Use std::queue and std::vector in event system

instead of old custom code from container.cpp

* Removed initialize and shutdown event manager calls from Init.cpp as they were only used to create and destroy the old HLIST globals

* Moved code from Event Manager.cpp to Event Pump.cpp as the event queue system is only used in said file.

* Removed now useless event manager.cpp and .h files
This commit is contained in:
Asdow
2023-10-09 23:07:54 +03:00
parent 029af63eb8
commit f00214d00d
6 changed files with 269 additions and 397 deletions
-8
View File
@@ -1514,12 +1514,6 @@ UINT32 InitializeJA2(void)
// INit intensity tables
BuildIntensityTable( );
// Init Event Manager
if ( !InitializeEventManager( ) )
{
return( ERROR_SCREEN );
}
// Initailize World
if ( !InitializeWorld( ) )
{
@@ -1698,8 +1692,6 @@ void ShutdownJA2(void)
ShutdownJA2Sound( );
ShutdownEventManager( );
ShutdownBaseDirtyRectQueue( );
// Unload any text box images!
-1
View File
@@ -6,7 +6,6 @@ set(UtilsSrc
"${CMAKE_CURRENT_SOURCE_DIR}/Debug Control.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/dsutil.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Encrypted File.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Event Manager.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Event Pump.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/ExportStrings.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Font Control.cpp"
-234
View File
@@ -1,234 +0,0 @@
#include <stdio.h>
#include <time.h>
#include "sgp.h"
#include "container.h"
#include "wcheck.h"
#include "Event Manager.h"
#include "Timer Control.h"
HLIST hEventQueue = NULL;
HLIST hDelayEventQueue = NULL;
HLIST hDemandEventQueue = NULL;
#define QUEUE_RESIZE 20
// LOCAL FUNCTIONS
HLIST GetQueue( UINT8 ubQueueID );
void SetQueue( UINT8 ubQueueID, HLIST hQueue );
BOOLEAN InitializeEventManager( )
{
// Create Queue
hEventQueue = CreateList( QUEUE_RESIZE, sizeof( PTR ) );
if ( hEventQueue == NULL )
{
return( FALSE );
}
// Create Delay Queue
hDelayEventQueue = CreateList( QUEUE_RESIZE, sizeof( PTR ) );
if ( hDelayEventQueue == NULL )
{
return( FALSE );
}
// Create Demand Queue (events on this queue are only processed when specifically
// called for by code)
hDemandEventQueue = CreateList( QUEUE_RESIZE, sizeof( PTR ) );
if ( hDemandEventQueue == NULL )
{
return( FALSE );
}
return( TRUE );
}
BOOLEAN ShutdownEventManager( )
{
if ( hEventQueue != NULL )
{
DeleteList( hEventQueue );
}
if ( hDelayEventQueue != NULL )
{
DeleteList( hDelayEventQueue );
}
if ( hDemandEventQueue != NULL )
{
DeleteList( hDemandEventQueue );
}
return( TRUE );
}
BOOLEAN AddEvent( UINT32 uiEvent, UINT16 usDelay, PTR pEventData, UINT32 uiDataSize, UINT8 ubQueueID )
{
EVENT *pEvent;
UINT32 uiEventSize = sizeof( EVENT );
HLIST hQueue;
// Allocate new event
pEvent = (EVENT *) MemAlloc( uiEventSize + uiDataSize );
CHECKF( pEvent != NULL );
// Set values
