this->Mouse.ButtonState = MouseButtonState::MOUSE_BUTTON_UP;
|
||||
|
||||
this->Flags = 0;
|
||||
|
||||
this->Valid = false;
|
||||
}
|
||||
|
||||
// for keyboard
|
||||
struct {
|
||||
KeyNumType Key;
|
||||
char ASCII;
|
||||
bool Shift;
|
||||
bool Alt;
|
||||
bool Control;
|
||||
bool CapsLock;
|
||||
} Keyboard;
|
||||
|
||||
// for mouse
|
||||
struct {
|
||||
int x;
|
||||
int y;
|
||||
unsigned short Button;
|
||||
MouseButtonState ButtonState;
|
||||
} Mouse;
|
||||
|
||||
// for cascading functions
|
||||
unsigned short Flags;
|
||||
|
||||
EventMessage( KeyNumType key, char asciis, bool shift, bool alt, bool control, bool capsLock );
|
||||
EventMessage( int x, int y, unsigned short button = KN_LMOUSE, MouseButtonState buttonState = MouseButtonState::MOUSE_BUTTON_DOWN );
|
||||
|
||||
void Key_Flags(KeyNumType& key, int& flags);
|
||||
private:
|
||||
void Clear() {
|
||||
this->Keyboard.Key = KN_NONE;
|
||||
this->Keyboard.Shift = false;
|
||||
this->Keyboard.Alt = false;
|
||||
this->Keyboard.Control = false;
|
||||
this->Keyboard.CapsLock = false;
|
||||
|
||||
this->Mouse.x = -1;
|
||||
this->Mouse.y = -1;
|
||||
this->Mouse.Button = 0;
|
||||
this->Mouse.ButtonState = MouseButtonState::MOUSE_BUTTON_UP;
|
||||
|
||||
this->Flags = 0;
|
||||
|
||||
this->Valid = false;
|
||||
}
|
||||
};
|
||||
|
||||
class EventQueueClass {
|
||||
public:
|
||||
int Get_Mouse_X() const { return UserInput.Mouse.X; }
|
||||
int Get_Mouse_Y() const { return UserInput.Mouse.Y; }
|
||||
|
||||
void Clear();
|
||||
void Put(EventMessage input);
|
||||
bool Check() const;
|
||||
EventMessage Get();
|
||||
char EventQueueClass::Get_ASCII();
|
||||
|
||||
private:
|
||||
const int MaxCapacity = 100;
|
||||
|
||||
std::queue< EventMessage > eventQueue;
|
||||
|
||||
bool Is_Buffer_Full() const { return this->eventQueue.size() == MaxCapacity; }
|
||||
bool Is_Buffer_Empty() const { return this->eventQueue.size() == 0; }
|
||||
};
|
||||
@@ -1,60 +1,18 @@
|
||||
#include "../function.h"
|
||||
#include "userinput.h"
|
||||
#include "../FUNCTION.H"
|
||||
#include "UserInput.h"
|
||||
|
||||
extern KeyboardClass * Keyboard;
|
||||
|
||||
std::map<KeyNumType, SDL_KeyCode> sdl_keyMapping_reverse;
|
||||
|
||||
UserInputClass::UserInputClass()
|
||||
{
|
||||
LastAction = InputAction::INPUT_ACTION_NONE;
|
||||
|
||||
// generate reverse keymapping
|
||||
for (auto it = sdl_keyMapping.begin(); it != sdl_keyMapping.end(); it++)
|
||||
{
|
||||
sdl_keyMapping_reverse[it->second] = it->first;
|
||||
}
|
||||
}
|
||||
|
||||
bool UserInputClass::KeyboardState::Key_Down(KeyNumType key) const
|
||||
{
|
||||
auto sdl_Key = sdl_keyMapping_reverse.find(key);
|
||||
if (sdl_Key != sdl_keyMapping_reverse.end())
|
||||
{
|
||||
const SDL_Scancode scanCode = SDL_GetScancodeFromKey(sdl_Key->second);
|
||||
const Uint8* keyState = SDL_GetKeyboardState(NULL);
|
||||
return (keyState[scanCode]);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool UserInputClass::MouseState::Mouse_Down(KeyNumType key) const
|
||||
{
|
||||
// get mouse state, we are only interested in the buttons
|
||||
const Uint32 MouseState = SDL_GetMouseState(NULL, NULL);
|
||||
|
||||
switch (key)
|
||||
{
|
||||
case KN_LMOUSE:
|
||||
return MouseState & SDL_BUTTON(SDL_BUTTON_LEFT);
|
||||
break;
|
||||
case KN_RMOUSE:
|
||||
return MouseState & SDL_BUTTON(SDL_BUTTON_RIGHT);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void UserInputClass::Process_Input(KeyNumType& key, int& flags)
|
||||
{
|
||||
bool leftMouseProcessed = false;
|
||||
|
||||
const Uint32 MouseState = SDL_GetMouseState(&Mouse.X, &Mouse.Y);
|
||||
|
||||
flags = 0;
|
||||
SDL_GetMouseState(&Mouse.X, &Mouse.Y);
|
||||
|
||||
Keyboard->MouseQX = Mouse.X;
|
||||
Keyboard->MouseQY = Mouse.Y;
|
||||
|
||||
flags = 0;
|
||||
|
||||
static SDL_Event event;
