/*! * Activation (focus change) eventhandler */ static void handleActiveEvent(SDL_ActiveEvent * activeEvent) { // Ignore focus loss through SDL_APPMOUSEFOCUS, since it mostly happens accidentialy // active.state is a bitflag! Mixed events (eg. APPACTIVE|APPMOUSEFOCUS) will thus not be ignored. if ( activeEvent->state == SDL_APPMOUSEFOCUS ) { setMouseScroll(activeEvent->gain); return; } if ( activeEvent->gain == 1 ) { debug( LOG_NEVER, "WM_SETFOCUS"); if (focusState != FOCUS_IN) { focusState = FOCUS_IN; // Don't pause in multiplayer! if (war_GetPauseOnFocusLoss() && !NetPlay.bComms) { gameTimeStart(); audio_ResumeAll(); cdAudio_Resume(); } // enable scrolling setScrollPause(false); resetScroll(); } } else { debug( LOG_NEVER, "WM_KILLFOCUS"); if (focusState != FOCUS_OUT) { focusState = FOCUS_OUT; // Don't pause in multiplayer! if (war_GetPauseOnFocusLoss() && !NetPlay.bComms) { gameTimeStop(); audio_PauseAll(); cdAudio_Pause(); } /* Have to tell the input system that we've lost focus */ inputLooseFocus(); // stop scrolling setScrollPause(true); } } }
/*! * The mainloop. * Fetches events, executes appropriate code */ void mainLoop(void) { frameUpdate(); // General housekeeping // Screenshot key is now available globally if (keyPressed(KEY_F10)) { kf_ScreenDump(); inputLoseFocus(); // remove it from input stream } if (NetPlay.bComms || focusState == FOCUS_IN || !war_GetPauseOnFocusLoss()) { if (loop_GetVideoStatus()) { videoLoop(); // Display the video if neccessary } else switch (GetGameMode()) { case GS_NORMAL: // Run the gameloop code runGameLoop(); break; case GS_TITLE_SCREEN: // Run the titleloop code runTitleLoop(); break; default: break; } realTimeUpdate(); // Update realTime. } // Feed a bit of randomness into libcrypto. unsigned buf[] = {mouseX(), mouseY(), realTime, graphicsTime, gameTime, (unsigned) rand(), 4}; // http://xkcd.com/221/ RAND_add(buf, sizeof(buf), 1); }
/*! * The mainloop. * Fetches events, executes appropriate code */ void mainLoop(void) { frameUpdate(); // General housekeeping // Screenshot key is now available globally if (keyPressed(KEY_F10)) { kf_ScreenDump(); inputLoseFocus(); // remove it from input stream } if (NetPlay.bComms || focusState == FOCUS_IN || !war_GetPauseOnFocusLoss()) { if (loop_GetVideoStatus()) { videoLoop(); // Display the video if neccessary } else switch (GetGameMode()) { case GS_NORMAL: // Run the gameloop code runGameLoop(); break; case GS_TITLE_SCREEN: // Run the titleloop code runTitleLoop(); break; default: break; } realTimeUpdate(); // Update realTime. } }
// //////////////////////////////////////////////////////////////////////////// bool saveConfig() { QSettings ini(PHYSFS_getWriteDir() + QString("/") + fileName, QSettings::IniFormat); if (ini.status() != QSettings::NoError) { debug(LOG_ERROR, "Could not open configuration file \"%s\"", fileName); return false; } debug(LOG_WZ, "Writing prefs to registry \"%s\"", ini.fileName().toUtf8().constData()); // ////////////////////////// // voicevol, fxvol and cdvol ini.setValue("voicevol", (int)(sound_GetUIVolume() * 100.0)); ini.setValue("fxvol", (int)(sound_GetEffectsVolume() * 100.0)); ini.setValue("cdvol", (int)(sound_GetMusicVolume() * 100.0)); ini.setValue("music_enabled", war_GetMusicEnabled()); ini.setValue("width", war_GetWidth()); ini.setValue("height", war_GetHeight()); ini.setValue("bpp", pie_GetVideoBufferDepth()); ini.setValue("fullscreen", war_getFullscreen()); ini.setValue("language", getLanguage()); // dont save out the cheat mode. if (getDifficultyLevel() != DL_KILLER && getDifficultyLevel() != DL_TOUGH) { ini.setValue("difficulty", getDifficultyLevel()); // level } ini.setValue("showFPS", (SDWORD)showFPS); ini.setValue("scroll",(SDWORD)scroll_speed_accel); // scroll ini.setValue("shake",(SDWORD)(getShakeStatus())); // screenshake ini.setValue("mouseflip",(SDWORD)(getInvertMouseStatus())); // flipmouse ini.setValue("nomousewarp", (SDWORD)getMouseWarp()); // mouse warp ini.setValue("RightClickOrders",(SDWORD)(getRightClickOrders())); ini.setValue("MiddleClickRotate",(SDWORD)(getMiddleClickRotate())); ini.setValue("showFPS", (SDWORD)showFPS); ini.setValue("shadows",(SDWORD)(getDrawShadows())); // shadows ini.setValue("sound", (SDWORD)war_getSoundEnabled()); ini.setValue("FMVmode",(SDWORD)(war_GetFMVmode())); // sequences ini.setValue("scanlines", (SDWORD)war_getScanlineMode()); ini.setValue("subtitles",(SDWORD)(seq_GetSubtitles())); // subtitles ini.setValue("radarObjectMode",(SDWORD)bEnemyAllyRadarColor); // enemy/allies radar view ini.setValue("radarTerrainMode",(SDWORD)radarDrawMode); ini.setValue("trapCursor", war_GetTrapCursor()); ini.setValue("vsync", war_GetVsync()); ini.setValue("textureSize", getTextureSize()); ini.setValue("FSAA", war_getFSAA()); ini.setValue("UPnP", (SDWORD)NetPlay.isUPNP); ini.setValue("rotateRadar", rotateRadar); ini.setValue("PauseOnFocusLoss", war_GetPauseOnFocusLoss()); ini.setValue("masterserver_name", NETgetMasterserverName()); ini.setValue("masterserver_port", NETgetMasterserverPort()); ini.setValue("gameserver_port", NETgetGameserverPort()); if (!bMultiPlayer) { ini.setValue("colour", getPlayerColour(0)); // favourite colour. } else { if (NetPlay.isHost && ingame.localJoiningInProgress) { if (bMultiPlayer && NetPlay.bComms) { ini.setValue("gameName", game.name); // last hosted game } ini.setValue("mapName", game.map); // map name ini.setValue("mapHash", game.hash.toString().c_str()); // map hash ini.setValue("maxPlayers", game.maxPlayers); // maxPlayers ini.setValue("power", game.power); // power ini.setValue("base", game.base); // size of base ini.setValue("alliance", game.alliance); // allow alliances ini.setValue("scavengers", game.scavengers); } ini.setValue("playerName", (char*)sPlayer); // player name } ini.setValue("colourMP", war_getMPcolour()); ini.sync(); return true; }
// //////////////////////////////////////////////////////////////////////////// bool saveConfig(void) { debug( LOG_WZ, "Writing prefs to registry\n" ); if(!openWarzoneKey()) { return false; } // ////////////////////////// // voicevol, fxvol and cdvol setWarzoneKeyNumeric("voicevol", (int)(sound_GetUIVolume() * 100.0)); setWarzoneKeyNumeric("fxvol", (int)(sound_GetEffectsVolume() * 100.0)); setWarzoneKeyNumeric("cdvol", (int)(sound_GetMusicVolume() * 100.0)); setWarzoneKeyNumeric("music_enabled", war_GetMusicEnabled()); setWarzoneKeyNumeric("width", war_GetWidth()); setWarzoneKeyNumeric("height", war_GetHeight()); setWarzoneKeyNumeric("bpp", pie_GetVideoBufferDepth()); setWarzoneKeyNumeric("fullscreen", war_getFullscreen()); setWarzoneKeyString("language", getLanguage()); // dont save out the cheat mode. if(getDifficultyLevel()==DL_KILLER || getDifficultyLevel()== DL_TOUGH) { setDifficultyLevel(DL_NORMAL); } setWarzoneKeyNumeric("debugmode", bAllowDebugMode); setWarzoneKeyNumeric("framerate", (SDWORD)getFramerateLimit()); setWarzoneKeyNumeric("showFPS", (SDWORD)showFPS); setWarzoneKeyNumeric("scroll",(SDWORD)scroll_speed_accel); // scroll setWarzoneKeyNumeric("difficulty", getDifficultyLevel()); // level setWarzoneKeyNumeric("visfog",(SDWORD)(!war_GetFog())); // fogtype