pEvent->TimeStamp = GetJA2Clock( );
pEvent->usDelay = usDelay;
pEvent->uiEvent = uiEvent;
pEvent->uiFlags = 0;
pEvent->uiDataSize = uiDataSize;
pEvent->pData = (BYTE*)pEvent;
pEvent->pData = pEvent->pData + uiEventSize;
memcpy( pEvent->pData, pEventData, uiDataSize );
// Add event to queue
hQueue = GetQueue( ubQueueID );
hQueue = AddtoList( hQueue, &pEvent, ListSize( hQueue ) );
SetQueue( ubQueueID, hQueue );
return( TRUE );
}
BOOLEAN RemoveEvent( EVENT **ppEvent, UINT32 uiIndex, UINT8 ubQueueID )
{
UINT32 uiQueueSize;
HLIST hQueue;
// Get an event from queue, if one exists
//
hQueue = GetQueue( ubQueueID );
// Get Size
uiQueueSize = ListSize( hQueue );
if ( uiQueueSize > 0 )
{
// Get
CHECKF( RemfromList( hQueue , ppEvent, uiIndex ) != FALSE );
}
else
{
return( FALSE );
}
return( TRUE );
}
BOOLEAN PeekEvent( EVENT **ppEvent, UINT32 uiIndex , UINT8 ubQueueID )
{
UINT32 uiQueueSize;
HLIST hQueue;
// Get an event from queue, if one exists
//
hQueue = GetQueue( ubQueueID );
// Get Size
uiQueueSize = ListSize( hQueue );
if ( uiQueueSize > 0 )
{
// Get
CHECKF( PeekList( hQueue, ppEvent, uiIndex ) != FALSE );
}
else
{
return( FALSE );
}
return( TRUE );
}
BOOLEAN FreeEvent( EVENT *pEvent )
{
CHECKF( pEvent != NULL );
// Delete event
MemFree( pEvent );
return( TRUE );
}
UINT32 EventQueueSize( UINT8 ubQueueID )
{
UINT32 uiQueueSize;
HLIST hQueue;
// Get an event from queue, if one exists
//
hQueue = GetQueue( ubQueueID );
// Get Size
uiQueueSize = ListSize( hQueue );
return( uiQueueSize );
}
HLIST GetQueue( UINT8 ubQueueID )
{
switch( ubQueueID )
{
case PRIMARY_EVENT_QUEUE:
return( hEventQueue );
break;
case SECONDARY_EVENT_QUEUE:
return( hDelayEventQueue );
break;
case DEMAND_EVENT_QUEUE:
return( hDemandEventQueue );
break;
default:
Assert( FALSE );
return( 0 );
break;
}
}
void SetQueue( UINT8 ubQueueID, HQUEUE hQueue )
{
switch( ubQueueID )
{
case PRIMARY_EVENT_QUEUE:
hEventQueue = hQueue;
break;
case SECONDARY_EVENT_QUEUE:
hDelayEventQueue = hQueue;
break;
case DEMAND_EVENT_QUEUE:
hDemandEventQueue = hQueue;
break;
default:
Assert( FALSE );
break;
}
}
-33
View File
@@ -1,33 +0,0 @@
#ifndef __EVENT_MANAGER_H
#define __EVENT_MANAGER_H
typedef struct
{
TIMER TimeStamp;
UINT32 uiFlags;
UINT16 usDelay;
UINT32 uiEvent;
UINT32 uiDataSize;
BYTE *pData;
} EVENT;
#define PRIMARY_EVENT_QUEUE 0
#define SECONDARY_EVENT_QUEUE 1
#define DEMAND_EVENT_QUEUE 2
#define EVENT_EXPIRED 0x00000002
// Management fucntions
BOOLEAN InitializeEventManager( );
BOOLEAN ShutdownEventManager( );
BOOLEAN AddEvent( UINT32 uiEvent, UINT16 usDelay, PTR pEventData, UINT32 uiDataSize, UINT8 ubQueueID );
BOOLEAN RemoveEvent( EVENT **ppEvent, UINT32 uiIndex , UINT8 ubQueueID );
BOOLEAN PeekEvent( EVENT **ppEvent, UINT32 uiIndex , UINT8 ubQueueID );
BOOLEAN FreeEvent( EVENT *pEvent );
UINT32 EventQueueSize( UINT8 ubQueueID );
#endif
+267 -116
View File
@@ -1,21 +1,26 @@
#include <stdio.h>