|
||||
memset(&event, 0, sizeof(SDL_Event));
|
||||
|
||||
@@ -86,13 +44,8 @@ void UserInputClass::Process_Input(KeyNumType& key, int& flags)
|
||||
|
||||
break;
|
||||
|
||||
/* Mouse is moving */
|
||||
case SDL_MOUSEMOTION:
|
||||
if (!(MouseState & SDL_BUTTON(SDL_BUTTON_LEFT)))
|
||||
{
|
||||
flags |= GadgetClass::LEFTUP;
|
||||
}
|
||||
|
||||
flags = GadgetClass::LEFTUP;
|
||||
break;
|
||||
|
||||
case SDL_MOUSEBUTTONDOWN:
|
||||
@@ -102,22 +55,20 @@ void UserInputClass::Process_Input(KeyNumType& key, int& flags)
|
||||
key = KN_LMOUSE;
|
||||
flags |= GadgetClass::LEFTPRESS;
|
||||
|
||||
EventQueue.Put(EventMessage(Mouse.X, Mouse.Y, KN_LMOUSE));
|
||||
|
||||
Keyboard->Put_Element(KN_LMOUSE);
|
||||
|
||||
leftMouseProcessed = true;
|
||||
numFramesLMouse++;
|
||||
|
||||
// after first left-mouse down, abort handling any other SDL events
|
||||
// because game might first need to switch into rubber band mode
|
||||
if (numFramesLMouse == 1) return;
|
||||
// Seems to fix "missed mouse click" bug
|
||||
if (numFramesLMouse == 0) {
|
||||
numFramesLMouse++;
|
||||
return;
|
||||
}
|
||||
numFramesLMouse++;
|
||||
}
|
||||
else if (event.button.button == SDL_BUTTON_RIGHT) {
|
||||
Mouse.Button_Right == MouseButtonState::MOUSE_BUTTON_DOWN;
|
||||
|
||||
EventQueue.Put(EventMessage(Mouse.X, Mouse.Y, KN_RMOUSE));
|
||||
|
||||
Keyboard->Put_Element(KN_RMOUSE);
|
||||
|
||||
key = KN_RMOUSE;
|
||||
@@ -130,29 +81,19 @@ void UserInputClass::Process_Input(KeyNumType& key, int& flags)
|
||||
case SDL_MOUSEBUTTONUP:
|
||||
if (event.button.button == SDL_BUTTON_LEFT) {
|
||||
Mouse.Button_Left == MouseButtonState::MOUSE_BUTTON_RELEASE;
|
||||
|
||||
EventQueue.Put(EventMessage(Mouse.X, Mouse.Y, KN_LMOUSE, MouseButtonState::MOUSE_BUTTON_RELEASE));
|
||||
|
||||
flags &= GadgetClass::LEFTPRESS;
|
||||
flags |= GadgetClass::LEFTRELEASE;
|
||||
numFramesLMouse = 0;
|
||||
}
|
||||
else if (event.button.button == SDL_BUTTON_RIGHT) {
|
||||
Mouse.Button_Right == MouseButtonState::MOUSE_BUTTON_RELEASE;
|
||||
|
||||
EventQueue.Put(EventMessage(Mouse.X, Mouse.Y, KN_RMOUSE, MouseButtonState::MOUSE_BUTTON_RELEASE));
|
||||
|
||||
flags &= GadgetClass::RIGHTPRESS;
|
||||
flags |= GadgetClass::RIGHTRELEASE;
|
||||
numFramesLMouse = 0;
|
||||
}
|
||||
break;
|
||||
|
||||
// Keyboard key lifted up
|
||||
case SDL_KEYUP:
|
||||
flags |= GadgetClass::KEYBOARD;
|
||||
|
||||
break;
|
||||
|
||||
// Keyboard key pressed down
|
||||
case SDL_KEYDOWN:
|
||||
{
|
||||
if (event.key.keysym.scancode == SDL_SCANCODE_GRAVE) {
|
||||
@@ -169,14 +110,7 @@ void UserInputClass::Process_Input(KeyNumType& key, int& flags)
|
||||
break;
|
||||
}
|
||||
|
||||
flags |= GadgetClass::KEYBOARD;
|
||||
|
||||
int keyFlags = 0x00;
|
||||
KeyB.Shift = false;
|
||||
KeyB.Alt = false;
|
||||
KeyB.Control = false;
|
||||
KeyB.CapsLock = false;
|
||||
|
||||
if (state[SDL_SCANCODE_RSHIFT] || state[SDL_SCANCODE_LSHIFT]) {
|
||||
KeyB.Shift = true;
|
||||
keyFlags |= KN_SHIFT_BIT;
|
||||
@@ -189,22 +123,13 @@ void UserInputClass::Process_Input(KeyNumType& key, int& flags)
|
||||
keyFlags |= KN_CTRL_BIT;
|
||||
KeyB.Control = true;
|
||||
}
|
||||
if (state[SDL_SCANCODE_CAPSLOCK]) {
|
||||
keyFlags |= KN_CAPSLOCK_BIT;
|
||||
KeyB.CapsLock = true;
|
||||
}
|
||||
|
||||
// handle match between SDL and internals (non-text keys)
|
||||
auto element = sdl_keyMapping.find((SDL_KeyCode)event.key.keysym.sym);
|
||||
if (element != sdl_keyMapping.end())
|
||||
{
|
||||
//EventQueue.Put( element->second | keyFlags );
|
||||
EventQueue.Put(EventMessage((KeyNumType)element->second, element->second, KeyB.Shift, KeyB.Alt, KeyB.Control, KeyB.CapsLock));
|
||||
|
||||
Keyboard->Put_Element(element->second | keyFlags);
|
||||
|
||||
KeyB.LastKey = element->first;
|
||||
KeyB.ASCII = 0x0;
|
||||
KeyB.ASCII = element->second;
