/*
==============================================================================

                                 DOOM Retro
           The classic, refined DOOM source port. For Windows PC.

==============================================================================

    Copyright © 1993-2024 by id Software LLC, a ZeniMax Media company.
    Copyright © 2013-2024 by Brad Harding <mailto:brad@doomretro.com>.

    This file is a part of DOOM Retro.

    DOOM Retro is free software: you can redistribute it and/or modify it
    under the terms of the GNU General Public License as published by the
    Free Software Foundation, either version 3 of the license, or (at your
    option) any later version.

    DOOM Retro is distributed in the hope that it will be useful, but
    WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
    General Public License for more details.

    You should have received a copy of the GNU General Public License
    along with DOOM Retro. If not, see <https://www.gnu.org/licenses/>.

    DOOM is a registered trademark of id Software LLC, a ZeniMax Media
    company, in the US and/or other countries, and is used without
    permission. All other trademarks are the property of their respective
    holders. DOOM Retro is in no way affiliated with nor endorsed by
    id Software.

==============================================================================
*/

#pragma once

#include "i_video.h"

//
// Event handling.
//

// Input event types.
typedef enum
{
    ev_none,
    ev_keydown,
    ev_keyup,
    ev_mouse,
    ev_mousewheel,
    ev_controller,
    ev_textinput
} evtype_t;

// Event structure.
typedef struct
{
    evtype_t    type;
    int         data1;          // keys/mouse buttons
    int         data2;          // mouse x move
    int         data3;          // mouse y move
} event_t;

typedef enum
{
    ga_nothing,
    ga_loadlevel,
    ga_newgame,
    ga_loadgame,
    ga_savegame,
    ga_completed,
    ga_victory,
    ga_worlddone,
    ga_autoloadgame,
    ga_autosavegame
} gameaction_t;

//
// Button/action code definitions.
//
enum
{
    // Press "Fire".
    BT_ATTACK       = 1,
    // Use button, to open doors, activate switches.
    BT_USE          = 2,

    // Flag: game events, not really buttons.
    BT_SPECIAL      = 128,
    BT_SPECIALMASK  = 3,

    // Flag, weapon change pending.
    // If true, the next 3 bits hold weapon num.
    BT_CHANGE       = 4,
    // The 3-bit weapon mask and shift, convenience.
    BT_WEAPONMASK   = (8 + 16 + 32),
    BT_WEAPONSHIFT  = 3,

    BT_JUMP         = 64,

    // Pause the game.
    BTS_PAUSE       = 1,
    // Save the game at each console.
    BTS_SAVEGAME    = 2
};

extern gameaction_t gameaction;
