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author | Andrei Karas <akaras@inbox.ru> | 2015-08-02 16:13:36 +0300 |
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committer | Andrei Karas <akaras@inbox.ru> | 2015-08-03 21:50:05 +0300 |
commit | f651273ebf2a8b11aa01ed1434ecb613177ced6a (patch) | |
tree | c51d2bed1476270e27ad95c5a46e15af32eaccdd /src/eventsmanager.cpp | |
parent | 30846b7f68f1ad05a0719ae37f75fd2901a6545a (diff) | |
download | manaverse-f651273ebf2a8b11aa01ed1434ecb613177ced6a.tar.gz manaverse-f651273ebf2a8b11aa01ed1434ecb613177ced6a.tar.bz2 manaverse-f651273ebf2a8b11aa01ed1434ecb613177ced6a.tar.xz manaverse-f651273ebf2a8b11aa01ed1434ecb613177ced6a.zip |
Add gui mode for dyecmd. Now only basic code added.
Diffstat (limited to 'src/eventsmanager.cpp')
-rw-r--r-- | src/eventsmanager.cpp | 26 |
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 |