|
||||
}
|
||||
|
||||
break;
|
||||
@@ -226,8 +151,6 @@ void UserInputClass::Process_Input(KeyNumType& key, int& flags)
|
||||
if (!leftMouseProcessed && numFramesLMouse != 0)
|
||||
{
|
||||
Mouse.Button_Left == MouseButtonState::MOUSE_BUTTON_HOLD;
|
||||
flags |= GadgetClass::LEFTHELD;
|
||||
|
||||
EventQueue.Put(EventMessage(Mouse.X, Mouse.Y, KN_LMOUSE, MouseButtonState::MOUSE_BUTTON_HOLD));
|
||||
flags = GadgetClass::LEFTHELD;
|
||||
}
|
||||
}
|
||||
@@ -1,9 +1,9 @@
|
||||
#pragma once
|
||||
#ifndef USERINPUT_H
|
||||
#define USERINPUT_H
|
||||
|
||||
#include <SDL.h>
|
||||
#include <SDL_syswm.h>
|
||||
#include <map>
|
||||
#include <queue>
|
||||
|
||||
#include "examples/imgui_impl_sdl.h"
|
||||
|
||||
@@ -86,20 +86,11 @@ std::map<SDL_KeyCode, KeyNumType> const sdl_keyMapping = {
|
||||
{ SDLK_DOWN, KN_DOWN },
|
||||
{ SDLK_LEFT, KN_LEFT },
|
||||
{ SDLK_RIGHT, KN_RIGHT },
|
||||
|
||||
{ SDLK_LALT, KN_LALT },
|
||||
{ SDLK_RALT, KN_RALT },
|
||||
{ SDLK_LCTRL, KN_LCTRL },
|
||||
{ SDLK_RCTRL, KN_RCTRL },
|
||||
{ SDLK_LSHIFT, KN_LSHIFT },
|
||||
{ SDLK_RSHIFT, KN_RSHIFT },
|
||||
};
|
||||
extern std::map<KeyNumType, SDL_KeyCode> sdl_keyMapping_reverse;
|
||||
|
||||
const int USERINPUT_SHIFT_BIT = 0x100;
|
||||
const int USERINPUT_CTRL_BIT = 0x200;
|
||||
const int USERINPUT_ALT_BIT = 0x400;
|
||||
|
||||
class UserInputClass
|
||||
{
|
||||
public:
|
||||
typedef enum {
|
||||
MOUSE_BUTTON_UP,
|
||||
MOUSE_BUTTON_DOWN,
|
||||
@@ -113,10 +104,6 @@ typedef enum {
|
||||
INPUT_ACTION_MOUSE,
|
||||
} InputAction;
|
||||
|
||||
class UserInputClass
|
||||
{
|
||||
public:
|
||||
UserInputClass();
|
||||
void UserInputClass::Process_Input(KeyNumType& key = g_globalKeyNumType, int& flags = g_globalKeyFlags);
|
||||
|
||||
InputAction LastAction;
|
||||
@@ -129,9 +116,6 @@ public:
|
||||
bool Shift;
|
||||
bool Control;
|
||||
bool Alt;
|
||||
bool CapsLock;
|
||||
|
||||
bool Key_Down(KeyNumType key) const;
|
||||
|
||||
void ResetState() {
|
||||
this->Shift = false;
|
||||
@@ -151,8 +135,6 @@ public:
|
||||
MouseButtonState Button_Middle;
|
||||
MouseButtonState Button_Right;
|
||||
|
||||
bool UserInputClass::MouseState::Mouse_Down(KeyNumType key) const;
|
||||
|
||||
void ResetState() {
|
||||
this->Button_Left = MouseButtonState::MOUSE_BUTTON_UP;
|
||||
this->Button_Middle = MouseButtonState::MOUSE_BUTTON_UP;
|
||||
@@ -164,3 +146,5 @@ public:
|
||||
private:
|
||||
int numFramesLMouse = 0;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -372,7 +372,7 @@ bool WWKeyboardClass::Down(unsigned short key)
|
||||
return g_globalKeyFlags & GadgetClass::RIGHTPRESS;
|
||||
}
|
||||
|
||||
return UserInput.KeyB.Key_Down((KeyNumType)key);
|
||||
return(GetAsyncKeyState(key & 0xFF) == 0 ? false : true);
|
||||
}
|
||||
|
||||
|
||||
|
||||
+107
-112
@@ -525,124 +525,119 @@ typedef enum KeyASCIIType {
|
||||
typedef enum KeyNumType {
|
||||
KN_NONE = 0,
|
||||
|
||||
KN_0,
|
||||
KN_1,
|
||||
KN_2,
|
||||
KN_3,
|
||||
KN_4,
|
||||
KN_5,
|
||||
KN_6,
|
||||
KN_7,
|
||||
KN_8,
|
||||
KN_9,
|
||||
KN_A,
|
||||
KN_B,
|
||||
KN_C,
|
||||
KN_D,
|
||||
KN_E,
|
||||
KN_F,
|
||||
KN_G,
|
||||
KN_H,
|
||||
KN_I,
|
||||
KN_J,
|
||||
KN_K,
|
||||
KN_L,
|
||||
KN_M,
|
||||
KN_N,
|
||||
KN_O,
|
||||
KN_P,
|
||||
KN_Q,
|
||||
KN_R,
|
||||
KN_S,
|
||||
KN_T,
|
||||
KN_U,
|
||||
KN_V,
|
||||
KN_W,
|
||||
KN_X,
|
||||
KN_Y,
|
||||
KN_Z,
|
||||
|
||||
KN_BACKSLASH,
|
||||
KN_BACKSPACE,
|
||||
KN_CAPSLOCK,
|
||||
KN_CENTER,
|
||||
KN_COMMA,
|
||||
KN_DELETE,
|
||||
KN_DOWN,
|
||||
KN_DOWNLEFT,
|
||||
KN_DOWNRIGHT,
|
||||
KN_END,
|
||||
KN_EQUAL,
|
||||
KN_ESC,
|
||||
KN_E_DELETE,
|
||||
KN_E_DOWN,
|
||||
KN_E_END,
|
||||
KN_E_HOME,
|
||||
KN_E_INSERT,
|
||||
KN_E_LEFT,
|
||||
KN_E_PGDN,
|
||||
KN_E_PGUP,
|
||||
KN_E_RIGHT,
|
||||
KN_E_UP,
|
||||
KN_GRAVE,
|
||||
KN_HOME,
