Merged: game logic with new Input

This commit is contained in:
Linda Andersson 2014-02-26 15:12:13 +01:00
commit 9c4f72882c
48 changed files with 2547 additions and 1512 deletions

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@ -776,5 +776,6 @@ Global
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE} = {1322B12B-5E37-448A-AAAF-F637460DCB23}
{604A12A7-07BF-4482-BDF3-7101C811F121} = {C83A6FAD-E71F-4B1E-9D63-E93E61DDC012}
{C8CBA520-5D7D-4D61-A8DA-6E05FD132BCB} = {C83A6FAD-E71F-4B1E-9D63-E93E61DDC012}
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE} = {C83A6FAD-E71F-4B1E-9D63-E93E61DDC012}
EndGlobalSection
EndGlobal

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@ -9,73 +9,86 @@
#include "GameClientState\MainState.h"
#include "GameClientState\LanMenuState.h"
#include "GameClientState\NetLoadState.h"
#include "Utilities.h"
#include <Protocols.h>
#include "NetworkClient.h"
#include <GameServerAPI.h>
#include "../WindowManager/WindowShell.h"
#include "L_inputClass.h"
#include "WinTimer.h"
#include "vld.h"
#include "EventHandler/EventHandler.h"
#include "GameClientState\SharedStateContent.h"
#include "GameClientState/SharedStateContent.h"
#include "Utilities.h"
using namespace ::Oyster;
using namespace ::Oyster::Event;
using namespace ::Oyster::Network;
using namespace ::Utility::DynamicMemory;
using namespace ::DanBias::Client;
using namespace ::Utility::DynamicMemory;
LRESULT CALLBACK WindowCallBack(HWND handle, UINT message, WPARAM wParam, LPARAM lParam );
void ClientEventFunction( NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e );
#pragma region Game Data
namespace DanBias
{
#pragma region Game Data
class DanBiasGamePrivateData
{
public:
WindowShell* window;
InputClass inputObj;
Utility::WinTimer timer;
UniquePointer<Client::GameClientState> state;
SharedStateContent sharedStateContent;
NetworkClient networkClient;
SharedStateContent sharedStateContent;
bool serverOwner;
float capFrame;
DanBiasGamePrivateData()
{
this->sharedStateContent.network = nullptr;
this->sharedStateContent.mouseDevice = nullptr;
this->sharedStateContent.keyboardDevice = nullptr;
this->sharedStateContent.mouseSensitivity = Utility::Value::Radian( 0.6f );
this->serverOwner = false;
this->capFrame = 0;
}
} data;
~DanBiasGamePrivateData()
{
}
} data;
}
#pragma endregion
namespace DanBias
{
//--------------------------------------------------------------------------------------
// Interface API functions
//--------------------------------------------------------------------------------------
DanBiasClientReturn DanBiasGame::Initiate(DanBiasGameDesc& desc)
DanBiasClientReturn DanBiasGame::Initiate( DanBiasGameDesc& desc )
{
WindowShell::CreateConsoleWindow();
//if(! data.window->CreateWin(WindowShell::WINDOW_INIT_DESC(L"Window", cPOINT(1600, 900), cPOINT())))
WindowShell::WINDOW_INIT_DESC winDesc;
winDesc.windowSize.x = 1280;
winDesc.windowSize.y = 720;
winDesc.windowSize.x = 1920;
winDesc.windowSize.y = 1080;
winDesc.windowProcCallback = WindowCallBack;
if(! data.window->CreateWin(winDesc) )
return DanBiasClientReturn_Error;
if( FAILED( InitDirect3D() ) )
if( FAILED( InitInput(data.window->GetHWND()) ) )
return DanBiasClientReturn_Error;
if( FAILED( InitInput() ) )
if( FAILED( InitDirect3D() ) )
return DanBiasClientReturn_Error;
data.serverOwner = false;
@ -83,7 +96,6 @@ namespace DanBias
data.networkClient.SetMessagePump( ClientEventFunction );
data.sharedStateContent.network = &data.networkClient;
data.sharedStateContent.input = &data.inputObj;
// Start in main menu state
data.state = new Client::MainState();
@ -138,11 +150,10 @@ namespace DanBias
//--------------------------------------------------------------------------------------
HRESULT DanBiasGame::InitDirect3D()
{
Oyster::Graphics::API::Option p;
p.modelPath = L"..\\Content\\Models\\";
p.texturePath = L"..\\Content\\Textures\\";
p.Resolution = Oyster::Math::Float2( 1280.0f, 720.0f );
p.Resolution = Oyster::Math::Float2( 1920.0f, 1080.0f );
//! @todo fix proper amb value
p.AmbientValue = 1.3f;
@ -154,35 +165,27 @@ namespace DanBias
//--------------------------------------------------------------------------------------
// Init the input
//-------------------------------------------------------------------------------------
HRESULT DanBiasGame::InitInput()
HRESULT DanBiasGame::InitInput( HWND handle )
{
if(!data.inputObj.Initialize(data.window->GetHINSTANCE(), data.window->GetHWND(), data.window->GetHeight(), data.window->GetWidth()))
data.sharedStateContent.mouseDevice = dynamic_cast<Input::Mouse*>( ::Input::InputManager::Instance()->CreateDevice(Input::Enum::SAIType_Mouse, handle) );
if( !data.sharedStateContent.mouseDevice )
{
MessageBox(0, L"Could not initialize the input object.", L"Error", MB_OK);
MessageBox( 0, L"Could not initialize the mouseDevice.", L"Error", MB_OK );
return E_FAIL;
}
data.sharedStateContent.keyboardDevice= dynamic_cast<Input::Keyboard*>( ::Input::InputManager::Instance()->CreateDevice(Input::Enum::SAIType_Keyboard, handle) );
if( !data.sharedStateContent.keyboardDevice )
{
MessageBox( 0, L"Could not initialize the raw keyboard device.", L"Error", MB_OK );
return E_FAIL;
}
return S_OK;
}
DanBiasGame::Result DanBiasGame::Update(float deltaTime)
{
{ // updating mouse input
// TODO: Is obosolete when Dennis's input system is wired in
POINT mousePos;
GetCursorPos( &mousePos );
RECT windowVertex;
GetWindowRect( data.window->GetHWND(), &windowVertex );
float mouseNormalisedX = (float)(mousePos.x - windowVertex.left);
mouseNormalisedX /= (float)(windowVertex.right - windowVertex.left);
float mouseNormalisedY = (float)(mousePos.y - windowVertex.top);
mouseNormalisedY /= (float)(windowVertex.bottom - windowVertex.top);
data.inputObj.Update( mouseNormalisedX, mouseNormalisedY );
}
if( data.serverOwner )
{
DanBias::GameServerAPI::ServerUpdate();
@ -252,6 +255,8 @@ namespace DanBias
data.networkClient.Disconnect();
data.state = nullptr;
Input::InputManager::DestroyInputManager();
EventHandler::Instance().Clean();
Graphics::API::Clean();
@ -262,6 +267,22 @@ namespace DanBias
} //End namespace DanBias
LRESULT CALLBACK WindowCallBack(HWND handle, UINT message, WPARAM wParam, LPARAM lParam )
{
switch ( message )
{
case WM_DESTROY:
PostQuitMessage( 0 );
break;
case WM_INPUT:
message = 0;
break;
default: break;
}
return DefWindowProc( handle, message, wParam, lParam );
}
void ClientEventFunction( NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e )
{
if( DanBias::data.state )

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@ -106,7 +106,7 @@
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>DANBIAS_GAME_DLL_EXPORT;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>$(SolutionDir)Misc\OysterMath;$(SolutionDir)Misc\Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc\Utilities;$(SolutionDir)Game\LevelLoader</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(SolutionDir)Misc\OysterMath;$(SolutionDir)Misc\Input\Include;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc\Utilities;$(SolutionDir)Game\LevelLoader</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
@ -123,7 +123,7 @@
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>DANBIAS_GAME_DLL_EXPORT;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>$(SolutionDir)Misc\OysterMath;$(SolutionDir)Misc\Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc\Utilities;$(SolutionDir)Game\LevelLoader</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(SolutionDir)Misc\OysterMath;$(SolutionDir)Misc\Input\Include;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc\Utilities;$(SolutionDir)Game\LevelLoader</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
@ -142,7 +142,7 @@
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>DANBIAS_GAME_DLL_EXPORT;WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>$(SolutionDir)Misc\OysterMath;$(SolutionDir)Misc\Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc\Utilities;$(SolutionDir)Game\LevelLoader</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(SolutionDir)Misc\OysterMath;$(SolutionDir)Misc\Input\Include;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc\Utilities;$(SolutionDir)Game\LevelLoader</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
@ -163,7 +163,7 @@
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>DANBIAS_GAME_DLL_EXPORT;WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>$(SolutionDir)Misc\OysterMath;$(SolutionDir)Misc\Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc\Utilities;$(SolutionDir)Game\LevelLoader</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(SolutionDir)Misc\OysterMath;$(SolutionDir)Misc\Input\Include;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc\Utilities;$(SolutionDir)Game\LevelLoader</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
@ -253,10 +253,12 @@
<ClInclude Include="GameClientState\RespawnUI.h" />
<ClInclude Include="GameClientState\SharedStateContent.h" />
<ClInclude Include="GameClientState\StatsUI.h" />
<ClInclude Include="Include\DanBiasGame.h" />
<ClInclude Include="Include\GameClient.h" />
<ClInclude Include="GameClientState\LobbyState.h" />
<ClInclude Include="GameClientState\C_Object.h" />
<ClInclude Include="GameClientState\Buttons\TextField.h" />
<ClInclude Include="Win32Input.h" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">

