A modern Music Player Daemon based on Rockbox open source high quality audio player
libadwaita
audio
rust
zig
deno
mpris
rockbox
mpd
1/* Emacs style mode select -*- C++ -*-
2 *-----------------------------------------------------------------------------
3 *
4 *
5 * PrBoom a Doom port merged with LxDoom and LSDLDoom
6 * based on BOOM, a modified and improved DOOM engine
7 * Copyright (C) 1999 by
8 * id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
9 * Copyright (C) 1999-2000 by
10 * Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
11 *
12 * This program is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU General Public License
14 * as published by the Free Software Foundation; either version 2
15 * of the License, or (at your option) any later version.
16 *
17 * This program is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 * GNU General Public License for more details.
21 *
22 * You should have received a copy of the GNU General Public License
23 * along with this program; if not, write to the Free Software
24 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
25 * 02111-1307, USA.
26 *
27 * DESCRIPTION:
28 * Event information structures.
29 *
30 *-----------------------------------------------------------------------------*/
31
32
33#ifndef __D_EVENT__
34#define __D_EVENT__
35
36
37#include "doomtype.h"
38
39
40//
41// Event handling.
42//
43
44// Input event types.
45enum
46{
47 ev_keydown,
48 ev_keyup,
49 ev_mouse,
50 ev_joystick,
51 ev_scroll
52};
53typedef unsigned evtype_t;
54
55// Event structure.
56typedef struct
57{
58 evtype_t type;
59 int data1; // keys / mouse/joystick buttons
60 int data2; // mouse/joystick x move
61 int data3; // mouse/joystick y move
62} event_t;
63
64
65enum
66{
67 ga_nothing,
68 ga_loadlevel,
69 ga_newgame,
70 ga_loadgame,
71 ga_savegame,
72 ga_playdemo,
73 ga_completed,
74 ga_victory,
75 ga_worlddone,
76};
77typedef unsigned gameaction_t;
78
79
80
81//
82// Button/action code definitions.
83//
84enum
85{
86 // Press "Fire".
87 BT_ATTACK = 1,
88
89 // Use button, to open doors, activate switches.
90 BT_USE = 2,
91
92 // Flag: game events, not really buttons.
93 BT_SPECIAL = 128,
94 BT_SPECIALMASK = 3,
95
96 // Flag, weapon change pending.
97 // If true, the next 4 bits hold weapon num.
98 BT_CHANGE = 4,
99
100 // The 4bit weapon mask and shift, convenience.
101 //BT_WEAPONMASK = (8+16+32),
102 BT_WEAPONMASK = (8+16+32+64), // extended to pick up SSG // phares
103 BT_WEAPONSHIFT = 3,
104
105 // Special events
106 BTS_LOADGAME = 0, // Loads a game
107 // Pause the game.
108 BTS_PAUSE = 1,
109 // Save the game at each console.
110 BTS_SAVEGAME = 2,
111 BTS_RESTARTLEVEL= 3, // Restarts the current level
112
113 // Savegame slot numbers occupy the second byte of buttons.
114 BTS_SAVEMASK = (4+8+16),
115 BTS_SAVESHIFT = 2,
116
117};
118typedef unsigned buttoncode_t;
119
120
121//
122// GLOBAL VARIABLES
123//
124#define MAXEVENTS 64
125
126extern event_t events[MAXEVENTS];
127extern int eventhead;
128extern int eventtail;
129
130extern gameaction_t gameaction;
131
132#endif