|
||||
KN_INSERT,
|
||||
KN_KEYPAD_ASTERISK,
|
||||
KN_KEYPAD_MINUS,
|
||||
KN_KEYPAD_PLUS,
|
||||
KN_KEYPAD_RETURN,
|
||||
KN_KEYPAD_SLASH,
|
||||
KN_MINUS,
|
||||
KN_NUMLOCK,
|
||||
KN_PAUSE,
|
||||
KN_PERIOD,
|
||||
KN_PGDN,
|
||||
KN_PGUP,
|
||||
KN_PRNTSCRN,
|
||||
KN_SCROLLLOCK,
|
||||
KN_SEMICOLON,
|
||||
KN_SLASH,
|
||||
KN_SPACE,
|
||||
KN_SQUOTE,
|
||||
KN_TAB,
|
||||
KN_UP,
|
||||
KN_UPLEFT,
|
||||
KN_UPRIGHT,
|
||||
|
||||
KN_LALT,
|
||||
KN_LBRACKET,
|
||||
KN_LCTRL,
|
||||
KN_LEFT,
|
||||
KN_LMOUSE,
|
||||
KN_LSHIFT,
|
||||
|
||||
KN_RALT,
|
||||
KN_RBRACKET,
|
||||
KN_RCTRL,
|
||||
KN_RETURN,
|
||||
KN_RIGHT,
|
||||
KN_RMOUSE,
|
||||
KN_RSHIFT,
|
||||
|
||||
KN_F1,
|
||||
KN_F2,
|
||||
KN_F3,
|
||||
KN_F4,
|
||||
KN_F5,
|
||||
KN_F6,
|
||||
KN_F7,
|
||||
KN_F8,
|
||||
KN_F9,
|
||||
KN_F10,
|
||||
KN_F11,
|
||||
KN_F12,
|
||||
KN_0 = VK_0,
|
||||
KN_1 = VK_1,
|
||||
KN_2 = VK_2,
|
||||
KN_3 = VK_3,
|
||||
KN_4 = VK_4,
|
||||
KN_5 = VK_5,
|
||||
KN_6 = VK_6,
|
||||
KN_7 = VK_7,
|
||||
KN_8 = VK_8,
|
||||
KN_9 = VK_9,
|
||||
KN_A = VK_A,
|
||||
KN_B = VK_B,
|
||||
KN_BACKSLASH = VK_NONE_DC,
|
||||
KN_BACKSPACE = VK_BACK,
|
||||
KN_C = VK_C,
|
||||
KN_CAPSLOCK = VK_CAPITAL,
|
||||
KN_CENTER = VK_CLEAR,
|
||||
KN_COMMA = VK_NONE_BC,
|
||||
KN_D = VK_D,
|
||||
KN_DELETE = VK_DELETE,
|
||||
KN_DOWN = VK_DOWN,
|
||||
KN_DOWNLEFT = VK_END,
|
||||
KN_DOWNRIGHT = VK_NEXT,
|
||||
KN_E = VK_E,
|
||||
KN_END = VK_END,
|
||||
KN_EQUAL = VK_NONE_BB,
|
||||
KN_ESC = VK_ESCAPE,
|
||||
KN_E_DELETE = VK_DELETE,
|
||||
KN_E_DOWN = VK_NUMPAD2,
|
||||
KN_E_END = VK_NUMPAD1,
|
||||
KN_E_HOME = VK_NUMPAD7,
|
||||
KN_E_INSERT = VK_INSERT,
|
||||
KN_E_LEFT = VK_NUMPAD4,
|
||||
KN_E_PGDN = VK_NUMPAD3,
|
||||
KN_E_PGUP = VK_NUMPAD9,
|
||||
KN_E_RIGHT = VK_NUMPAD6,
|
||||
KN_E_UP = VK_NUMPAD8,
|
||||
KN_F = VK_F,
|
||||
KN_F1 = VK_F1,
|
||||
KN_F10 = 67,
|
||||
KN_F11 = 68,
|
||||
KN_F12 = 69,
|
||||
KN_F2 = 59,
|
||||
KN_F3 = 60,
|
||||
KN_F4 = 61,
|
||||
KN_F5 = 62,
|
||||
KN_F6 = 63,
|
||||
KN_F7 = 64,
|
||||
KN_F8 = 65,
|
||||
KN_F9 = 66,
|
||||
KN_G = VK_G,
|
||||
KN_GRAVE = VK_NONE_C0,
|
||||
KN_H = VK_H,
|
||||
KN_HOME = VK_HOME,
|
||||
KN_I = VK_I,
|
||||
KN_INSERT = VK_INSERT,
|
||||
KN_J = VK_J,
|
||||
KN_K = VK_K,
|
||||
KN_KEYPAD_ASTERISK= VK_MULTIPLY,
|
||||
KN_KEYPAD_MINUS = VK_SUBTRACT,
|
||||
KN_KEYPAD_PLUS = VK_ADD,
|
||||
KN_KEYPAD_RETURN = VK_RETURN,
|
||||
KN_KEYPAD_SLASH = VK_DIVIDE,
|
||||
KN_L = VK_L,
|
||||
KN_LALT = VK_MENU,
|
||||
KN_LBRACKET = VK_NONE_DB,
|
||||
KN_LCTRL = VK_CONTROL,
|
||||
KN_LEFT = VK_LEFT,
|
||||
KN_LMOUSE = VK_LBUTTON,
|
||||
KN_LSHIFT = VK_SHIFT,
|
||||
KN_M = VK_M,
|
||||
KN_MINUS = VK_NONE_BD,
|
||||
KN_N = VK_N,
|
||||
KN_NUMLOCK = VK_NUMLOCK,
|
||||
KN_O = VK_O,
|
||||
KN_P = VK_P,
|
||||
KN_PAUSE = VK_PAUSE,
|
||||
KN_PERIOD = VK_NONE_BE,
|
||||
KN_PGDN = VK_NEXT,
|
||||
KN_PGUP = VK_PRIOR,
|
||||
KN_PRNTSCRN = VK_PRINT,
|
||||
KN_Q = VK_Q,
|
||||
KN_R = VK_R,
|
||||
KN_RALT = VK_MENU,
|
||||
KN_RBRACKET = VK_NONE_DD,
|
||||
KN_RCTRL = VK_CONTROL,
|
||||
KN_RETURN = VK_RETURN,
|
||||
KN_RIGHT = VK_RIGHT,
|
||||
KN_RMOUSE = VK_RBUTTON,
|
||||
KN_RSHIFT = VK_SHIFT,
|
||||
KN_S = VK_S,
|
||||
KN_SCROLLLOCK = VK_SCROLL,
|
||||
KN_SEMICOLON = VK_NONE_BA,
|
||||
KN_SLASH = VK_NONE_BF,
|
||||
KN_SPACE = VK_SPACE,
|
||||
KN_SQUOTE = VK_NONE_DE,
|
||||
KN_T = VK_T,
|
||||
KN_TAB = VK_TAB,
|
||||
KN_U = VK_U,
|
||||
KN_UP = VK_UP,
|
||||
KN_UPLEFT = VK_HOME,
|
||||
KN_UPRIGHT = VK_PRIOR,
|
||||
KN_V = VK_V,
|
||||
KN_W = VK_W,
|
||||
KN_X = VK_X,
|
||||
KN_Y = VK_Y,
|
||||
KN_Z = VK_Z,
|
||||
|
||||
KN_SHIFT_BIT = WWKEY_SHIFT_BIT,
|
||||
KN_CTRL_BIT = WWKEY_CTRL_BIT,
|
||||
KN_ALT_BIT = WWKEY_ALT_BIT,
|
||||
KN_RLSE_BIT = WWKEY_RLS_BIT,
|
||||
KN_BUTTON = WWKEY_BTN_BIT,
|
||||
KN_CAPSLOCK_BIT = WWKEY_SHIFT_BIT,
|
||||
} KeyNumType;
|