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@ -78,7 +78,7 @@ namespace DanBias { namespace Client
{
::Oyster::Math::Float lineStep = this->fontHeight + this->lineSpacing;
::Oyster::Math::Float2 rowSize = ::Oyster::Math::Float2( this->size.x, this->fontHeight );
::Oyster::Math::Float3 fieldTopLeft = this->pos - Float3( this->size * 0.25f, 0.0f );
::Oyster::Math::Float3 fieldTopLeft = this->pos - Float3( this->size * 0.25f, 0.001f );
::Oyster::Math::Float3 topLeft = fieldTopLeft;
if( this->isBottomAligned )

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@ -1,9 +1,11 @@
#include "C_StaticObj.h"
#include "DllInterfaces/GFXAPI.h"
using namespace DanBias::Client;
C_StaticObj::C_StaticObj(void)
C_StaticObj::C_StaticObj( GameLogic::ObjectSpecialType t )
:C_Object()
,gameObjectType(t)
{
}

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@ -1,6 +1,7 @@
#ifndef DANBIAS_CLIENT_CSTATICOBJECT_H
#define DANBIAS_CLIENT_CSTATICOBJECT_H
#include "../C_Object.h"
#include "ObjectDefines.h"
namespace DanBias
{
namespace Client
@ -8,10 +9,12 @@ namespace DanBias
class C_StaticObj : public C_Object
{
private:
const GameLogic::ObjectSpecialType gameObjectType;
public:
C_StaticObj(void);
C_StaticObj(GameLogic::ObjectSpecialType type = GameLogic::ObjectSpecialType_Unknown);
virtual ~C_StaticObj(void);
bool Init(ModelInitData modelInit);
inline GameLogic::ObjectSpecialType GetGameObjectType() const { return this->gameObjectType; }
};};};
#endif

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@ -28,7 +28,8 @@ struct GameState::MyData
MyData(){}
GameClientState::ClientState nextState;
NetworkClient *nwClient;
InputClass *input;
::Input::Mouse *mouseInput;
::Input::Keyboard *keyboardInput;
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_StaticObj>> *staticObjects;
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_DynamicObj>> *dynamicObjects;
@ -67,7 +68,8 @@ bool GameState::Init( SharedStateContent &shared )
this->privData->nextState = GameClientState::ClientState_Same;
this->privData->nwClient = shared.network;
this->privData->input = shared.input;
this->privData->mouseInput = shared.mouseDevice;
this->privData->keyboardInput = shared.keyboardDevice;
this->privData->staticObjects = &shared.staticObjects;
this->privData->dynamicObjects = &shared.dynamicObjects;
this->privData->lights = &shared.lights;
@ -81,15 +83,15 @@ bool GameState::Init( SharedStateContent &shared )
gfxOp.GlobalTint = Math::Float3(1,1,1);
Graphics::API::SetOptions(gfxOp);
//tell server ready
this->privData->nwClient->Send( Protocol_General_Status(Protocol_General_Status::States_ready) );
// DEGUG KEYS
this->key_Reload_Shaders = false;
this->key_Wireframe_Toggle = false;
this->renderWhireframe = false;
// !DEGUG KEYS
shared.keyboardDevice->ReleaseTextTarget();
//shared.mouseDevice->AddMouseEvent(this);
auto light = this->privData->lights->begin();
for( ; light != this->privData->lights->end(); ++light )
{
@ -97,7 +99,7 @@ bool GameState::Init( SharedStateContent &shared )
}
// create UI states
this->gameUI = new GamingUI(this->privData->input, this->privData->nwClient, &this->privData->camera);
this->gameUI = new GamingUI(&shared, &this->privData->camera);
this->respawnUI = new RespawnUI(this->privData->nwClient, 20);
this->statsUI = new StatsUI();
this->currGameUI = gameUI;
@ -105,6 +107,9 @@ bool GameState::Init( SharedStateContent &shared )
((RespawnUI*)respawnUI)->Init();
((StatsUI*)statsUI)->Init();
//tell server ready
this->privData->nwClient->Send( Protocol_General_Status(Protocol_General_Status::States_ready) );
return true;
}
@ -145,8 +150,8 @@ void GameState::InitiatePlayer( int id, const std::string &modelName, const floa
//offset.y = p->getScale().y * 5.0f;
//offset.z = p->getScale().z * -5.0f;
// !DEBUG
this->privData->camera.SetHeadOffset( offset );
this->privData->camera.UpdateOrientation();
//this->privData->camera.SetHeadOffset( offset );
//this->privData->camera.UpdateOrientation();
}
}
else
@ -224,8 +229,7 @@ bool GameState::Render()
}
}
#ifdef _DEBUG
//RB DEBUG render wire frame
#ifdef _DEBUG //RB DEBUG render wire frame
if(this->renderWhireframe)
{
Oyster::Graphics::API::StartRenderWireFrame();
@ -275,8 +279,7 @@ bool GameState::Render()
}
}
}
//!RB DEBUG
#endif
#endif //!RB DEBUG
Oyster::Graphics::API::StartGuiRender();
// render gui elemnts
@ -342,6 +345,7 @@ bool GameState::Release()
delete respawnUI;
respawnUI = NULL;
}
if(gameUI)
{
gameUI->Release();
@ -363,18 +367,19 @@ void GameState::ChangeState( ClientState next )
{
this->privData->nextState = next;
}
void GameState::ReadKeyInput()
{
// DEGUG KEYS
#ifdef _DEBUG // DEGUG KEYS
// Reload shaders
if( this->privData->input->IsKeyPressed(DIK_R) )
if( this->privData->keyboardInput->IsKeyDown(::Input::Enum::SAKI_R) )
{
if( !this->key_Reload_Shaders )
{
#ifdef _DEBUG
Oyster::Graphics::API::ReloadShaders();
#endif
Graphics::API::ReloadShaders();
this->key_Reload_Shaders = true;
}
}
@ -382,7 +387,7 @@ void GameState::ReadKeyInput()
this->key_Reload_Shaders = false;
// toggle wire frame render
if( this->privData->input->IsKeyPressed(DIK_T) )
if( this->privData->keyboardInput->IsKeyDown(::Input::Enum::SAKI_T) )
{
if( !this->key_Wireframe_Toggle )
{
@ -400,9 +405,10 @@ void GameState::ReadKeyInput()
this->currGameUI = gameUI;
// !DEBUG
}
#endif // !DEGUG KEYS
// toggle wire frame render
if( this->privData->input->IsKeyPressed(DIK_TAB) )
if( this->privData->keyboardInput->IsKeyDown(::Input::Enum::SAKI_Tab) )
{
if( !this->key_showStats )
{
@ -417,6 +423,7 @@ void GameState::ReadKeyInput()
}
}
const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState::NetEvent &message )
{
if( message.args.type == NetworkClient::ClientEventArgs::EventType_ProtocolFailedToSend )
@ -838,3 +845,104 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
return message;
}
/* :HACK! */
// TODO: Fix camera movement on client
/*
void GameState::SetUp( DanBias::Client::C_Player* p)
{
Float3 up;
auto it = this->privData->staticObjects->begin();
for (it; it != this->privData->staticObjects->end(); it++)
{
if(it->second->GetGameObjectType() == GameLogic::ObjectSpecialType_World)
{
up = - (p->getPos() - it->second->getPos());
break;
}
}
Quaternion newRotation;
Float3 v1 = this->privData->camera.GetUp();
Float3 v2(up.x, up.y, up.z);
Quaternion q;
Float3 a = v1.Cross(v2);
if (v1.Dot(v2) < -0.999999)
{
Float3 xCrossPre = Float3(1, 0 ,0).Cross(v1);
if(xCrossPre.GetLength() < 0.000001)
xCrossPre = Float3(0, 1 ,0).Cross(v1);
xCrossPre.Normalize();
//q.setRotation(xCrossPre, 3.1415);
}
else if (v1.Dot(v2) > 0.999999)
{
q = Quaternion(Float3(0.0f), 1);
}
else
{
q.imaginary.x = a.x;
q.imaginary.y = a.y;
q.imaginary.z = a.z;
q.real = (1 + v1.Dot(v2));
q.Normalize();
}
//Get Rotation from matrix
//float trace = this->privData->camera..v[0].x + trans.v[1].y + trans.v[2].z;
float trace = trans.v[0].x + trans.v[1].y + trans.v[2].z;
float temp[4];
if (trace > float(0.0))
{
float s = sqrt(trace + float(1.0));
temp[3]=(s * float(0.5));
s = float(0.5) / s;
temp[0]=((trans.v[2].y - trans.v[1].z) * s);
temp[1]=((trans.v[0].z - trans.v[2].x) * s);
temp[2]=((trans.v[1].x - trans.v[0].y) * s);
}
else
{
int i = trans.v[0].x < trans.v[1].y ?
(trans.v[1].y < trans.v[2].z ? 2 : 1) :
(trans.v[0].x < trans.v[2].z ? 2 : 0);
int j = (i + 1) % 3;
int k = (i + 2) % 3;
float s = sqrt(trans.v[i][i] - trans.v[j][j] - trans.v[k][k] + float(1.0));
temp[i] = s * float(0.5);
s = float(0.5) / s;
temp[3] = (trans.v[k][j] - trans.v[j][k]) * s;
temp[j] = (trans.v[j][i] + trans.v[i][j]) * s;
temp[k] = (trans.v[k][i] + trans.v[i][k]) * s;
}
Quaternion n = Quaternion(Float3(temp[0],temp[1],temp[2]),temp[3]);
newRotation = q * n;
this->privData->camera.SetRotation(newRotation);
}
void GameState::OnMouseMoveVelocity ( Input::Struct::SAIPointInt2D coordinate, Input::Mouse* sender )
{
auto it = this->privData->players.begin();
for (it; it != this->privData->players.end(); it++)
{
if(it->second->GetId() == this->privData->myId)
{
this->SetUp(it->second);
return;
}
}
}
*/

