// The MIT License (MIT) // // Copyright (C) 2026 Scott Duensing // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. // gameBas.c -- DVX BASIC entry points of the game library // // Called through DECLARE LIBRARY (src/include/basic/game.bas), so the // signatures use only BASIC-marshalable types: LONG in, True (-1) / False // (0) out. Held keys are only reported while one of the calling // program's windows has the focus, which needs the GUI context the BASIC // runtime hands over with gameBasSetContext when it starts a program. #include "game.h" #define BAS_TRUE (-1) #define BAS_FALSE 0 static AppContextT *sBasCtx = NULL; // ============================================================ // Prototypes // ============================================================ void gameBasSetContext(AppContextT *ctx); int32_t GameKeyDown(int32_t rawCode); void gameBasSetContext(AppContextT *ctx) { sBasCtx = ctx; } // The focused window must belong to the program asking (currentAppId is // the calling program while its BASIC code runs). int32_t GameKeyDown(int32_t rawCode) { if (!sBasCtx || sBasCtx->stack.focusedIdx < 0) { return BAS_FALSE; } const WindowT *win = sBasCtx->stack.windows[sBasCtx->stack.focusedIdx]; return (win->appId == sBasCtx->currentAppId && gameKeyIsDown(win, rawCode)) ? BAS_TRUE : BAS_FALSE; }