||||
|
||||
|
||||
|
||||
@@ -591,7 +591,6 @@ void OptionsClass::Load_Settings(void)
|
||||
SlowPalette = ini.Get_Bool(OPTIONS, "SlowPalette", SlowPalette);
|
||||
IsPaletteScroll = ini.Get_Bool(OPTIONS, "PaletteScroll", IsPaletteScroll);
|
||||
|
||||
/*
|
||||
KeyForceMove1 = (KeyNumType)ini.Get_Int(HotkeyName, "KeyForceMove1", KeyForceMove1);
|
||||
KeyForceMove2 = (KeyNumType)ini.Get_Int(HotkeyName, "KeyForceMove2", KeyForceMove2);
|
||||
KeyForceAttack1 = (KeyNumType)ini.Get_Int(HotkeyName, "KeyForceAttack1", KeyForceAttack1);
|
||||
@@ -642,6 +641,7 @@ void OptionsClass::Load_Settings(void)
|
||||
KeyTeam9 = (KeyNumType)ini.Get_Int(HotkeyName, "KeyTeam9", KeyTeam9);
|
||||
KeyTeam10 = (KeyNumType)ini.Get_Int(HotkeyName, "KeyTeam10", KeyTeam10);
|
||||
|
||||
|
||||
#ifdef WIN32
|
||||
KeyForceMove1 = (KeyNumType)(KeyForceMove1 & ~WWKEY_VK_BIT);
|
||||
KeyForceMove2 = (KeyNumType)(KeyForceMove2 & ~WWKEY_VK_BIT);
|
||||
@@ -693,7 +693,6 @@ void OptionsClass::Load_Settings(void)
|
||||
KeyTeam9 = (KeyNumType)(KeyTeam9 & ~WWKEY_VK_BIT);
|
||||
KeyTeam10 = (KeyNumType)(KeyTeam10 & ~WWKEY_VK_BIT);
|
||||
#endif
|
||||
*/
|
||||
}
|
||||
|
||||
|
||||
|
||||
+11
-20
@@ -169,7 +169,6 @@ void PowerClass::Draw_It(bool complete)
|
||||
// jmarshall - render the world before the power bar.
|
||||
RadarClass::Draw_It(complete);
|
||||
// jmarshall end
|
||||
|
||||
{
|
||||
BStart(BENCH_POWER);
|
||||
|
||||
@@ -191,13 +190,13 @@ void PowerClass::Draw_It(bool complete)
|
||||
|
||||
int bottomOfBar = (88 * RESFACTOR) + 56;
|
||||
|
||||
while (bottomOfBar < PowerButton.Height + 42)
|
||||
while(bottomOfBar < PowerButton.Height + 34 )
|
||||
{
|
||||
CC_Draw_Shape(PowerBarShape, 1, ScreenWidth - (640 - (240 * RESFACTOR)), bottomOfBar, WINDOW_MAIN, flags | SHAPE_NORMAL | SHAPE_WIN_REL, remap);
|
||||
bottomOfBar += 8 * RESFACTOR;
|
||||
}
|
||||
|
||||
int bottom = bottomOfBar + (28 * RESFACTOR);
|
||||
int bottom = ( PowerButton.Y * RESFACTOR ) + PowerButton.Height;
|
||||
|
||||
/*
|
||||
** Determine how much the power production exceeds or falls short
|
||||
@@ -208,6 +207,8 @@ void PowerClass::Draw_It(bool complete)
|
||||
power_height = Bound(power_height, 0, PowerButton.Height - 2);
|
||||
drain_height = Bound(drain_height, 0, PowerButton.Height - 2);
|
||||
|
||||
bottom -= (15 * RESFACTOR);
|
||||
|
||||
/*
|
||||
** Draw the power output graphic on top of the power bar framework.
|
||||
*/
|
||||
@@ -243,11 +244,8 @@ void PowerClass::Draw_It(bool complete)
|
||||
/*
|
||||
** Draw the power drain threshold marker.
|
||||
*/
|
||||
if (PlayerPtr->Drain > 0)
|
||||
{
|
||||
CC_Draw_Shape(PowerShape, 0, ScreenWidth - (640 - (((POWER_X * RESFACTOR)) +RESFACTOR)), bottom - (drain_height + (2 * RESFACTOR)), WINDOW_MAIN, flags | SHAPE_NORMAL, remap);
|
||||
}
|
||||
}
|
||||
LogicPage->Unlock();
|
||||
}
|
||||
BEnd(BENCH_POWER);
|
||||
@@ -289,11 +287,9 @@ void PowerClass::AI(KeyNumType& input, int x, int y)
|
||||
PowerBounce = 12;
|
||||
if (PowerHeight > DesiredPowerHeight) {
|
||||
PowerDir = -1;
|
||||
}
|
||||
else if (PowerHeight < DesiredPowerHeight) {
|
||||
} else if (PowerHeight < DesiredPowerHeight) {
|
||||
PowerDir = 1;
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
PowerBounce = 0;
|
||||
}
|
||||
}
|
||||
@@ -308,11 +304,9 @@ void PowerClass::AI(KeyNumType& input, int x, int y)
|
||||
DrainBounce = 12;
|
||||
if (DrainHeight > DesiredDrainHeight) {
|
||||
DrainDir = -1;
|
||||
}
|
||||
else if (DrainHeight < DesiredDrainHeight) {
|
||||
} else if (DrainHeight < DesiredDrainHeight) {
|
||||
DrainDir = 1;
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
DrainBounce = 0;
|
||||
}
|
||||
}
|
||||
@@ -321,8 +315,7 @@ void PowerClass::AI(KeyNumType& input, int x, int y)
|
||||
IsToRedraw = true;
|
||||
Flag_To_Redraw(false);
|
||||
DrainBounce--;