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@ -4,10 +4,12 @@
#include "OysterMath.h"
#include <string>
#include "GameStateUI.h"
#include "C_obj\C_Player.h"
namespace DanBias { namespace Client
{
class GameState : public GameClientState
class GameState : public GameClientState//, Input::Mouse::MouseEvent
{
public:
enum gameStateState
@ -42,6 +44,10 @@ namespace DanBias { namespace Client
bool renderStats;
// !DEGUG KEYS
//:HACK!
//void OnMouseMoveVelocity ( Input::Struct::SAIPointInt2D coordinate, Input::Mouse* sender ) override;
//void SetUp( DanBias::Client::C_Player* p);
};
} }
#endif

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@ -42,17 +42,4 @@ namespace DanBias { namespace Client
};
} }
namespace Utility { namespace DynamicMemory
{ // template specializationto allowuse of dynamicmemory tools
template<>
inline void SafeDeleteInstance( ::DanBias::Client::GameStateUI *dynamicInstance )
{
if( dynamicInstance )
{
dynamicInstance->Release();
delete dynamicInstance;
}
}
} }
#endif

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@ -7,24 +7,23 @@ using namespace ::Oyster::Network;
using namespace ::GameLogic;
using namespace ::Utility::Value;
using namespace ::Oyster::Math;
using namespace ::Input;
GamingUI::GamingUI() :
GameStateUI()
{
/* Should never be called! */
this->input = nullptr;
this->netClient = nullptr;
this->sharedData = nullptr;
this->camera = nullptr;
this->plane = nullptr;
this->text = nullptr;
this->nextState = GameStateUI::UIState_same;
}
GamingUI::GamingUI( InputClass *input, NetworkClient *connection, Camera_FPSV2 *camera ) :
GamingUI::GamingUI( SharedStateContent* shared, Camera_FPSV2 *camera ) :
GameStateUI()
{
this->input = input;
this->netClient = connection;
this->sharedData = shared;
this->camera = camera;
this->nextState = GameStateUI::UIState_same;
}
@ -35,7 +34,14 @@ bool GamingUI::Init()
// z value should be between 0.5 - 0.9 so that it will be behind other states
// add textures and text
this->plane = new Plane_UI(L"box_tex.png", Float3(0.5f, 0.0f, 0.5f), Float2(0.3f, 0.1f));
this->text = new Text_UI(L"hej", Float3(0.3f,0.0f,0.1f), Float2(0.1f,0.1f));
this->text = new Text_UI(L"hej", Float3(0.5f,0.0f,0.1f), Float2(0.1f,0.1f));
this->sharedData = sharedData;
// setting input mode to all raw
this->sharedData->keyboardDevice->Activate();
this->sharedData->mouseDevice->Activate();
this->sharedData->mouseDevice->AddMouseEvent(this);
return true;
}
@ -72,6 +78,9 @@ bool GamingUI::Release()
delete this->plane;
if(this->text)
delete this->text;
this->sharedData = 0;
return true;
}
void GamingUI::SetHPtext( std::wstring hp )
@ -80,39 +89,39 @@ void GamingUI::SetHPtext( std::wstring hp )
}
void GamingUI::ReadKeyInput()
{
if( this->input->IsKeyPressed(DIK_W) )
{
this->netClient->Send( Protocol_PlayerMovementForward() );
if( this->sharedData->keyboardDevice->IsKeyDown(::Input::Enum::SAKI_W) )
{ // move forward
this->sharedData->network->Send( Protocol_PlayerMovementForward() );
}
if( this->input->IsKeyPressed(DIK_S) )
{
this->netClient->Send( Protocol_PlayerMovementBackward() );
if( this->sharedData->keyboardDevice->IsKeyDown(::Input::Enum::SAKI_S) )
{ // move backward
this->sharedData->network->Send( Protocol_PlayerMovementBackward() );
}
if( this->input->IsKeyPressed(DIK_A) )
{
this->netClient->Send( Protocol_PlayerMovementLeft() );
if( this->sharedData->keyboardDevice->IsKeyDown(::Input::Enum::SAKI_A) )
{ // strafe left
this->sharedData->network->Send( Protocol_PlayerMovementLeft() );
}
if( this->input->IsKeyPressed(DIK_D) )
{
this->netClient->Send( Protocol_PlayerMovementRight() );
if( this->sharedData->keyboardDevice->IsKeyDown(::Input::Enum::SAKI_D) )
{ // strafe right
this->sharedData->network->Send( Protocol_PlayerMovementRight() );
}
//send delta mouse movement
if( this->sharedData->keyboardDevice->IsKeyDown(::Input::Enum::SAKI_Space) )
{ // jump
if(!this->key_Jump)
{
static const float mouseSensitivity = Radian( 1.0f );
this->camera->PitchDown( this->input->GetPitch() * mouseSensitivity );
float yaw = this->input->GetYaw();
//if( yaw != 0.0f ) //This made the camera reset to a specific rotation.
{
this->netClient->Send( Protocol_PlayerLeftTurn(yaw * mouseSensitivity, camera->GetLook()) );
this->sharedData->network->Send( Protocol_PlayerJump() );
this->key_Jump = true;
}
}
else
this->key_Jump = false;
// shoot
if( this->input->IsKeyPressed(DIK_Z) )
if( this->sharedData->mouseDevice->IsBtnDown(::Input::Enum::SAMI_MouseLeftBtn) )
{
if( !this->key_Shoot )
{
@ -120,13 +129,14 @@ void GamingUI::ReadKeyInput()
playerShot.primaryPressed = true;
playerShot.secondaryPressed = false;
playerShot.utilityPressed = false;
this->netClient->Send( playerShot );
this->sharedData->network->Send( playerShot );
this->key_Shoot = true;
}
}
else
this->key_Shoot = false;
if( this->input->IsKeyPressed(DIK_X) )
if( this->sharedData->mouseDevice->IsBtnDown(::Input::Enum::SAMI_MouseRightBtn) )
{
if( !this->key_Shoot )
{
@ -134,13 +144,14 @@ void GamingUI::ReadKeyInput()
playerShot.primaryPressed = false;
playerShot.secondaryPressed = true;
playerShot.utilityPressed = false;
this->netClient->Send( playerShot );
this->sharedData->network->Send( playerShot );
this->key_Shoot = true;
}
}
else
this->key_Shoot = false;
if( this->input->IsKeyPressed(DIK_C) )
if( this->sharedData->mouseDevice->IsBtnDown(::Input::Enum::SAMI_MouseMiddleBtn) )
{
if( !this->key_Shoot )
{
@ -148,34 +159,35 @@ void GamingUI::ReadKeyInput()
playerShot.primaryPressed = false;
playerShot.secondaryPressed = false;
playerShot.utilityPressed = true;
this->netClient->Send( playerShot );
this->sharedData->network->Send( playerShot );
this->key_Shoot = true;
}
}
else
this->key_Shoot = false;
// jump
if( this->input->IsKeyPressed(DIK_SPACE) )
{
if(!this->key_Jump)
{
this->netClient->Send( Protocol_PlayerJump() );
this->key_Jump = true;
}
}
else
this->key_Jump = false;
if( this->input->IsKeyPressed(DIK_ESCAPE) )
if( this->sharedData->keyboardDevice->IsKeyDown(::Input::Enum::SAKI_Escape) )
{
this->nextState = GameStateUI::UIState_shut_down;
}
if( this->input->IsKeyPressed(DIK_M) )
if( this->sharedData->keyboardDevice->IsKeyDown(::Input::Enum::SAKI_M) )
{
this->nextState = GameStateUI::UIState_main_menu;
}
// !DEGUG KEYS
// TODO: implement sub-menu
}
void GamingUI::OnMouseMoveVelocity ( Input::Struct::SAIPointInt2D coordinate, Input::Mouse* sender )
{
//send delta mouse movement
{
this->camera->PitchDown( (-coordinate.y) * this->sharedData->mouseSensitivity );
//this->camera->YawLeft( (-coordinate.x) * this->sharedData->mouseSensitivity );
//if( deltaPos.x != 0.0f ) //This made the camera reset to a specific rotation. Why?
{
this->sharedData->network->Send( Protocol_PlayerLeftTurn((coordinate.x) * this->sharedData->mouseSensitivity, this->camera->GetLook()) );
}
}
}

View File

@ -2,17 +2,19 @@
#define DANBIAS_CLIENT_GAMING_UI_H
#include "GameStateUI.h"
#include "L_inputClass.h"
#include "Input.h"
#include "Camera_FPSV2.h"
#include "Buttons\Text_UI.h"
#include "Buttons\Plane_UI.h"
#include "InputManager.h"
#include "SharedStateContent.h"
namespace DanBias { namespace Client
{
class GamingUI : public GameStateUI
class GamingUI : public GameStateUI, Input::Mouse::MouseEvent
{
public:
GamingUI( InputClass *input, ::Oyster::Network::NetworkClient *connection, Camera_FPSV2 *camera );
GamingUI( SharedStateContent* shared, Camera_FPSV2 *camera );
virtual ~GamingUI();
bool Init();
@ -24,9 +26,17 @@ namespace DanBias { namespace Client
bool Release();
void SetHPtext( std::wstring hp );
private: /* Overidden mouse methods */
void OnMouse ( const Input::Struct::MouseEventData& eventData ) override { }
void OnMousePress ( Input::Enum::SAMI key, Input::Mouse* sender ) override { }
void OnMouseDown ( Input::Enum::SAMI key, Input::Mouse* sender ) override { }
void OnMouseRelease ( Input::Enum::SAMI key, Input::Mouse* sender ) override { }
void OnMouseMovePixelPos ( Input::Struct::SAIPointInt2D coordinate, Input::Mouse* sender ) override { }
void OnMouseMoveVelocity ( Input::Struct::SAIPointInt2D coordinate, Input::Mouse* sender ) override;
void OnMouseScroll ( int delta, Input::Mouse* sender ) override { }
private:
InputClass *input;
::Oyster::Network::NetworkClient *netClient;
SharedStateContent *sharedData;
Camera_FPSV2 *camera;
// TODO add multiple UI elements