#include <time.h>
#include "sgp.h"
#include "container.h"
#include "wcheck.h"
#include "Event Pump.h"
#include "Timer.h"
#include "Sound Control.h"
#include "Overhead.h"
#include "weapons.h"
#include "Animation Control.h"
#include "opplist.h"
#include "Tactical Save.h"
#include <stdio.h>
#include <time.h>
#include "sgp.h"
#include "container.h"
#include "wcheck.h"
#include "Event Pump.h"
#include "Timer.h"
#include "Sound Control.h"
#include "Overhead.h"
#include "weapons.h"
#include "Animation Control.h"
#include "opplist.h"
#include "Tactical Save.h"
#include<vector>
#include<queue>
#ifdef NETWORKED
#include "Networking.h"
#include "NetworkEvent.h"
#endif
#include "MemMan.h"
#include "Timer Control.h"
#include "DEBUG.H"
UINT8 gubEncryptionArray4[ BASE_NUMBER_OF_ROTATION_ARRAYS * 3 ][ NEW_ROTATION_ARRAY_SIZE ] =
{
@@ -590,6 +595,26 @@ UINT8 gubEncryptionArray4[ BASE_NUMBER_OF_ROTATION_ARRAYS * 3 ][ NEW_ROTATION_AR
},
};
typedef struct
{
TIMER TimeStamp;
UINT32 uiFlags;
UINT16 usDelay;
UINT32 uiEvent;
UINT32 uiDataSize;
BYTE* pData;
} EVENT;
#define PRIMARY_EVENT_QUEUE 0
#define SECONDARY_EVENT_QUEUE 1
#define DEMAND_EVENT_QUEUE 2
#define EVENT_EXPIRED 0x00000002
std::queue<EVENT> hEventQueue;
std::vector<EVENT> hDelayEventQueue;
std::queue<EVENT> hDemandEventQueue;
// GLobals used here, for each event structure used,
// Used as globals for stack reasons
EV_E_PLAYSOUND EPlaySound;
@@ -601,67 +626,172 @@ EV_S_GETNEWPATH SGetNewPath;
EV_S_BEGINTURN SBeginTurn;
EV_S_CHANGESTANCE SChangeStance;
EV_S_SETDIRECTION SSetDirection;
EV_S_SETDESIREDDIRECTION SSetDesiredDirection;
EV_S_BEGINFIREWEAPON SBeginFireWeapon;
EV_S_SETDESIREDDIRECTION SSetDesiredDirection;
EV_S_BEGINFIREWEAPON SBeginFireWeapon;
EV_S_FIREWEAPON SFireWeapon;
EV_S_WEAPONHIT SWeaponHit;
EV_S_STRUCTUREHIT SStructureHit;
EV_S_WINDOWHIT SWindowHit;
EV_S_MISS SMiss;
EV_S_NOISE SNoise;
EV_S_MISS SMiss;
EV_S_NOISE SNoise;
EV_S_STOP_MERC SStopMerc;
EV_S_SENDPATHTONETWORK SUpdateNetworkSoldier;
EV_S_SENDPATHTONETWORK SUpdateNetworkSoldier;
extern BOOLEAN gfAmINetworked;
BOOLEAN AddGameEventToQueue( UINT32 uiEvent, UINT16 usDelay, PTR pEventData, UINT8 ubQueueID );
BOOLEAN ExecuteGameEvent( EVENT *pEvent );
BOOLEAN AddGameEvent( UINT32 uiEvent, UINT16 usDelay, PTR pEventData )
BOOLEAN AddEvent(UINT32 uiEvent, UINT16 usDelay, PTR pEventData, UINT32 uiDataSize, UINT8 ubQueueID)
{
if (usDelay == DEMAND_EVENT_DELAY)
BYTE* pData = (BYTE*)MemAlloc(uiDataSize);
Assert(pData);
memcpy(pData, pEventData, uiDataSize);
// Add event to queue
switch (ubQueueID)
{
//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("AddGameEvent: Sending Local and network #%d", uiEvent));
#ifdef NETWORKED
if(gfAmINetworked)
SendEventToNetwork(uiEvent, usDelay, pEventData);
#endif
return( AddGameEventToQueue( uiEvent, 0, pEventData, DEMAND_EVENT_QUEUE ) );
case PRIMARY_EVENT_QUEUE:
//hEventQueue.push(*pEvent);
hEventQueue.emplace(
