/* * XEvil(TM) Copyright (C) 1994,2000 Steve Hardt and Michael Judge * http://www.xevil.com * satan@xevil.com * * This program 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. * * This program 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 this program, the file "gpl.txt"; if not, write to the Free * Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA * 02111-1307, USA, or visit http://www.gnu.org. */ // "ui.h" Code common to all implementations of Ui. #ifndef UI_CMN_H #define UI_CMN_H #if X11 #ifndef NO_PRAGMAS #pragma interface #endif #endif #include "utils.h" #include "intel.h" #define UI_KEYS_MAX IT_WEAPON_R typedef unsigned long UImask; // UNIX and Windows. #define UInone 0L #define UInewGame (1L<<0) #define UIquit (1L<<1) #define UIhumansNum (1L<<2) #define UIenemiesNum (1L<<3) #define UIenemiesRefill (1L<<4) #define UIpause (1L<<6) #define UIstyle (1L<<7) #define UIquanta (1L<<8) // Windows only. #define UIrooms (1L<<9) #define UIsoundvol (1L<<10) #define UItrackvol (1L<<11) #define UImusictype (1L<<12) #define UIsound (1L<<13) #define UIscreenmode (1L<<14) // UNIX and Windows. #define UIcooperative (1L<<15) // Windows only. #define UIdifficulty (1L<<16) #define UIconnectServer (1L<<17) #define UIdisconnectServer (1L<<18) #define UIrunServer (1L<<19) #define UIstopServer (1L<<20) // UNIX and Windows. #define UIchatRequest (1L<<21) // This is the only bottleneck restricting the size of the passed message. // Should make this an arbitrary length. #define UI_CHAT_MESSAGE_MAX 160 class IKeyState { public: virtual Boolean key_down(int key,void* closure) = 0; /* REQUIRES: 0 <= key < UI_KEYS_MAX */ /* EFFECTS: Is the specified key currently down. */ }; class IDispatcher { public: virtual void dispatch(ITcommand command,void* closure) = 0; /* EFFECTS: Cause the specified command to be sent. */ }; // The job of this class is to map the state of the keyboard into // ITcommands to be executed. Most of the logic is devoted to handling // weirdness with weapon keys, e.g. holding down the WEAPON_USE key and // pressing to the right causes IT_WEAPON_R to be dispatched. class KeyDispatcher { public: KeyDispatcher(); void clock(IKeyState*,IDispatcher*,void* closure); /* NOTE: closure is a hack, the data should be in the implementation of IKeyState and IDispatcher. When I get around to making Ui have a list of Viewport instead of just a bunch of arrays, Viewport will implement these interfaces instead of Ui and we can get rid of this C-style "closure" bullshit. (Did it on UNIX, now to do it on Windows.) */ private: Boolean weaponKeyDown; ITcommand weaponCommandDefault; // Was dispatch() called since the last weapon key down. Boolean dispatchCalled; }; #endif