View File

@ -31,8 +31,10 @@ struct LanMenuState::MyData
GameClientState::ClientState nextState;
NetworkClient *nwClient;
InputClass *input;
Graphics::API::Texture background;
::Input::Mouse *mouseInput;
::Input::Keyboard *keyboardInput;
Float3 mousePos;
Graphics::API::Texture background, mouseCursor;
EventButtonCollection guiElements;
TextField<LanMenuState*> *connectIP;
@ -59,28 +61,29 @@ bool LanMenuState::Init( SharedStateContent &shared )
this->privData->nextState = GameClientState::ClientState_Same;
this->privData->nwClient = shared.network;
this->privData->input = shared.input;
this->privData->mouseInput = shared.mouseDevice;
this->privData->keyboardInput = shared.keyboardDevice;
this->privData->background = Graphics::API::CreateTexture( L"color_white.png" );
this->privData->mouseCursor = Graphics::API::CreateTexture( L"cursor.png" );
// create guiElements
this->privData->connectIP = new TextField<LanMenuState*>( L"color_white.png", Float4(1.0f), Float4(0.0f), this, Float3(0.5f, 0.3f, 0.5f), Float2(0.8f, 0.09f), ResizeAspectRatio_None );
this->privData->connectIP = new TextField<LanMenuState*>( L"noedge-btn-ipfield.png", Float4(1.0f), Float4(1.0f), this, Float3(0.5f, 0.2f, 0.9f), Float2(0.5f, 0.05f), ResizeAspectRatio_Height );
this->privData->connectIP->ReserveLines( 1 );
this->privData->connectIP->AppendText( L"127.0.0.1" );
//this->privData->connectIP->AppendText( L"194.47.150.206" ); // HACK: connecting to Dennis's server
//this->privData->connectIP->AppendText( L"194.47.150.189" ); // HACK: connecting to Robins server
this->privData->connectIP->SetFontHeight( 0.08f );
this->privData->connectIP->SetFontHeight( 0.035f );
this->privData->connectIP->SetLineSpacing( 0.005f );
this->privData->connectIP->SetTopAligned();
this->privData->connectIP->SetBottomAligned();
this->privData->guiElements.AddButton( this->privData->connectIP );
ButtonRectangle<LanMenuState*> *guiElements;
guiElements = new ButtonRectangle<LanMenuState*>( L"color_white.png", L"Connect", Float4(1.0f),Float4(0.0f),Float4(0.0f),Float4(0.0f), OnButtonInteract_Connect, this, Float3(0.5f, 0.4f, 0.5f), Float2(0.3f, 0.05f), ResizeAspectRatio_None );
guiElements = new ButtonRectangle<LanMenuState*>( L"noedge-btn-join.png", L"", Float4(1.0f),Float4(1.0f),Float4(1.2f),Float4(1.5f), OnButtonInteract_Connect, this, Float3(0.5f, 0.4f, 0.5f), Float2(0.5f, 0.18f), ResizeAspectRatio_None );
this->privData->guiElements.AddButton( guiElements );
guiElements = new ButtonRectangle<LanMenuState*>( L"color_white.png", L"Exit", Float4(1.0f),Float4(0.0f),Float4(0.0f),Float4(0.0f), OnButtonInteract_Exit, this, Float3(0.5f, 0.5f, 0.5f), Float2(0.3f, 0.05f), ResizeAspectRatio_None );
guiElements = new ButtonRectangle<LanMenuState*>( L"noedge-btn-back.png", L"", Float4(1.0f),Float4(1.0f),Float4(1.2f),Float4(1.5f), OnButtonInteract_Exit, this, Float3(0.5f, 0.8f, 0.5f), Float2(0.5f, 0.18f), ResizeAspectRatio_None );
this->privData->guiElements.AddButton( guiElements );
// bind guiElements collection to the singleton eventhandler
@ -88,6 +91,9 @@ bool LanMenuState::Init( SharedStateContent &shared )
this->privData->connectPort = 15151;
this->privData->keyboardInput->BindTextTarget( &(*this->privData->connectIP)[0] );
this->privData->keyboardInput->Activate();
if(!this->privData->nwClient->StartListeningForBroadcasting(this->privData->connectPort))
{
return false;
@ -100,10 +106,13 @@ GameClientState::ClientState LanMenuState::Update( float deltaTime )
{
MouseInput mouseState;
{
this->privData->input->GetMousePos( mouseState.x, mouseState.y );
mouseState.mouseButtonPressed = this->privData->input->IsMousePressed();
}
::Input::Struct::SAIPointFloat2D pos;
this->privData->mouseInput->GetNormalizedPosition( pos );
this->privData->mousePos.x = mouseState.x = pos.x;
this->privData->mousePos.y = mouseState.y = pos.y;
mouseState.mouseButtonPressed = this->privData->mouseInput->IsBtnDown( ::Input::Enum::SAMI_MouseLeftBtn );
}
EventHandler::Instance().Update( mouseState );
this->privData->nwClient->Update();
@ -117,6 +126,7 @@ bool LanMenuState::Render( )
Graphics::API::StartGuiRender();
Graphics::API::RenderGuiElement( this->privData->mouseCursor, this->privData->mousePos, Float2(0.15f, 0.24), Float4(1.0f) );
Graphics::API::RenderGuiElement( this->privData->background, Float3(0.5f, 0.5f, 1.0f), Float2(1.0f) );
this->privData->guiElements.RenderTexture();
@ -142,7 +152,7 @@ void LanMenuState::ChangeState( ClientState next )
{
switch( next )
{
case GameClientState::ClientState_Lobby:
case GameClientState::ClientState_NetLoad:
// attempt to connect to lobby
if( !this->privData->nwClient->Connect(this->privData->connectPort, (*this->privData->connectIP)[0]) )
return;
@ -150,6 +160,8 @@ void LanMenuState::ChangeState( ClientState next )
default: break;
}
this->privData->keyboardInput->ReleaseTextTarget();
this->privData->nextState = next;
}
@ -158,7 +170,7 @@ void OnButtonInteract_Connect( Oyster::Event::ButtonEvent<LanMenuState*>& e )
switch( e.state )
{
case ButtonState_Released:
e.owner->ChangeState( GameClientState::ClientState_Lobby );
e.owner->ChangeState( GameClientState::ClientState_NetLoad );
break;
default: break;
}

View File

@ -22,7 +22,7 @@ struct LobbyAdminState::MyData
GameClientState::ClientState nextState;
NetworkClient *nwClient;
InputClass *input;
::Input::Mouse *mouseInput;
Graphics::API::Texture background;
EventButtonCollection guiElements;
} privData;
@ -43,7 +43,7 @@ bool LobbyAdminState::Init( SharedStateContent &shared )
this->privData->nextState = GameClientState::ClientState_Same;
this->privData->nwClient = shared.network;
this->privData->input = shared.input;
this->privData->mouseInput = shared.mouseDevice;
this->privData->background = Graphics::API::CreateTexture( L"grass_md.png" );
@ -61,21 +61,15 @@ bool LobbyAdminState::Init( SharedStateContent &shared )
GameClientState::ClientState LobbyAdminState::Update( float deltaTime )
{
// Wishlist:
// picking
// mouse events
// different menus
// play sounds
// update animation
// send data to server
// check data from server
MouseInput mouseState;
{
this->privData->input->GetMousePos( mouseState.x, mouseState.y );
mouseState.mouseButtonPressed = this->privData->input->IsMousePressed();
}
::Input::Struct::SAIPointInt2D pos;
this->privData->mouseInput->GetPixelPosition( pos );
mouseState.x = pos.x;
mouseState.y = pos.y;
mouseState.mouseButtonPressed = this->privData->mouseInput->IsBtnDown( ::Input::Enum::SAMI_MouseLeftBtn );
}
EventHandler::Instance().Update( mouseState );
return this->privData->nextState;

View File

@ -22,8 +22,9 @@ struct LobbyState::MyData
GameClientState::ClientState nextState;
NetworkClient *nwClient;
InputClass *input;
Graphics::API::Texture background;
::Input::Mouse *mouseInput;
Float3 mousePos;
Graphics::API::Texture background, mouseCursor;;
EventButtonCollection guiElements;
} privData;
@ -43,9 +44,10 @@ bool LobbyState::Init( SharedStateContent &shared )
this->privData->nextState = GameClientState::ClientState_Same;
this->privData->nwClient = shared.network;
this->privData->input = shared.input;
this->privData->mouseInput = shared.mouseDevice;
this->privData->background = Graphics::API::CreateTexture( L"grass_md.png" );
this->privData->mouseCursor = Graphics::API::CreateTexture( L"cursor_md.png" );
// create buttons
ButtonRectangle<LobbyState*> *button;
@ -61,21 +63,15 @@ bool LobbyState::Init( SharedStateContent &shared )
GameClientState::ClientState LobbyState::Update( float deltaTime )
{
// Wishlist:
// picking
// mouse events
// different menus
// play sounds
// update animation
// send data to server
// check data from server
MouseInput mouseState;
{
this->privData->input->GetMousePos( mouseState.x, mouseState.y );
mouseState.mouseButtonPressed = this->privData->input->IsMousePressed();
}
::Input::Struct::SAIPointFloat2D pos;
this->privData->mouseInput->GetNormalizedPosition( pos );
this->privData->mousePos.x = mouseState.x = pos.x;
this->privData->mousePos.y = mouseState.y = pos.y;
mouseState.mouseButtonPressed = this->privData->mouseInput->IsBtnDown( ::Input::Enum::SAMI_MouseLeftBtn );
}
EventHandler::Instance().Update( mouseState );
return this->privData->nextState;
@ -85,6 +81,7 @@ bool LobbyState::Render( )
Graphics::API::NewFrame();
Graphics::API::StartGuiRender();
Graphics::API::RenderGuiElement( this->privData->mouseCursor, this->privData->mousePos, Float2(0.01f), Float4(1.0f) );
Graphics::API::RenderGuiElement( this->privData->background, Float3(0.5f, 0.5f, 1.0f), Float2(1.0f) );
this->privData->guiElements.RenderTexture();