EVENT{
GetJA2Clock(),
0,
usDelay,
uiEvent,
uiDataSize,
pData
}
);
break;
case SECONDARY_EVENT_QUEUE:
hDelayEventQueue.emplace_back(
EVENT{
GetJA2Clock(),
0,
usDelay,
uiEvent,
uiDataSize,
pData
}
);
break;
case DEMAND_EVENT_QUEUE:
hDemandEventQueue.emplace(
EVENT{
GetJA2Clock(),
0,
usDelay,
uiEvent,
uiDataSize,
pData
}
);
break;
default:
Assert(FALSE);
break;
}
else if( uiEvent < EVENTS_LOCAL_AND_NETWORK)
{
//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("AddGameEvent: Sending Local and network #%d", uiEvent));
#ifdef NETWORKED
if(gfAmINetworked)
SendEventToNetwork(uiEvent, usDelay, pEventData);
#endif
return( AddGameEventToQueue( uiEvent, usDelay, pEventData, PRIMARY_EVENT_QUEUE ) );
}
else if( uiEvent < EVENTS_ONLY_USED_LOCALLY)
{
//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("AddGameEvent: Sending Local #%d", uiEvent));
return( AddGameEventToQueue( uiEvent, usDelay, pEventData, PRIMARY_EVENT_QUEUE ) );
}
else if( uiEvent < EVENTS_ONLY_SENT_OVER_NETWORK)
{
//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("AddGameEvent: Sending network #%d", uiEvent));
#ifdef NETWORKED
if(gfAmINetworked)
SendEventToNetwork(uiEvent, usDelay, pEventData);
#endif
return(TRUE);
}
// There is an error with the event
else
return(FALSE);
return(TRUE);
}
BOOLEAN AddGameEventFromNetwork( UINT32 uiEvent, UINT16 usDelay, PTR pEventData )
static BOOLEAN RemoveEventFromSecondaryEventQueue(EVENT* ppEvent, UINT32 uiIndex)
{
return( AddGameEventToQueue( uiEvent, usDelay, pEventData, PRIMARY_EVENT_QUEUE ) );
if (uiIndex < hDelayEventQueue.size())
{
*ppEvent = hDelayEventQueue[uiIndex];
hDelayEventQueue.erase(hDelayEventQueue.begin() + uiIndex);
return(TRUE);
}
return(FALSE);
}
BOOLEAN PopEvent(EVENT* ppEvent, UINT8 ubQueueID)
{
// Get an event from queue, if one exists
//
switch (ubQueueID)
{
case PRIMARY_EVENT_QUEUE:
if (!hEventQueue.empty())
{
*ppEvent = hEventQueue.front();
hEventQueue.pop();
return(TRUE);
}
break;
case SECONDARY_EVENT_QUEUE:
if (!hDelayEventQueue.empty())
{
*ppEvent = hDelayEventQueue.front();
hDelayEventQueue.erase(hDelayEventQueue.begin());
return(TRUE);
}
break;
case DEMAND_EVENT_QUEUE:
if (!hDemandEventQueue.empty())
{
*ppEvent = hDemandEventQueue.front();
hDemandEventQueue.pop();
return(TRUE);
}
break;
default:
Assert(FALSE);
break;
}
return(FALSE);
}
BOOLEAN FreeEvent(EVENT* pEvent)
{
CHECKF(pEvent != NULL);
// Delete event
MemFree(pEvent->pData);
//MemFree(pEvent);
return(TRUE);
}
UINT32 EventQueueSize(UINT8 ubQueueID)
{
switch (ubQueueID)
{
case PRIMARY_EVENT_QUEUE:
return(hEventQueue.size());
break;
case SECONDARY_EVENT_QUEUE:
return(hDelayEventQueue.size());
break;
case DEMAND_EVENT_QUEUE:
return(hDemandEventQueue.size());
break;
default:
Assert(FALSE);
return(-1);
break;
}
}
BOOLEAN AddGameEventToQueue( UINT32 uiEvent, UINT16 usDelay, PTR pEventData, UINT8 ubQueueID )
{
UINT32 uiDataSize;