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
/*
|
||||
** If we need to move the drain height then do so.
|
||||
*/
|
||||
@@ -335,8 +328,7 @@ void PowerClass::AI(KeyNumType& input, int x, int y)
|
||||
IsToRedraw = true;
|
||||
Flag_To_Redraw(false);
|
||||
PowerBounce--;
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
/*
|
||||
** If we need to move the power height then do so.
|
||||
*/
|
||||
@@ -460,8 +452,7 @@ int PowerClass::PowerButtonClass::Action(unsigned flags, KeyNumType& key)
|
||||
Map.Override_Mouse_Shape(MOUSE_NORMAL);
|
||||
if (PlayerPtr->Power_Fraction() < 1 && PlayerPtr->Power > 0) {
|
||||
Map.Help_Text(TXT_POWER_OUTPUT_LOW, -1, -1, GadgetClass::Get_Color_Scheme()->Color);
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
Map.Help_Text(TXT_POWER_OUTPUT, -1, -1, GadgetClass::Get_Color_Scheme()->Color);
|
||||
}
|
||||
GadgetClass::Action(flags, key);
|
||||
|
||||
@@ -164,7 +164,6 @@ int ShapeButtonClass::Draw_Me(int forced)
|
||||
|
||||
}
|
||||
CC_Draw_Shape(ShapeData, shapenum, X, Y, WINDOW_MAIN, SHAPE_NORMAL);
|
||||
|
||||
/*
|
||||
** Display the mouse.
|
||||
*/
|
||||
|
||||
+63
-88
@@ -332,8 +332,7 @@ void SidebarClass::Init_IO(void)
|
||||
|
||||
if ((IsRadarActive && Is_Zoomable()) || Session.Type != GAME_NORMAL) {
|
||||
Zoom.Enable();
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
Zoom.Disable();
|
||||
}
|
||||
Column[0].Init_IO(0);
|
||||
@@ -773,16 +772,19 @@ void SidebarClass::Draw_It(bool complete)
|
||||
*/
|
||||
int shape = complete ? 0 : 1;
|
||||
|
||||
/*
|
||||
** The sidebar shape is too big in 640x400 so it needs to be drawn in three chunks.
|
||||
*/
|
||||
CC_Draw_Shape(SidebarShape, 0, SIDE_X * RESFACTOR, 8*RESFACTOR, WINDOW_MAIN, SHAPE_WIN_REL);
|
||||
|
||||
// @@ this one repeats
|
||||
CC_Draw_Shape(SidebarMiddleShape, shape, SIDE_X * RESFACTOR, (8+80)*RESFACTOR, WINDOW_MAIN, SHAPE_WIN_REL);
|
||||
|
||||
CC_Draw_Shape(SidebarBottomShape, shape, SIDE_X * RESFACTOR, ScreenHeight - (80 * RESFACTOR) + 3, WINDOW_MAIN, SHAPE_WIN_REL);
|
||||
CC_Draw_Shape(SidebarBottomShape, shape, SIDE_X * RESFACTOR, ScreenHeight - ( 80*RESFACTOR ), WINDOW_MAIN, SHAPE_WIN_REL);
|
||||
|
||||
Repair.Draw_Me(true);
|
||||
Upgrade.Draw_Me(true);
|
||||
Zoom.Draw_Me(true);
|
||||
|
||||
LogicPage->Unlock();
|
||||
}
|
||||
}
|
||||
@@ -800,6 +802,7 @@ void SidebarClass::Draw_It(bool complete)
|
||||
Zoom.Draw_Me(true);
|
||||
}
|
||||
}
|
||||
//IsToRedraw = false;
|
||||
|
||||
BEnd(BENCH_SIDEBAR);
|
||||
}
|
||||
@@ -891,8 +894,7 @@ void SidebarClass::AI(KeyNumType& input, int x, int y)
|
||||
*/
|
||||
if (PlayerPtr->BScan) {
|
||||
Activate_Repair(true);
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
Activate_Repair(false);
|
||||
}
|
||||
|
||||
@@ -1046,8 +1048,7 @@ bool SidebarClass::Activate(int control)
|
||||
Add_A_Button(Map.RadarButton);
|
||||
Map.PowerButton.Zap();
|
||||
Add_A_Button(Map.PowerButton);
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
Help_Text(TXT_NONE);
|
||||
Set_View_Dimensions(0, 0);
|
||||
Remove_A_Button(Repair);
|
||||
@@ -1225,16 +1226,29 @@ void SidebarClass::StripClass::Init_IO(int id)
|
||||
UpButton[ID].ID = BUTTON_UP+id;
|
||||
UpButton[ID].X = X + (UP_X_OFFSET * RESFACTOR);
|
||||
UpButton[ID].Y = HEIGHT - ( ( OBJECT_HEIGHT + 7 ) * RESFACTOR );
|
||||
|
||||
#if (FRENCH)
|
||||
#ifdef WIN32
|
||||
UpButton[ID].Set_Shape(MFCD::Retrieve("STRIPUP.SHP"));
|
||||
#else
|
||||
UpButton[ID].Set_Shape(MFCD::Retrieve("STUP_FIX.SHP"));
|
||||
#endif
|
||||
#else //FRENCH
|
||||
UpButton[ID].Set_Shape(MFCD::Retrieve("STRIPUP.SHP"));
|
||||
#endif //FRENCH
|
||||
|
||||
DownButton[ID].IsSticky = true;
|
||||
DownButton[ID].ID = BUTTON_DOWN+id;
|
||||
DownButton[ID].X = X + (DOWN_X_OFFSET * RESFACTOR);
|
||||
DownButton[ID].Y = HEIGHT - ( (OBJECT_HEIGHT + 7 ) * RESFACTOR );
|
||||
DownButton[ID].Set_Shape(MFCD::Retrieve("STRIPDN.SHP"));
|
||||
|
||||
UpButton[ID].Y += 3;
|
||||
DownButton[ID].Y += 3;
|
||||
/*
|
||||
** Buttons are in a slightly different position in the new sidebar
|
||||
*/
|
||||
UpButton[ID].Y--;
|
||||
DownButton[ID].Y--;
|
||||
|
||||
DownButton[ID].Set_Shape(MFCD::Retrieve("STRIPDN.SHP"));
|
||||
|
||||
for (int index = 0; index < MaxButtonsVisible; index++) {
|
||||
SelectClass & g = SelectButton[ID][index];
|
||||
@@ -1444,8 +1458,7 @@ bool SidebarClass::StripClass::Scroll(bool up)
|
||||
if (up) {
|
||||
if (!TopIndex) return(false);
|
||||
Scroller--;
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
if ( TopIndex+ MaxButtonsVisible >= BuildableCount ) return(false);
|
||||
Scroller++;
|
||||
}
|
||||
@@ -1525,8 +1538,7 @@ bool SidebarClass::StripClass::AI(KeyNumType& input, int, int)
|
||||
if (!IsScrolling && Scroller) {
|
||||
