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