setWarzoneKeyNumeric("shake",(SDWORD)(getShakeStatus())); // screenshake setWarzoneKeyNumeric("mouseflip",(SDWORD)(getInvertMouseStatus())); // flipmouse setWarzoneKeyNumeric("RightClickOrders",(SDWORD)(getRightClickOrders())); setWarzoneKeyNumeric("MiddleClickRotate",(SDWORD)(getMiddleClickRotate())); setWarzoneKeyNumeric("shadows",(SDWORD)(getDrawShadows())); // shadows setWarzoneKeyNumeric("sound", (SDWORD)war_getSoundEnabled()); setWarzoneKeyNumeric("FMVmode",(SDWORD)(war_GetFMVmode())); // sequences setWarzoneKeyNumeric("subtitles",(SDWORD)(seq_GetSubtitles())); // subtitles setWarzoneKeyNumeric("radarObjectMode",(SDWORD)bEnemyAllyRadarColor); // enemy/allies radar view setWarzoneKeyNumeric("radarTerrainMode",(SDWORD)radarDrawMode); setWarzoneKeyNumeric("trapCursor", war_GetTrapCursor()); setWarzoneKeyNumeric("vsync", war_GetVsync()); setWarzoneKeyNumeric("textureSize", getTextureSize()); setWarzoneKeyNumeric("rotateRadar", rotateRadar); setWarzoneKeyNumeric("PauseOnFocusLoss", war_GetPauseOnFocusLoss()); setWarzoneKeyNumeric("ColouredCursor", war_GetColouredCursor()); setWarzoneKeyString("masterserver_name", NETgetMasterserverName()); setWarzoneKeyNumeric("masterserver_port", NETgetMasterserverPort()); setWarzoneKeyNumeric("gameserver_port", NETgetGameserverPort()); if(!bMultiPlayer) { setWarzoneKeyNumeric("colour",(SDWORD)getPlayerColour(0)); // favourite colour. } else { debug( LOG_NEVER, "Writing multiplay prefs to registry\n" ); if (NetPlay.isHost && ingame.localJoiningInProgress) { if (bMultiPlayer && NetPlay.bComms) { setWarzoneKeyString("gameName", game.name); // last hosted game } setWarzoneKeyString("mapName", game.map); // map name setWarzoneKeyNumeric("maxPlayers",game.maxPlayers); // maxPlayers setWarzoneKeyNumeric("power", game.power); // power setWarzoneKeyNumeric("base", game.base); // size of base setWarzoneKeyNumeric("fog", game.fog); // fog 'o war setWarzoneKeyNumeric("alliance", game.alliance); // allow alliances } setWarzoneKeyString("playerName",(char*)sPlayer); // player name setWarzoneKeyString("phrase0", ingame.phrases[0]); // phrases setWarzoneKeyString("phrase1", ingame.phrases[1]); setWarzoneKeyString("phrase2", ingame.phrases[2]); setWarzoneKeyString("phrase3", ingame.phrases[3]); setWarzoneKeyString("phrase4", ingame.phrases[4]); } return closeWarzoneKey(); }
/*! * The mainloop. * Fetches events, executes appropriate code */ static void mainLoop(void) { SDL_Event event; while (true) { frameUpdate(); // General housekeeping /* Deal with any windows messages */ while (SDL_PollEvent(&event)) { switch (event.type) { case SDL_KEYUP: case SDL_KEYDOWN: inputHandleKeyEvent(&event.key); break; case SDL_MOUSEBUTTONUP: case SDL_MOUSEBUTTONDOWN: inputHandleMouseButtonEvent(&event.button); break; case SDL_MOUSEMOTION: inputHandleMouseMotionEvent(&event.motion); break; case SDL_ACTIVEEVENT: handleActiveEvent(&event.active); break; case SDL_QUIT: saveConfig(); return; default: break; } } // Screenshot key is now available globally if(keyPressed(KEY_F10)) { kf_ScreenDump(); inputLooseFocus(); // remove it from input stream } // only pause when not in multiplayer, no focus, and we actually want to pause if (NetPlay.bComms || focusState == FOCUS_IN || !war_GetPauseOnFocusLoss()) { if (loop_GetVideoStatus()) { videoLoop(); // Display the video if neccessary } else switch (GetGameMode()) { case GS_NORMAL: // Run the gameloop code runGameLoop(); break; case GS_TITLE_SCREEN: // Run the titleloop code runTitleLoop(); break; default: break; } realTimeUpdate(); // Update realTime. } } }