View File

@ -9,6 +9,7 @@
#include "EventHandler\EventHandler.h"
#include "Buttons\ButtonRectangle.h"
#include "Buttons\ButtonEllipse.h"
using namespace ::DanBias::Client;
using namespace ::Oyster;
@ -24,12 +25,14 @@ struct MainState::MyData
GameClientState::ClientState nextState;
NetworkClient *nwClient;
InputClass *input;
Graphics::API::Texture background;
::Input::Mouse *mouseInput;
Float3 mousePos;
Graphics::API::Texture background, mouseCursor;
EventButtonCollection guiElements;
};
void OnButtonInteract_Create( Oyster::Event::ButtonEvent<MainState*>& e );
void OnButtonInteract_Settings( Oyster::Event::ButtonEvent<MainState*>& e );
void OnButtonInteract_Join( Oyster::Event::ButtonEvent<MainState*>& e );
void OnButtonInteract_Quit( Oyster::Event::ButtonEvent<MainState*>& e );
@ -47,24 +50,30 @@ bool MainState::Init( SharedStateContent &shared )
this->privData->nextState = GameClientState::ClientState_Same;
this->privData->nwClient = shared.network;
this->privData->input = shared.input;
this->privData->mouseInput = shared.mouseDevice;
//this->privData->mouseInput->
this->privData->mousePos = Float3( 0.0f );
this->privData->background = Graphics::API::CreateTexture( L"color_white.png" );
this->privData->mouseCursor = Graphics::API::CreateTexture( L"cursor.png" );
// create buttons
ButtonRectangle<MainState*> *button;
Float4 TextCol = Float4(1.0f,0.0f,1.0f,1.0f);
Float4 BackCol = Float4(1.0f,1.0f,1.0f,0.5f);
Float4 HoverCol = Float4(0.0f,1.0f,0.0f,1.0f);
Float4 PressCol = Float4(0.0f,0.0f,1.0f,1.0f);
Float4 TextCol = Float4(0.1f,0.1f,0.1f,1.0f);
Float4 BackCol = Float4(1.0f);
Float4 HoverCol = Float4(1.2f);
Float4 PressCol = Float4(1.5f);
button = new ButtonRectangle<MainState*>( L"color_white.png", L"Create",TextCol, BackCol, HoverCol, PressCol, OnButtonInteract_Create, this, Float3(0.5f, 0.2f, 0.5f), Float2(0.3f, 0.1f));
//button = new ButtonRectangle<MainState*>( L"color_white.png", L"Create",TextCol, BackCol, HoverCol, PressCol, OnButtonInteract_Create, this, Float3(0.5f, 0.2f, 0.5f), Float2(0.3f, 0.1f));
//this->privData->guiElements.AddButton( button );
button = new ButtonRectangle<MainState*>( L"noedge-btn-lan.png", L"", TextCol, BackCol, HoverCol, PressCol, OnButtonInteract_Join, this, Float3(0.5f, 0.2f, 0.5f), Float2(0.5f, 0.18f));
this->privData->guiElements.AddButton( button );
button = new ButtonRectangle<MainState*>( L"color_white.png", L"Join", TextCol, BackCol, HoverCol, PressCol, OnButtonInteract_Join, this, Float3(0.5f, 0.4f, 0.5f), Float2(0.3f, 0.1f));
button = new ButtonRectangle<MainState*>( L"noedge-btn-settings.png", L"", TextCol, BackCol, HoverCol, PressCol, OnButtonInteract_Settings, this, Float3(0.5f, 0.4f, 0.5f), Float2(0.5f, 0.18f));
this->privData->guiElements.AddButton( button );
button = new ButtonRectangle<MainState*>( L"color_white.png", L"Quit", TextCol, BackCol, HoverCol, PressCol, OnButtonInteract_Quit, this, Float3(0.5f, 0.8f, 0.5f), Float2(0.3f, 0.1f));
button = new ButtonRectangle<MainState*>( L"noedge-btn-quit.png", L"", TextCol, BackCol, HoverCol, PressCol, OnButtonInteract_Quit, this, Float3(0.5f, 0.8f, 0.5f), Float2(0.5f, 0.18f));
this->privData->guiElements.AddButton( button );
// bind button collection to the singleton eventhandler
@ -77,16 +86,13 @@ GameClientState::ClientState MainState::Update( float deltaTime )
{
MouseInput mouseState;
{
bool test = this->privData->input->IsMousePressed();
if(test)
{ // HACK: debug trap still in use?
int i = 0;
};
::Input::Struct::SAIPointFloat2D pos;
this->privData->mouseInput->GetNormalizedPosition( pos );
this->privData->input->GetMousePos( mouseState.x, mouseState.y );
mouseState.mouseButtonPressed = this->privData->input->IsMousePressed();
this->privData->mousePos.x = mouseState.x = pos.x;
this->privData->mousePos.y = mouseState.y = pos.y;
mouseState.mouseButtonPressed = this->privData->mouseInput->IsBtnDown( ::Input::Enum::SAMI_MouseLeftBtn );
}
EventHandler::Instance().Update( mouseState );
return this->privData->nextState;
@ -97,7 +103,12 @@ bool MainState::Render()
Graphics::API::NewFrame();
Graphics::API::StartGuiRender();
Graphics::API::RenderGuiElement( this->privData->background, Float3(0.5f, 0.5f, 0.9f), Float2(1.0f), Float4(63.0f/255.0f,73.0f/255.0f,127.0f/255.0f,0.6f) );
if(this->privData->mouseInput->IsBtnDown(Input::Enum::SAMI_MouseLeftBtn))
Graphics::API::RenderGuiElement( this->privData->mouseCursor, this->privData->mousePos, Float2(0.15f), Float4(1.0f) );
else
Graphics::API::RenderGuiElement( this->privData->mouseCursor, this->privData->mousePos, Float2(0.15f, 0.24), Float4(1.0f) );
Graphics::API::RenderGuiElement( this->privData->background, Float3(0.5f, 0.5f, 0.9f), Float2(1.0f), Float4(0.0f, 0.0f, 0.0f, 1.0f) );
this->privData->guiElements.RenderTexture();
Graphics::API::StartTextRender();
@ -112,6 +123,7 @@ bool MainState::Release()
if( this->privData )
{
Graphics::API::DeleteTexture( this->privData->background );
Graphics::API::DeleteTexture( this->privData->mouseCursor );
EventHandler::Instance().ReleaseCollection( &this->privData->guiElements );
this->privData = NULL;
@ -136,6 +148,17 @@ void OnButtonInteract_Create( Oyster::Event::ButtonEvent<MainState*>& e )
}
}
void OnButtonInteract_Settings( Oyster::Event::ButtonEvent<MainState*>& e )
{
switch( e.state )
{
case ButtonState_Released:
//e.owner->ChangeState( GameClientState::ClientState_LobbyCreate );
break;
default: break;
}
}
void OnButtonInteract_Join( Oyster::Event::ButtonEvent<MainState*>& e )
{
switch( e.state )

View File

@ -144,7 +144,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
desc.scale = oh->scale;
desc.visible = true;
C_StaticObj *staticObject = new C_StaticObj();
C_StaticObj *staticObject = new C_StaticObj(oh->specialTypeID);
if( staticObject->Init( desc ) )
{

View File

@ -15,7 +15,7 @@
#include "C_obj\C_DynamicObj.h"
#include "C_Light.h"
#include "NetworkClient.h"
#include "L_inputClass.h"
#include "Input.h"
namespace DanBias { namespace Client
{
@ -26,7 +26,11 @@ namespace DanBias { namespace Client
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_DynamicObj>> dynamicObjects;
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_Light>> lights;
::Oyster::Network::NetworkClient *network;
InputClass* input;
::Input::Mouse *mouseDevice;
::Input::Keyboard *keyboardDevice;
float mouseSensitivity;
};
} }

View File

@ -55,7 +55,7 @@ namespace DanBias
};
static HRESULT InitDirect3D();
static HRESULT InitInput();
static HRESULT InitInput( HWND handle );
static Result Update(float deltaTime);
static HRESULT Render();

View File

@ -0,0 +1,70 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#ifndef INCLUDE_GUARD_RAW_INPUT_H
#define INCLUDE_GUARD_RAW_INPUT_H
#include "..\InputManager.h"
#include "Win32Keyboard.h"
#include "Win32Mouse.h"
#include <vector>
#define NOMINMAX
#include <Windows.h>
#include <map>
/**
* TODO:
* 1. Cordinate system
* 1.1. Pixel cordinates DONE
* 1.2. 0 - 1 cordinate DONW
* 1.3. Origo in middle of the screen ( -1 to 1 )
*/
//RIDEV_INPUTSINK to receive all keyboard input regardless of focus
//dx = +2*(x/w) -1
//dx = -2*(y/h) +1
namespace Input
{
enum RawInput_Usage
{
RawInput_Usage_pointer = 1,
RawInput_Usage_mouse = 2,
RawInput_Usage_joystick = 4,
RawInput_Usage_gamepad = 5,
RawInput_Usage_keyboard = 6,
RawInput_Usage_keypad = 7,
RawInput_Usage_multiAxisController = 8,
RawInput_Usage_TabletPCcontrols = 9,
};
class Win32Input :public InputManager
{
public:
Win32Input();
virtual~Win32Input();
InputObject* CreateDevice(const Enum::SAIType inputType, Typedefs::WindowHandle targetApplication) override;
void ToggleInputSystem(bool enable) override;
void Destroy() override;
private:
std::vector<Win32Keyboard*> keyboard;
std::vector<Win32Mouse*> mouse;
bool enabled;
bool exclusive;
HWND targetHwin;
private:
static Win32Input* instance;
static LRESULT RawInputParser(HWND h, LPARAM l);
static LRESULT CALLBACK RawWindowCallback(HWND h, UINT m, WPARAM w, LPARAM l);
static void WindowActivate(bool activate);
};
}
#endif

