A modern Music Player Daemon based on Rockbox open source high quality audio player
libadwaita audio rust zig deno mpris rockbox mpd
at master 132 lines 3.1 kB view raw
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