@@ -783,18 +913,65 @@ BOOLEAN AddGameEventToQueue( UINT32 uiEvent, UINT16 usDelay, PTR pEventData, UIN
return( TRUE );
}
BOOLEAN AddGameEvent(UINT32 uiEvent, UINT16 usDelay, PTR pEventData)
{
if (usDelay == DEMAND_EVENT_DELAY)
{
//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("AddGameEvent: Sending Local and network #%d", uiEvent));
#ifdef NETWORKED
if (gfAmINetworked)
SendEventToNetwork(uiEvent, usDelay, pEventData);
#endif
return(AddGameEventToQueue(uiEvent, 0, pEventData, DEMAND_EVENT_QUEUE));
}
else if (uiEvent < EVENTS_LOCAL_AND_NETWORK)
{
//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("AddGameEvent: Sending Local and network #%d", uiEvent));
#ifdef NETWORKED
if (gfAmINetworked)
SendEventToNetwork(uiEvent, usDelay, pEventData);
#endif
return(AddGameEventToQueue(uiEvent, usDelay, pEventData, PRIMARY_EVENT_QUEUE));
}
else if (uiEvent < EVENTS_ONLY_USED_LOCALLY)
{
//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("AddGameEvent: Sending Local #%d", uiEvent));
return(AddGameEventToQueue(uiEvent, usDelay, pEventData, PRIMARY_EVENT_QUEUE));
}
else if (uiEvent < EVENTS_ONLY_SENT_OVER_NETWORK)
{
//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("AddGameEvent: Sending network #%d", uiEvent));
#ifdef NETWORKED
if (gfAmINetworked)
SendEventToNetwork(uiEvent, usDelay, pEventData);
#endif
return(TRUE);
}
// There is an error with the event
else
return(FALSE);
}
BOOLEAN AddGameEventFromNetwork(UINT32 uiEvent, UINT16 usDelay, PTR pEventData)
{
return(AddGameEventToQueue(uiEvent, usDelay, pEventData, PRIMARY_EVENT_QUEUE));
}
BOOLEAN DequeAllGameEvents( BOOLEAN fExecute )
{
EVENT *pEvent;
UINT32 uiQueueSize, cnt;
BOOLEAN fCompleteLoop = FALSE;
EVENT pEvent;
UINT32 uiQueueSize, i;
BOOLEAN fCompleteLoop = FALSE;
// First dequeue all primary events
while( EventQueueSize( PRIMARY_EVENT_QUEUE ) > 0 )
{
// Get Event
if ( RemoveEvent( &pEvent, 0, PRIMARY_EVENT_QUEUE) == FALSE )
if (PopEvent( &pEvent, PRIMARY_EVENT_QUEUE) == FALSE )
{
return( FALSE );
}
@@ -802,90 +979,66 @@ BOOLEAN DequeAllGameEvents( BOOLEAN fExecute )
if ( fExecute )
{
// Check if event has a delay and add to secondary queue if so
if ( pEvent->usDelay > 0 )
if ( pEvent.usDelay > 0 )
{
AddGameEventToQueue( pEvent->uiEvent, pEvent->usDelay, pEvent->pData, SECONDARY_EVENT_QUEUE );
AddGameEventToQueue( pEvent.uiEvent, pEvent.usDelay, pEvent.pData, SECONDARY_EVENT_QUEUE );
}
else
{
ExecuteGameEvent( pEvent );
ExecuteGameEvent( &pEvent );
}
}
// Delete event
FreeEvent( pEvent );
FreeEvent( &pEvent );
};
// NOW CHECK SECONDARY QUEUE FOR ANY EXPRIED EVENTS
// Get size of queue
// NOW CHECK SECONDARY QUEUE FOR EVENTS
uiQueueSize = EventQueueSize( SECONDARY_EVENT_QUEUE );
for ( cnt = 0; cnt < uiQueueSize; cnt++ )
for ( i = 0; i < uiQueueSize; i++ )
{
if ( PeekEvent( &pEvent, cnt, SECONDARY_EVENT_QUEUE) == FALSE )
{
return( FALSE );
}
EVENT& pEventRef = hDelayEventQueue[i];
// Check time
