// // 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); } }
// // 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); } }
// // 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); } }
static int XG_GameHandleEvent(lua_State *L) { event_t *ev = luaL_checkudata(L, -1, "InputEvent"); bool event_handled = G_Responder(ev); lua_pushboolean(L, event_handled); return 1; }
// // 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); } }
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); }
// // 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); } }
// // 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); } }
// // 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); } }
void D_ProcessEvents(void) { event_t *ev; while ((ev = D_PopEvent()) != NULL) { if (F_Responder(ev)) { continue; } if (MN_Responder(ev)) { continue; } G_Responder(ev); } }
// // 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); } }
// // 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); } }
void H2_ProcessEvents(void) { event_t *ev; for (;;) { ev = D_PopEvent(); if (ev == NULL) { break; } if (F_Responder(ev)) { continue; } if (MN_Responder(ev)) { continue; } G_Responder(ev); } }
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); }