if (BuildableCount <= MaxButtonsVisible ) {
|
||||
Scroller = 0;
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
|
||||
/*
|
||||
** Top of list is moving toward lower ordered entries in the object list. It looks like
|
||||
@@ -1536,8 +1548,7 @@ bool SidebarClass::StripClass::AI(KeyNumType& input, int, int)
|
||||
if (Scroller < 0) {
|
||||
if (!TopIndex) {
|
||||
Scroller = 0;
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
Scroller++;
|
||||
IsScrollingDown = false;
|
||||
IsScrolling = true;
|
||||
@@ -1545,12 +1556,10 @@ bool SidebarClass::StripClass::AI(KeyNumType& input, int, int)
|
||||
Slid = 0;
|
||||
}
|
||||
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
if (TopIndex + MaxButtonsVisible >= BuildableCount) {
|
||||
Scroller = 0;
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
Scroller--;
|
||||
Slid = OBJECT_HEIGHT;
|
||||
IsScrollingDown = true;
|
||||
@@ -1571,8 +1580,7 @@ bool SidebarClass::StripClass::AI(KeyNumType& input, int, int)
|
||||
Slid = 0;
|
||||
TopIndex++;
|
||||
}
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
Slid += SCROLL_RATE;
|
||||
if (Slid >= OBJECT_HEIGHT) {
|
||||
IsScrolling = false;
|
||||
@@ -1772,8 +1780,7 @@ void SidebarClass::StripClass::Draw_It(bool complete)
|
||||
completed = factory->Has_Completed();
|
||||
stage = factory->Completion();
|
||||
darken = false;
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
production = false;
|
||||
// darken = IsBuilding;
|
||||
|
||||
@@ -1783,13 +1790,11 @@ void SidebarClass::StripClass::Draw_It(bool complete)
|
||||
*/
|
||||
darken = isbusy;
|
||||
}
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
darken = PlayerPtr->Is_Hack_Prevented(Buildables[index].BuildableType, Buildables[index].BuildableID);
|
||||
}
|
||||
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
|
||||
spc = SpecialWeaponType(Buildables[index].BuildableID);
|
||||
shapefile = Get_Special_Cameo(spc);
|
||||
@@ -1810,22 +1815,19 @@ void SidebarClass::StripClass::Draw_It(bool complete)
|
||||
remapper = Map.FadingLight;
|
||||
}
|
||||
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
shapefile = LogoShapes;
|
||||
if (!darken) {
|
||||
shapenum = SB_BLANK;
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
shapefile = LogoShapes;
|
||||
shapenum = SB_BLANK;
|
||||
production = false;
|
||||
}
|
||||
|
||||
remapper = 0;
|
||||
|
||||
/*
|
||||
** Now that the shape of the object at the current working slot has been found,
|
||||
** draw it and any graphic overlays as necessary.
|
||||
@@ -1868,8 +1870,7 @@ void SidebarClass::StripClass::Draw_It(bool complete)
|
||||
(x-(WindowList[WINDOW_SIDEBAR][WINDOWX]))+(LEFT_EDGE_OFFSET+15) * RESFACTOR,
|
||||
(y-WindowList[WINDOW_SIDEBAR][WINDOWY])+(4 * RESFACTOR),
|
||||
WINDOW_SIDEBAR, SHAPE_CENTER);
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
|
||||
CC_Draw_Shape(ClockShapes, stage+1,
|
||||
x-(WindowList[WINDOW_SIDEBAR][WINDOWX])+(LEFT_EDGE_OFFSET * RESFACTOR),
|
||||
@@ -1934,12 +1935,10 @@ bool SidebarClass::StripClass::Recalc(void)
|
||||
TechnoTypeClass const * tech = Fetch_Techno_Type(Buildables[index].BuildableType, Buildables[index].BuildableID);
|
||||
if (tech != NULL) {
|
||||
ok = tech->Who_Can_Build_Me(true, false, PlayerPtr->Class->House) != NULL;
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
if ((unsigned)Buildables[index].BuildableID < SPC_COUNT) {
|
||||
ok = PlayerPtr->SuperWeapon[Buildables[index].BuildableID].Is_Present();
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
ok = false;
|
||||
}
|
||||
}
|
||||
@@ -2069,8 +2068,7 @@ int SidebarClass::StripClass::SelectClass::Action(unsigned flags, KeyNumType& ke
|
||||
if (index < Strip->BuildableCount) {
|
||||
if (otype != RTTI_SPECIAL) {
|
||||
choice = Fetch_Techno_Type(otype, oid);
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
spc = SpecialWeaponType(oid);
|
||||
}
|
||||
|
||||
@@ -2078,8 +2076,7 @@ int SidebarClass::StripClass::SelectClass::Action(unsigned flags, KeyNumType& ke
|
||||
factory = Factories.Raw_Ptr(fnumber);
|
||||
}
|
||||
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
Map.Help_Text(TXT_NONE);
|
||||
}
|
||||
|
||||
@@ -2112,19 +2109,16 @@ int SidebarClass::StripClass::SelectClass::Action(unsigned flags, KeyNumType& ke
|
||||
Map.IsTargettingMode = spc;
|
||||
Unselect_All();
|
||||
Speak(VOX_SELECT_TARGET);
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
OutList.Add(EventClass(EventClass::SPECIAL_PLACE, SPC_SONAR_PULSE, 0));
|
||||
}
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
PlayerPtr->SuperWeapon[spc].Impatient_Click();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
|
||||
if (choice != NULL) {
|
||||
|
||||
@@ -2164,8 +2158,7 @@ int SidebarClass::StripClass::SelectClass::Action(unsigned flags, KeyNumType& ke