View File

@ -196,6 +196,40 @@ ICustomBody* Level::InitRigidBodySphere( const ObjectHeader* obj)
rigidBody = API::Instance().AddCollisionSphere( rigidBodyRadius , rigidWorldRotation , rigidWorldPos , rigidBodyMass, obj->boundingVolume.sphere.restitutionCoeff , obj->boundingVolume.sphere.frictionCoeffStatic , obj->boundingVolume.sphere.frictionCoeffDynamic);
return rigidBody;
}
ICustomBody* Level::InitRigidBodyMesh( const ObjectHeader* obj)
{
ICustomBody* rigidBody = NULL;
Oyster::Math::Float3 rigidWorldPos;
Oyster::Math::Float4 rigidWorldRotation;
float rigidBodyMass;
float rigidBodyRadius;
//offset the rigidPosition from modelspace to worldspace;
rigidWorldPos = (Oyster::Math::Float3)obj->position + (Oyster::Math::Float3)obj->boundingVolume.cgMesh.position;
//scales the position so the collision geomentry is in the right place
rigidWorldPos = rigidWorldPos * obj->scale;
//offset the rigidRotation from modelspace to worldspace;
Oyster::Math::Quaternion worldPosQuaternion = Oyster::Math::Quaternion(Oyster::Math::Float3(obj->rotation[0],obj->rotation[1],obj->rotation[2]), obj->rotation[3]);
Oyster::Math::Quaternion physicsPosQuaternion = Oyster::Math::Quaternion(Oyster::Math::Float3(obj->boundingVolume.cgMesh.rotation[0],obj->boundingVolume.cgMesh.rotation[1],obj->boundingVolume.cgMesh.rotation[2]), obj->boundingVolume.cgMesh.rotation[3]);
Oyster::Math::Quaternion rigidWorldQuaternion = worldPosQuaternion * physicsPosQuaternion;
rigidWorldRotation = Oyster::Math::Float4(rigidWorldQuaternion);
//mass scaled
rigidBodyMass = obj->scale[0] * obj->scale[1] * obj->scale[2] * obj->boundingVolume.cgMesh.mass;
//Radius scaled
//rigidBodyRadius = (obj->scale[0]) * obj->boundingVolume.sphere.radius;
//rigidBodyRadius = (obj->scale[0] * obj->scale[1] * obj->scale[2]) * obj->boundingVolume.sphere.radius;
//create the rigid body
std::wstring fname = L"..\\Content\\Worlds\\cgf\\";
fname.append(obj->boundingVolume.cgMesh.filename);
rigidBody = API::Instance().AddTriangleMesh( fname , rigidWorldRotation , rigidWorldPos , rigidBodyMass, obj->boundingVolume.cgMesh.restitutionCoeff , obj->boundingVolume.cgMesh.frictionCoeffStatic , obj->boundingVolume.cgMesh.frictionCoeffDynamic);
return rigidBody;
}
bool Level::InitiateLevel(std::wstring levelPath)
{
LevelLoader ll;
@ -253,6 +287,11 @@ bool Level::InitiateLevel(std::wstring levelPath)
//rigidBody_Static = InitRigidBodyCylinder(staticObjData);
}
else if(staticObjData->boundingVolume.geoType == CollisionGeometryType_CG_MESH)
{
rigidBody_Static = InitRigidBodyMesh(staticObjData);
}
if(rigidBody_Static != NULL)
{
// create game object

View File

@ -37,6 +37,8 @@ namespace GameLogic
bool InitiateLevel(std::wstring levelPath);
Oyster::Physics::ICustomBody* InitRigidBodyCube( const ObjectHeader* obj);
Oyster::Physics::ICustomBody* InitRigidBodySphere( const ObjectHeader* obj);
Oyster::Physics::ICustomBody* InitRigidBodyMesh( const ObjectHeader* obj);
Object* CreateGameObj(ObjectHeader* obj, Oyster::Physics::ICustomBody* rigidBody);
/********************************************************

View File

@ -80,7 +80,6 @@ void Player::BeginFrame()
this->rigidBody->AddRotationAroundY(this->rotationUp);
this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized());
this->rotationUp = 0;
// Direction data
Oyster::Math::Float4x4 xform;
xform = this->rigidBody->GetState().GetOrientation();
@ -298,15 +297,15 @@ void Player::Jump()
bool Player::IsWalking()
{
return (this->rigidBody->GetLambda() < 0.99f);
return (this->rigidBody->GetLambdaUp() < 0.99f);
}
bool Player::IsJumping()
{
return (this->rigidBody->GetLambda() == 1.0f);
return (this->rigidBody->GetLambdaUp() == 1.0f);
}
bool Player::IsIdle()
{
return (this->rigidBody->GetLambda() == 1.0f && this->rigidBody->GetLinearVelocity().GetMagnitude() < 0.0001f);
return (this->rigidBody->GetLambdaUp() == 1.0f && this->rigidBody->GetLinearVelocity().GetMagnitude() < 0.0001f);
}
void Player::Inactivate()

View File

@ -0,0 +1,72 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{32DD438B-8C9C-49EF-9EA5-EB48951D869A}</ProjectGuid>
<RootNamespace>Test</RootNamespace>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup />
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<SDLCheck>true</SDLCheck>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="main.cpp" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@ -0,0 +1,243 @@
#include <Windows.h>
const unsigned short raw_input_usage_keyboard = 6;
const unsigned short raw_input_usage_mouse = 2;
HWND winHandle;
bool isPointAndClickMode;
float normalizedMousePosX, normalizedMousePosY;
LRESULT CALLBACK RawWindowCallback(HWND h, UINT m, WPARAM w, LPARAM l);
LRESULT RawInputParser(HWND h, LPARAM l);
void Update( );
//int main()
int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdShow)
{
WNDCLASSEXW wc;
wc.cbSize = sizeof(WNDCLASSEXW);
wc.hIconSm = NULL;
wc.style = NULL;
wc.lpfnWndProc = RawWindowCallback;
wc.cbClsExtra = NULL;
wc.cbWndExtra = NULL;
wc.hInstance = hinst;
wc.hIcon = NULL;
wc.hCursor = NULL;
wc.hbrBackground = NULL;
wc.lpszMenuName = NULL;
wc.lpszClassName = L"RawInputTest";
if( !RegisterClassExW(&wc) )
{
const char *breakpoint = "";
}
winHandle = CreateWindowExW( 0, L"RawInputTest", L"RawInputTest", WS_OVERLAPPEDWINDOW | WS_CAPTION, 0, 0, 600, 400, NULL, NULL, hinst, NULL );
ShowWindow( winHandle, cmdShow );
if( !winHandle )
{
const char *breakpoint = "";
}
isPointAndClickMode = true;
normalizedMousePosX =
normalizedMousePosY = 0.5f;
MSG msg = {0};
while( true )
{
if( PeekMessage(&msg, NULL, 0, 0, PM_REMOVE) )
{
if (msg.message == WM_QUIT) break;
DispatchMessage(&msg);
}
else
{
Update();
}
}
return 0;
}
LRESULT CALLBACK RawWindowCallback(HWND h, UINT m, WPARAM w, LPARAM l)
{
LRESULT val = 0;
switch (m)
{
case WM_INPUT:
{
RawInputParser( h, l );
}
break;
case WM_KEYUP:
{
if( w == 16 )
{
const char *breakpoint = "";
RAWINPUTDEVICE rid;
rid.usUsagePage = 0x01;
rid.hwndTarget = winHandle;
rid.usUsage = raw_input_usage_keyboard;
rid.dwFlags = RIDEV_NOLEGACY;
if( RegisterRawInputDevices(&rid, 1, sizeof(RAWINPUTDEVICE)) == FALSE )
{
const char *breakpoint = "";
}
}
}
break;
case WM_RBUTTONUP:
{
const char *breakpoint = "";
RAWINPUTDEVICE rid;
rid.usUsagePage = 0x01;
rid.hwndTarget = winHandle;
rid.usUsage = raw_input_usage_mouse;
rid.dwFlags = RIDEV_NOLEGACY | RIDEV_CAPTUREMOUSE;
if( RegisterRawInputDevices(&rid, 1, sizeof(RAWINPUTDEVICE)) == TRUE )
{
ShowCursor( false );
isPointAndClickMode = false;
}
else
{
const char *breakpoint = "";
}
}
break;
case WM_ACTIVATE:
{
const char *breakpoint = "";
}
break;
break;
case WM_CREATE:
{
const char *breakpoint = "";
}
break;
case WM_DESTROY:
PostQuitMessage( 0 );
break;
default: break;
}
return DefWindowProc(h, m, w, l);
}
LRESULT RawInputParser(HWND h, LPARAM l)
{
//Get The size of the raw data buffer
UINT bufferSize;
GetRawInputData((HRAWINPUT)l, RID_INPUT, NULL, &bufferSize, sizeof(RAWINPUTHEADER));
if (bufferSize < 1)
{ return 0; }
//Create and read the raw input data
LPBYTE rawBuffer = new BYTE[bufferSize];
UINT readBytes = GetRawInputData((HRAWINPUT)l, RID_INPUT, rawBuffer, &bufferSize, sizeof(RAWINPUTHEADER));
if ( readBytes != bufferSize )
{
delete [] rawBuffer;
return 0;
}
HRESULT result = 0;
RAWINPUT* raw = (RAWINPUT*)rawBuffer;
if( raw->header.dwType == RIM_TYPEKEYBOARD )
{
if( (raw->data.keyboard.Flags & RI_KEY_BREAK) && raw->data.keyboard.VKey == 16 )
{
const char *breakpoint = "";
RAWINPUTDEVICE rid;
rid.usUsagePage = 0x01;
rid.hwndTarget = NULL;
rid.usUsage = raw_input_usage_keyboard;
rid.dwFlags = RIDEV_REMOVE;
if( RegisterRawInputDevices(&rid, 1, sizeof(RAWINPUTDEVICE)) == FALSE )
{
const char *breakpoint = "";
}
}
}
else if( raw->header.dwType == RIM_TYPEMOUSE )
{
if( raw->data.mouse.usButtonFlags & RI_MOUSE_MIDDLE_BUTTON_UP )
{
const char *breakpoint = "";
RAWINPUTDEVICE rid;
rid.usUsagePage = 0x01;
rid.hwndTarget = NULL;
rid.usUsage = raw_input_usage_mouse;
rid.dwFlags = RIDEV_REMOVE;
if( RegisterRawInputDevices(&rid, 1, sizeof(RAWINPUTDEVICE)) == TRUE )
{
RECT winRect;
GetWindowRect( winHandle, &winRect );
SetCursorPos( (winRect.left + winRect.right) >> 1, (winRect.top + winRect.bottom) >> 1 );
isPointAndClickMode = true;
}
else
{
const char *breakpoint = "";
}
}
}
else result = DefRawInputProc(&raw, 1, sizeof(RAWINPUTHEADER));
delete [] rawBuffer;
return result;
}
void Update( )
{
if( isPointAndClickMode )
{
{ // Calculating and storing the normalizedMousePos values
POINT clientReach, clientCenter, mousePos;
RECT winRect, clientRect;
GetClientRect( winHandle, &clientRect );
GetWindowRect( winHandle, &winRect );
LONG borderThickness = (winRect.right - winRect.left - clientRect.right) >> 1;
clientReach.x = clientRect.right >> 1;
clientReach.y = clientRect.bottom >> 1;
clientCenter.x = (winRect.left + winRect.right) >> 1;
clientCenter.y = winRect.bottom - clientReach.y - borderThickness;
GetCursorPos( &mousePos );
normalizedMousePosX = ((float)(mousePos.x - clientCenter.x + clientReach.x)) / (float)clientRect.right;
normalizedMousePosY = ((float)(mousePos.y - clientCenter.y + clientReach.y)) / (float)clientRect.bottom;
}
// Check if normalizedMousePos intersects client surface [(0,0), (1,1)]
bool mouseIsNowWithinBounds = true;
if ( normalizedMousePosX < 0.0f ) mouseIsNowWithinBounds = false;
else if( normalizedMousePosX > 1.0f ) mouseIsNowWithinBounds = false;
else if( normalizedMousePosY < 0.0f ) mouseIsNowWithinBounds = false;
else if( normalizedMousePosY > 1.0f ) mouseIsNowWithinBounds = false;
// Detect onEnter or onExit case
static bool mouseWereWithinBounds = false;
if( mouseIsNowWithinBounds & !mouseWereWithinBounds )
{ // onEnter
ShowCursor( false );
mouseWereWithinBounds = mouseIsNowWithinBounds;
}
else if( !mouseIsNowWithinBounds & mouseWereWithinBounds )
{ // onExit
ShowCursor( true );
mouseWereWithinBounds = mouseIsNowWithinBounds;
}
}
}