if ( ( GetJA2Clock() - pEvent->TimeStamp ) > pEvent->usDelay )
if ( ( GetJA2Clock() - pEventRef.TimeStamp ) > pEventRef.usDelay )
{
if ( fExecute )
{
ExecuteGameEvent( pEvent );
ExecuteGameEvent( &pEventRef );
}
// FLag as expired
pEvent->uiFlags = EVENT_EXPIRED;
pEventRef.uiFlags = EVENT_EXPIRED;
}
}
do
// Remove expired events from secondary event queue
uiQueueSize = EventQueueSize(SECONDARY_EVENT_QUEUE);
for (INT32 i = uiQueueSize-1; i >= 0; i--)
{
uiQueueSize = EventQueueSize( SECONDARY_EVENT_QUEUE );
for ( cnt = 0; cnt < uiQueueSize; cnt++ )
EVENT& pEventRef = hDelayEventQueue[i];
if (pEventRef.uiFlags & EVENT_EXPIRED)
{
if ( PeekEvent( &pEvent, cnt, SECONDARY_EVENT_QUEUE) == FALSE )
{
return( FALSE );
}
// Check time
if ( pEvent->uiFlags & EVENT_EXPIRED )
{
RemoveEvent( &pEvent, cnt, SECONDARY_EVENT_QUEUE );
FreeEvent( pEvent );
// Restart loop
break;
}
RemoveEventFromSecondaryEventQueue(&pEventRef, i);
FreeEvent(&pEventRef);
}
if ( cnt == uiQueueSize )
{
fCompleteLoop = TRUE;
}
} while( fCompleteLoop == FALSE );
}
return( TRUE );
}
BOOLEAN DequeueAllDemandGameEvents( BOOLEAN fExecute )
{
EVENT *pEvent;
EVENT pEvent;
// Dequeue all events on the demand queue (only)
while( EventQueueSize( DEMAND_EVENT_QUEUE ) > 0 )
{
// Get Event
if ( RemoveEvent( &pEvent, 0, DEMAND_EVENT_QUEUE) == FALSE )
if ( PopEvent( &pEvent, DEMAND_EVENT_QUEUE) == FALSE )
{
return( FALSE );
}
@@ -893,18 +1046,18 @@ BOOLEAN DequeueAllDemandGameEvents( BOOLEAN fExecute )
if ( fExecute )
{
// Check if event has a delay and add to secondary queue if so
if ( pEvent->usDelay > 0 )
if ( pEvent.usDelay > 0 )
{
AddGameEventToQueue( pEvent->uiEvent, pEvent->usDelay, pEvent->pData, SECONDARY_EVENT_QUEUE );
AddGameEventToQueue( pEvent.uiEvent, pEvent.usDelay, pEvent.pData, SECONDARY_EVENT_QUEUE );
}
else
{
ExecuteGameEvent( pEvent );
ExecuteGameEvent( &pEvent );
}
}
// Delete event
FreeEvent( pEvent );
FreeEvent( &pEvent );
};
@@ -912,7 +1065,6 @@ BOOLEAN DequeueAllDemandGameEvents( BOOLEAN fExecute )
}
BOOLEAN ExecuteGameEvent( EVENT *pEvent )
{
SOLDIERTYPE *pSoldier;
@@ -1237,17 +1389,16 @@ BOOLEAN ExecuteGameEvent( EVENT *pEvent )
BOOLEAN ClearEventQueue( void )
{
// clear out the event queue
EVENT *pEvent;
EVENT pEvent;
while( EventQueueSize( PRIMARY_EVENT_QUEUE ) > 0 )
{
// Get Event
if ( RemoveEvent( &pEvent, 0, PRIMARY_EVENT_QUEUE) == FALSE )
if (PopEvent( &pEvent, PRIMARY_EVENT_QUEUE) == FALSE )
{
return( FALSE );
}
FreeEvent(&pEvent);
}
return( TRUE );
}
+2 -5
View File
@@ -1,7 +1,6 @@
#ifndef EVENT_PROCESSOR_H
#define EVENT_PROCESSOR_H
#include "Event Manager.h"
#include "Overhead Types.h"
@@ -271,8 +270,6 @@ BOOLEAN AddGameEventFromNetwork( UINT32 uiEvent, UINT16 usDelay, PTR pEventData
BOOLEAN DequeAllGameEvents( BOOLEAN fExecute );
BOOLEAN DequeueAllDemandGameEvents( BOOLEAN fExecute );
// clean out the evetn queue
// clean out the event queue
BOOLEAN ClearEventQueue( void );
#endif
#endif