Esempio n. 1
0
//
// D_ProcessEvents
// Send all the events of the given timestamp down the responder chain
//
void D_ProcessEvents(void)
{
    event_t *ev;

    for (; eventtail != eventhead; eventtail = (eventtail+1) & (MAXEVENTS-1))
    {
        ev = &events[eventtail];

        // Screenshots over everything so that they can be taken anywhere.
        if (M_ScreenshotResponder(ev))
            continue; // ate the event

        if (gameaction == ga_nothing && gamestate == GS_TITLESCREEN)
        {
            if (cht_Responder(ev))
                continue;
        }

        // Menu input
        if (M_Responder(ev))
            continue; // menu ate the event

        // console input
        if (CON_Responder(ev))
            continue; // ate the event

        G_Responder(ev);
    }
}
Esempio n. 2
0
//
// D_ProcessEvents
// Send all the events of the given timestamp down the responder chain
//
void D_ProcessEvents(void)
{
	event_t *ev;

	for (; eventtail != eventhead; eventtail = (eventtail+1) & (MAXEVENTS-1))
	{
		ev = &events[eventtail];

		if (gameaction == ga_nothing
			&& gamestate == GS_TITLESCREEN)
		{
			if (cht_Responder(ev))
				continue;
		}

		// Menu input
		if (M_Responder(ev))
			continue; // menu ate the event

		// console input
		if (CON_Responder(ev))
			continue; // ate the event

		G_Responder(ev);
	}
}
Esempio n. 3
0
//
// D_ProcessEvents
// Send all the events of the given timestamp down the responder chain
//
void D_ProcessEvents (void)
{
	event_t *ev;

	// [RH] If testing mode, do not accept input until test is over
	if (testingmode)
	{
		if (testingmode <= I_MSTime() * TICRATE / 1000)
			M_RestoreMode ();
		else
			M_ModeFlashTestText();

		return;
	}

	for (; eventtail != eventhead ; eventtail = ++eventtail<MAXEVENTS ? eventtail : 0)
	{
		ev = &events[eventtail];
		if (C_Responder (ev))
			continue;				// console ate the event
		if (M_Responder (ev))
			continue;				// menu ate the event
		G_Responder (ev);
	}
}
Esempio n. 4
0
File: d_main.c Progetto: jezze/doom
void D_PostEvent(event_t *ev)
{

    if (gametic < 3)
        return;

    M_Responder(ev) || (gamestate == GS_LEVEL && (HU_Responder(ev) || ST_Responder(ev))) || G_Responder(ev);

}
Esempio n. 5
0
//
// D_ProcessEvents
// Send all the events of the given timestamp down the responder chain
//
void D_ProcessEvents(void)
{
    event_t *ev;

    while ((ev = D_PopEvent()) != NULL)
    {
        if (wipe && ev->type == ev_mouse)
            continue;
        if (M_Responder(ev))
            continue;           // menu ate the event
        G_Responder(ev);
    }
}
Esempio n. 6
0
void D_PostEvent(event_t *ev)
{
  /* cph - suppress all input events at game start
   * FIXME: This is a lousy kludge */
  if (gametic < 3) return;
  M_Responder(ev) ||
	  (gamestate == GS_LEVEL && (
				     HU_Responder(ev) ||
				     ST_Responder(ev) ||
				     AM_Responder(ev)
				     )
	  ) ||
	G_Responder(ev);
}
Esempio n. 7
0
//
// D_ProcessEvents
// Send all the events of the given timestamp down the responder chain
//
void D_ProcessEvents(void)
{
    event_t* ev;
    
    for(; eventtail != eventhead; eventtail = (++eventtail) & (MAXEVENTS - 1))
    {
        ev = &events[eventtail];

        if(M_Responder(ev))
            continue;               // menu ate the event

        G_Responder(ev);
    }
}
Esempio n. 8
0
//
// D_ProcessEvents
// Send all the events of the given timestamp down the responder chain
//
void D_ProcessEvents(void)
{
	event_t ev;

	// IF STORE DEMO, DO NOT ACCEPT INPUT
	if (storedemo)
		return;

	while (I_PopEvent(&ev)) {
		if (M_Responder(&ev))
			continue;	// menu ate the event
		G_Responder(&ev);
	}
}
Esempio n. 9
0
//
// D_ProcessEvents
// Send all the events of the given timestamp down the responder chain
//
void D_ProcessEvents (void)
{
    event_t*	ev;
	
    // IF STORE DEMO, DO NOT ACCEPT INPUT
    if ( ( gamemode == commercial )
	 && (W_CheckNumForName("map01")<0) )
      return;
	
    for ( ; eventtail != eventhead ; eventtail = (++eventtail)&(MAXEVENTS-1) )
    {
	ev = &events[eventtail];
	if (M_Responder (ev))
	    continue;               // menu ate the event
	G_Responder (ev);
    }
}
Esempio n. 10
0
//
// D_ProcessEvents
// Send all the events of the given timestamp down the responder chain
//
void D_ProcessEvents (void)
{
    event_t*    ev;

    // haleyjd 08/22/2010: [STRIFE] there is no such thing as a "store demo" 
    // version of Strife

    // IF STORE DEMO, DO NOT ACCEPT INPUT
    //if (storedemo)
    //    return;

    while ((ev = D_PopEvent()) != NULL)
    {
        if (M_Responder (ev))
            continue;               // menu ate the event
        G_Responder (ev);
    }
}
Esempio n. 11
0
//
// D_ProcessEvents
// Send all the events of the given timestamp down the responder chain
//
void D_ProcessEvents (void)
{
    event_t* ev;

    // IF STORE DEMO, DO NOT ACCEPT INPUT
    if ( (gamemode == commercial) && (W_CheckNumForName("map01") < 0) )
    {
        return;
    }

//d_main.c: In function 'D_ProcessEvents':
//d_main.c:207: warning: operation on 'eventtail' may be undefined
//    for ( ; eventtail != eventhead ; eventtail = (++eventtail)&(MAXEVENTS-1) )
    for ( ; eventtail != eventhead ; eventtail = (eventtail+1)&(MAXEVENTS-1) )
    {
        ev = &events[eventtail];
        if (M_Responder(ev))
        {
            continue;               // menu ate the event
        }
        G_Responder(ev);
    }
}