View File

@ -1,22 +0,0 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dan Andersson] [2014]
/////////////////////////////////////////////////////////////////////
#ifndef INPUT_APPLICATION_KEBOARD_H
#define INPUT_APPLICATION_KEBOARD_H
#include "InputObject.h"
#include <vector>
namespace Input
{
class AplicationKeyboard : public InputObject
{
public:
protected:
AplicationKeyboard();
~AplicationKeyboard();
};
}
#endif // !INPUT_KEBOARD_H

View File

@ -31,20 +31,30 @@ namespace Input
ButtonState_Down, // When the button is held down
ButtonState_Release, // When button is released (once)
ButtonState_Up, // Default state, will not be proccesed as a callback!
ButtonState_Unknown,
};
}
/*********************************************************************/
namespace Struct
{
struct SAIPoint2D
struct SAIPointInt2D
{
int x;
int y;
SAIPoint2D() :x(0), y(0) { }
SAIPoint2D(int _x, int _y) :x(_x), y(_y) { }
SAIPointInt2D() :x(0), y(0) { }
SAIPointInt2D(int _x, int _y) :x(_x), y(_y) { }
int Length() { return (abs(x) + abs(y)); }
};
struct SAIPointFloat2D
{
float x;
float y;
SAIPointFloat2D() :x(0.0f), y(0.0f) { }
SAIPointFloat2D(float _x, float _y) :x(_x), y(_y) { }
float Length() { return (fabs(x) + fabs(y)); }
};
struct InputData;
}
/*********************************************************************/

View File

@ -25,6 +25,11 @@ namespace Input
*/
static InputManager* CreateInputManager ();
/**
* @return Destroys the default input manager.
*/
static void DestroyInputManager ();
/**
* @return Destroys a input manager.
*/
@ -37,7 +42,9 @@ namespace Input
* @see InputDescription
* @return Returns a handle to a device that can be rethrown to a specific device.
*/
virtual InputObject* CreateDevice (const Enum::SAIType inputType, Typedefs::WindowHandle targetApplication = 0) = 0;
virtual InputObject* CreateDevice ( const Enum::SAIType inputType, Typedefs::WindowHandle targetApplication ) = 0;
virtual Keyboard* CreateKeyboardDevice ( Typedefs::WindowHandle targetApplication ) { return (Keyboard*)CreateDevice(Enum::SAIType_Keyboard, targetApplication); }
virtual Mouse* CreateMouseDevice ( Typedefs::WindowHandle targetApplication ) { return (Mouse*)CreateDevice(Enum::SAIType_Mouse, targetApplication); }
/** Enables or Disables the Input proccessing.
* @param The toggler.

View File

@ -13,8 +13,9 @@ namespace Input
public:
inline Enum::SAIType Type() { return type; }
virtual inline void Enable () { isEnabled = true; };
virtual inline void Disable () { isEnabled = false; };
virtual void Activate () = 0;
virtual void Deactivate () = 0;
virtual bool IsActive() = 0;
protected:
InputObject(Enum::SAIType type) { this->type = type; }
@ -22,9 +23,6 @@ namespace Input
private:
Enum::SAIType type;
protected:
bool isEnabled;
};
}

View File

@ -49,6 +49,10 @@ namespace Input
SAKI_7 ,
SAKI_8 ,
SAKI_9 ,
SAKI_Add ,
SAKI_Comma ,
SAKI_Minus ,
SAKI_Period ,
SAKI_A ,
SAKI_B ,
SAKI_C ,
@ -131,11 +135,23 @@ namespace Input
};
}
//-----------------------------------------------------------------------------------------------------------------------------
namespace Struct
{
struct KeyboardEventData
{
Enum::SAKI key;
Enum::ButtonState state;
Keyboard* sender;
void* tag;
};
}
//-----------------------------------------------------------------------------------------------------------------------------
namespace Typedefs
{
typedef void(*OnKeyPressCallback)(Enum::SAKI key, const wchar_t[40], Keyboard* sender);
typedef void(*OnKeyDownCallback)(Enum::SAKI key, const wchar_t[40], Keyboard* sender);
typedef void(*OnKeyReleaseCallback)(Enum::SAKI key, const wchar_t[40], Keyboard* sender);
typedef void(*OnKeyEventCallback) (const Struct::KeyboardEventData& eventData);
typedef void(*OnKeyPressCallback) (Enum::SAKI key, Keyboard* sender, void* tag);
typedef void(*OnKeyDownCallback) (Enum::SAKI key, Keyboard* sender, void* tag);
typedef void(*OnKeyReleaseCallback) (Enum::SAKI key, Keyboard* sender, void* tag);
}
//-----------------------------------------------------------------------------------------------------------------------------
@ -145,68 +161,65 @@ namespace Input
class KeyboardEvent
{
public:
virtual void OnKeyPress(Enum::SAKI key, const wchar_t[40], Keyboard* sender) { }
virtual void OnKeyDown(Enum::SAKI key, const wchar_t[40], Keyboard* sender) { }
virtual void OnKeyRelease(Enum::SAKI key, const wchar_t[40], Keyboard* sender) { }
virtual void OnKeyEvent (const Struct::KeyboardEventData& eventData) { }
virtual void OnKeyPress (Enum::SAKI key, Keyboard* sender) { }
virtual void OnKeyDown (Enum::SAKI key, Keyboard* sender) { }
virtual void OnKeyRelease (Enum::SAKI key, Keyboard* sender) { }
};
public: /* Manual check functions */
virtual ~Keyboard();
virtual bool IsKeyUp (Enum::SAKI key) = 0;
virtual bool IsKeyDown (Enum::SAKI key) = 0;
virtual const wchar_t* GetAsText(Enum::SAKI key) = 0;
virtual wchar_t* GetAsText(Enum::SAKI key) = 0;
public: /* From InputObject */
virtual void Activate () override = 0;
virtual void Deactivate () override = 0;
virtual bool IsActive() override = 0;
public: /* object subscribe functions */
void AddKeyboardEvent (KeyboardEvent* object);
void RemoveKeyboardEvent (KeyboardEvent* object);
void operator+= (KeyboardEvent* object);
void operator-= (KeyboardEvent* object);
public: /* global subscribe callback functions */
void AddOnKeyPressCallback (Typedefs::OnKeyPressCallback func);
void AddOnKeyDownCallback (Typedefs::OnKeyDownCallback func);
void AddOnKeyReleaseCallback (Typedefs::OnKeyReleaseCallback func);
void AddOnKeyEventCallback (Typedefs::OnKeyEventCallback func, void* tag);
void AddOnKeyPressCallback (Typedefs::OnKeyPressCallback func, void* tag);
void AddOnKeyDownCallback (Typedefs::OnKeyDownCallback func, void* tag);
void AddOnKeyReleaseCallback (Typedefs::OnKeyReleaseCallback func, void* tag);
void RemoveOnKeyEventCallback (Typedefs::OnKeyEventCallback func);
void RemoveOnKeyPressCallback (Typedefs::OnKeyPressCallback func);
void RemoveOnKeyDownCallback (Typedefs::OnKeyDownCallback func);
void RemoveOnKeyReleaseCallback (Typedefs::OnKeyReleaseCallback func);
public:
void operator+= (KeyboardEvent* object);
void operator-= (KeyboardEvent* object);
void BindTextTarget( ::std::wstring *field );
void ReleaseTextTarget();
public:
struct KeyboardCallbackList;
protected:
Keyboard();
~Keyboard();
protected:
struct KeyboardCallbackList
{
enum CallbackDataType
{
CallbackDataType_OnPress,
CallbackDataType_OnDown,
CallbackDataType_OnRelease
} type;
union CallbackData
{
Typedefs::OnKeyPressCallback keyPressCallback;
Typedefs::OnKeyDownCallback keyDownCallback;
Typedefs::OnKeyReleaseCallback keyReleaseCallback;
CallbackData (){ memset(this, 0, sizeof(CallbackData)); }
CallbackData (Typedefs::OnKeyPressCallback o){ keyPressCallback = o; }
bool operator ==(CallbackData o){ return o.keyDownCallback == keyDownCallback; }
bool operator ==(Typedefs::OnKeyPressCallback o ){ return o == keyPressCallback; }
operator bool(){ return this->keyDownCallback != 0; }
} function;
KeyboardCallbackList *next;
KeyboardCallbackList(CallbackData func, CallbackDataType t) :function(func), next(0), type(t) { }
};
protected:
void ClearList(KeyboardCallbackList* first);
void AddToList(Keyboard::KeyboardCallbackList* first, KeyboardCallbackList::CallbackData data, KeyboardCallbackList::CallbackDataType type);
void RemoveFromList(KeyboardCallbackList* first, KeyboardCallbackList::CallbackData data);
bool ExistsInList(KeyboardCallbackList* first, KeyboardCallbackList::CallbackData data);
bool ExistsInList(std::vector<KeyboardEvent*>& list, KeyboardEvent* data);
protected: /* Internal event proc */
void InternalOnEvent(Struct::KeyboardEventData& data);
void InternalOnKeyPress(Enum::SAKI key);
void InternalOnKeyDown(Enum::SAKI key);
void InternalOnKeyRelease(Enum::SAKI key);
protected:
std::vector<KeyboardEvent*> keyEventSubscrivers;
KeyboardCallbackList* callbackList;
::std::wstring* textTarget;
::std::wstring::size_type writePos;
bool active;
};
}