|
||||
if (!factory->Is_Building()) {
|
||||
Speak(VOX_CANCELED);
|
||||
OutList.Add(EventClass(EventClass::ABANDON, otype, oid));
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
Speak(VOX_SUSPENDED);
|
||||
OutList.Add(EventClass(EventClass::SUSPEND, otype, oid));
|
||||
Map.Column[0].IsToRedraw = true;
|
||||
@@ -2195,8 +2188,7 @@ int SidebarClass::StripClass::SelectClass::Action(unsigned flags, KeyNumType& ke
|
||||
*/
|
||||
if (factory->Is_Building()) {
|
||||
Speak(VOX_NO_FACTORY);
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
|
||||
/*
|
||||
** If production has completed, then attempt to have the object exit
|
||||
@@ -2207,14 +2199,12 @@ int SidebarClass::StripClass::SelectClass::Action(unsigned flags, KeyNumType& ke
|
||||
TechnoClass * pending = factory->Get_Object();
|
||||
if (!pending && factory->Get_Special_Item()) {
|
||||
Map.IsTargettingMode = SPC_ANY;
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
BuildingClass * builder = pending->Who_Can_Build_Me(false, false);
|
||||
if (!builder) {
|
||||
OutList.Add(EventClass(EventClass::ABANDON, otype, oid));
|
||||
Speak(VOX_NO_FACTORY);
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
|
||||
/*
|
||||
** If the completed object is a building, then change the
|
||||
@@ -2224,8 +2214,7 @@ int SidebarClass::StripClass::SelectClass::Action(unsigned flags, KeyNumType& ke
|
||||
*/
|
||||
if (pending->What_Am_I() == RTTI_BUILDING) {
|
||||
PlayerPtr->Manual_Place(builder, (BuildingClass *)pending);
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
|
||||
/*
|
||||
** For objects that can leave the factory under their own
|
||||
@@ -2236,21 +2225,18 @@ int SidebarClass::StripClass::SelectClass::Action(unsigned flags, KeyNumType& ke
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
|
||||
if (PlayerPtr->Is_Hack_Prevented(otype, oid)) {
|
||||
// Eva scolds the player here.
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
/*
|
||||
** The factory must have been in a suspended state. Resume construction
|
||||
** normally.
|
||||
*/
|
||||
if (otype == RTTI_INFANTRYTYPE) {
|
||||
Speak(VOX_TRAINING);
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
Speak(VOX_BUILDING);
|
||||
}
|
||||
OutList.Add(EventClass(EventClass::PRODUCE, Strip->Buildables[index].BuildableType, Strip->Buildables[index].BuildableID));
|
||||
@@ -2258,13 +2244,11 @@ int SidebarClass::StripClass::SelectClass::Action(unsigned flags, KeyNumType& ke
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
|
||||
if (PlayerPtr->Is_Hack_Prevented(otype, oid)) {
|
||||
// Eva scolds the player here.
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
|
||||
/*
|
||||
** If this side strip is already busy with production, then ignore the
|
||||
@@ -2272,16 +2256,14 @@ int SidebarClass::StripClass::SelectClass::Action(unsigned flags, KeyNumType& ke
|
||||
*/
|
||||
if (otype == RTTI_INFANTRYTYPE) {
|
||||
Speak(VOX_TRAINING);
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
Speak(VOX_BUILDING);
|
||||
}
|
||||
OutList.Add(EventClass(EventClass::PRODUCE, Strip->Buildables[index].BuildableType, Strip->Buildables[index].BuildableID));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
flags = 0;
|
||||
}
|
||||
}
|
||||
@@ -2405,8 +2387,7 @@ bool SidebarClass::StripClass::Abandon_Production(int factory)
|
||||
Factories.Raw_Ptr(factory)->Abandon();
|
||||
Buildables[index].Factory = -1;
|
||||
abandon = true;
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
if (Buildables[index].Factory != -1) {
|
||||
noprod = false;
|
||||
}
|
||||
@@ -2460,20 +2441,17 @@ void SidebarClass::Zoom_Mode_Control(void)
|
||||
if (Is_Zoomed() || !Spy_Next_House()) {
|
||||
Zoom_Mode(Coord_Cell(TacticalCoord));
|
||||
}
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
if (!Spying_On_House() && !Is_Player_Names()) {
|
||||
Player_Names(1);
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
Player_Names(0);
|
||||
if (!Spy_Next_House()) {
|
||||
Zoom_Mode(Coord_Cell(TacticalCoord));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
if (Session.Type!=GAME_NORMAL) {
|
||||
Player_Names(Is_Player_Names()==0);
|
||||
}
|
||||
@@ -2490,20 +2468,17 @@ void SidebarClass::Zoom_Mode_Control(void)
|
||||
if (!Spy_Next_House()) {
|
||||
Zoom_Mode(Coord_Cell(TacticalCoord));
|
||||
}
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
if (!Spying_On_House() && !Is_Player_Names()) {
|
||||
Player_Names(1);
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
Player_Names(0);
|
||||
if (!Spy_Next_House()) {
|
||||
Zoom_Mode(Coord_Cell(TacticalCoord));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
if (Session.Type!=GAME_NORMAL) {
|
||||
Player_Names(Is_Player_Names()==0);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user