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authorAndrei Karas <akaras@inbox.ru>2015-08-02 16:13:36 +0300
committerAndrei Karas <akaras@inbox.ru>2015-08-03 21:50:05 +0300
commitf651273ebf2a8b11aa01ed1434ecb613177ced6a (patch)
treec51d2bed1476270e27ad95c5a46e15af32eaccdd /src/eventsmanager.cpp
parent30846b7f68f1ad05a0719ae37f75fd2901a6545a (diff)
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Add gui mode for dyecmd. Now only basic code added.
Diffstat (limited to 'src/eventsmanager.cpp')
-rw-r--r--src/eventsmanager.cpp26
1 files changed, 26 insertions, 0 deletions
diff --git a/src/eventsmanager.cpp b/src/eventsmanager.cpp
index a6ae45e9c..3125e398b 100644
--- a/src/eventsmanager.cpp
+++ b/src/eventsmanager.cpp
@@ -22,7 +22,9 @@
#include "configuration.h"
#include "client.h"
+#ifndef DYECMD
#include "game.h"
+#endif
#include "logger.h"
#ifdef USE_MUMBLE
#include "mumblemanager.h"
@@ -122,12 +124,14 @@ bool EventsManager::handleCommonEvents(const SDL_Event &event) const
bool EventsManager::handleEvents() const
{
BLOCK_START("EventsManager::handleEvents")
+#ifndef DYECMD
if (Game::instance())
{
// Let the game handle the events while it is active
Game::instance()->handleInput();
}
else
+#endif
{
SDL_Event event;
// Handle SDL events
@@ -179,6 +183,7 @@ bool EventsManager::handleEvents() const
void EventsManager::handleGameEvents() const
{
BLOCK_START("EventsManager::handleGameEvents")
+#ifndef DYECMD
Game *const game = Game::instance();
// Events
@@ -192,6 +197,7 @@ void EventsManager::handleGameEvents() const
if (handleCommonEvents(event))
break;
} // End while
+#endif
BLOCK_END("EventsManager::handleGameEvents")
}
@@ -421,7 +427,9 @@ void EventsManager::logEvent(const SDL_Event &event)
#ifdef USE_SDL2
void EventsManager::handleSDL2WindowEvent(const SDL_Event &event)
{
+#ifndef DYECMD
int fpsLimit = 0;
+#endif
const int eventType = event.window.event;
const bool inGame = (client->getState() == STATE_GAME);
switch (eventType)
@@ -445,6 +453,7 @@ void EventsManager::handleSDL2WindowEvent(const SDL_Event &event)
break;
case SDL_WINDOWEVENT_MINIMIZED:
WindowManager::setIsMinimized(true);
+#ifndef DYECMD
if (inGame)
{
if (localPlayer && !settings.awayMode)
@@ -453,11 +462,13 @@ void EventsManager::handleSDL2WindowEvent(const SDL_Event &event)
localPlayer->setHalfAway(true);
}
}
+#endif
setPriority(false);
break;
case SDL_WINDOWEVENT_RESTORED:
case SDL_WINDOWEVENT_MAXIMIZED:
WindowManager::setIsMinimized(false);
+#ifndef DYECMD
if (inGame)
{
if (localPlayer)
@@ -467,6 +478,7 @@ void EventsManager::handleSDL2WindowEvent(const SDL_Event &event)
localPlayer->setHalfAway(false);
}
}
+#endif
setPriority(true);
break;
default:
@@ -476,6 +488,7 @@ void EventsManager::handleSDL2WindowEvent(const SDL_Event &event)
if (!inGame)
return;
+#ifndef DYECMD
if (eventType == SDL_WINDOWEVENT_MINIMIZED
|| eventType == SDL_WINDOWEVENT_RESTORED
|| eventType == SDL_WINDOWEVENT_MAXIMIZED)
@@ -487,23 +500,28 @@ void EventsManager::handleSDL2WindowEvent(const SDL_Event &event)
}
Game::instance()->updateFrameRate(fpsLimit);
}
+#endif
}
#else
void EventsManager::handleActive(const SDL_Event &event)
{
+#ifndef DYECMD
int fpsLimit = 0;
const bool inGame = (client->getState() == STATE_GAME);
+#endif
if (event.active.state & SDL_APPACTIVE)
{
if (event.active.gain)
{ // window restore
WindowManager::setIsMinimized(false);
+#ifndef DYECMD
if (inGame && localPlayer)
{
if (!settings.awayMode)
fpsLimit = config.getIntValue("fpslimit");
localPlayer->setHalfAway(false);
}
+#endif
setPriority(true);
}
else
@@ -512,25 +530,33 @@ void EventsManager::handleActive(const SDL_Event &event)
client->setState(STATE_EXIT);
#else
WindowManager::setIsMinimized(true);
+#ifndef DYECMD
if (inGame && localPlayer && !settings.awayMode)
{
fpsLimit = config.getIntValue("altfpslimit");
localPlayer->setHalfAway(true);
}
+#endif
setPriority(false);
#endif
}
+#ifndef DYECMD
if (inGame && localPlayer)
localPlayer->updateStatus();
+#endif
}
+#ifndef DYECMD
if (inGame && localPlayer)
localPlayer->updateName();
+#endif
if (event.active.state & SDL_APPINPUTFOCUS)
settings.inputFocused = event.active.gain;
if (event.active.state & SDL_APPMOUSEFOCUS)
settings.mouseFocused = event.active.gain;
+#ifndef DYECMD
if (inGame)
Game::instance()->updateFrameRate(fpsLimit);
+#endif
}
#endif