View File

@ -38,16 +38,35 @@ namespace Input
SAMI_MouseBtnX18,
SAMI_MouseBtnX19,
SAMI_MouseBtnX20,
SAMI_MouseMove,
SAMI_MouseScroll,
SAMI_Unknown,
};
}
//-----------------------------------------------------------------------------------------------------------------------------
namespace Struct
{
struct MouseEventData
{
Enum::SAMI type;
Enum::ButtonState buttonState;
Struct::SAIPointInt2D pixelPos;
Struct::SAIPointFloat2D normalizedPos;
Struct::SAIPointInt2D velocity;
Mouse* sender;
int scrollDelta;
void* tag;
};
}
//-----------------------------------------------------------------------------------------------------------------------------
namespace Typedefs
{
typedef void(*OnMouseCallback)( const Struct::MouseEventData& eventData );
typedef void(*OnMousePressCallback)(Enum::SAMI btn, Mouse* sender);
typedef void(*OnMouseDownCallback)(Enum::SAMI btn, Mouse* sender);
typedef void(*OnMouseReleaseCallback)(Enum::SAMI btn, Mouse* sender);
typedef void(*OnMouseMoveCallback)(Struct::SAIPoint2D, Mouse* sender);
typedef void(*OnMouseMovePixelPosCallback)(Struct::SAIPointInt2D cord, Mouse* sender);
typedef void(*OnMouseMoveVelocityCallback)(Struct::SAIPointInt2D cord, Mouse* sender);
typedef void(*OnMouseScrollCallback)(int delta, Mouse* sender);
}
//-----------------------------------------------------------------------------------------------------------------------------
@ -55,87 +74,81 @@ namespace Input
class Mouse :public InputObject
{
public:
class MouseEvent
{
public:
virtual void OnMouse ( const Struct::MouseEventData& eventData ) { }
virtual void OnMousePress ( Enum::SAMI key, Mouse* sender ) { }
virtual void OnMouseDown ( Enum::SAMI key, Mouse* sender ) { }
virtual void OnMouseRelease ( Enum::SAMI key, Mouse* sender ) { }
virtual void OnMouseMove ( Struct::SAIPoint2D coordinate, Mouse* sender ) { }
virtual void OnMouseMovePixelPos ( Struct::SAIPointInt2D coordinate, Mouse* sender ) { }
virtual void OnMouseMoveVelocity ( Struct::SAIPointInt2D coordinate, Mouse* sender ) { }
virtual void OnMouseScroll ( int delta, Mouse* sender ) { }
};
public:
virtual bool IsBtnUp(Enum::SAMI key) = 0;
virtual bool IsBtnDown(Enum::SAMI key) = 0;
virtual int GetWheelDelta() = 0;
virtual Struct::SAIPoint2D GetPixelPosition(Struct::SAIPoint2D targetMem = Struct::SAIPoint2D()) = 0;
public: /* Manual check functions */
virtual bool IsBtnUp(Enum::SAMI key) const = 0;
virtual bool IsBtnDown(Enum::SAMI key) const = 0;
virtual int GetWheelDelta() const = 0;
virtual Struct::SAIPointInt2D& GetPixelPosition(Struct::SAIPointInt2D& targetMem = Struct::SAIPointInt2D()) const = 0;
virtual Struct::SAIPointFloat2D& GetNormalizedPosition(Struct::SAIPointFloat2D& targetMem = Struct::SAIPointFloat2D()) = 0;
virtual Struct::SAIPointFloat2D& GetDeltaPosition(Struct::SAIPointFloat2D& targetMem = Struct::SAIPointFloat2D()) const = 0;
public:
void AddOnMousePressCallback( Typedefs::OnMousePressCallback func);
void AddOnMouseDownCallback( Typedefs::OnMouseDownCallback func );
void AddOnMouseReleaseCallback( Typedefs::OnMouseReleaseCallback func );
void AddOnMouseMoveCallback( Typedefs::OnMouseMoveCallback func );
void AddOnMouseScrollCallback( Typedefs::OnMouseScrollCallback func );
public: /* From InputObject */
virtual void Activate () override = 0;
virtual void Deactivate () override = 0;
virtual bool IsActive() override = 0;
public: /* global subscribe callback functions */
void AddMouseEvent(MouseEvent* object);
void RemoveMouseEvent(MouseEvent* object);
void operator+= (MouseEvent* object);
void operator-= (MouseEvent* object);
public: /* global subscribe callback functions */
void AddOnMouseCallback( Typedefs::OnMouseCallback func, void* tag);
void AddOnMousePressCallback( Typedefs::OnMousePressCallback func, void* tag);
void AddOnMouseDownCallback( Typedefs::OnMouseDownCallback func, void* tag );
void AddOnMouseReleaseCallback( Typedefs::OnMouseReleaseCallback func, void* tag );
void AddOnMouseMovePixelPosCallback( Typedefs::OnMouseMovePixelPosCallback func, void* tag );
void AddOnMouseMoveVelocityCallback( Typedefs::OnMouseMoveVelocityCallback func, void* tag );
void AddOnMouseScrollCallback( Typedefs::OnMouseScrollCallback func, void* tag );
void RemoveOnMouseCallback( Typedefs::OnMouseCallback func);
void RemoveOnMousePressCallback( Typedefs::OnMousePressCallback func);
void RemoveOnMouseDownCallback( Typedefs::OnMouseDownCallback func );
void RemoveOnMouseReleaseCallback( Typedefs::OnMouseReleaseCallback func );
void RemoveOnMouseMoveCallback( Typedefs::OnMouseMoveCallback func );
void RemoveOnMouseMovePixelPosCallback( Typedefs::OnMouseMovePixelPosCallback func );
void RemoveOnMouseMoveVelocityCallback( Typedefs::OnMouseMoveVelocityCallback func );
void RemoveOnMouseScrollCallback( Typedefs::OnMouseScrollCallback func );
void SetPixelPos(int x, int y);
void ToggleCursor(bool toggler);
private:
void operator+= (MouseEvent* object);
void operator-= (MouseEvent* object);
public:
struct MouseCallbackList;
protected:
Mouse();
~Mouse();
virtual ~Mouse();
protected:
struct MouseCallbackList
{
enum CallbackDataType
{
CallbackDataType_OnPress,
CallbackDataType_OnDown,
CallbackDataType_OnRelease,
CallbackDataType_OnMove,
CallbackDataType_OnScroll,
} type;
union CallbackData
{
Typedefs::OnMousePressCallback mousePressCallback;
Typedefs::OnMouseDownCallback mouseDownCallback;
Typedefs::OnMouseReleaseCallback mouseReleaseCallback;
Typedefs::OnMouseMoveCallback mouseMoveCallback;
Typedefs::OnMouseScrollCallback mouseScrollCallback;
void* dummy;
CallbackData (){ memset(this, 0, sizeof(CallbackData)); }
CallbackData (void* d){ dummy = d; }
bool operator ==(CallbackData o){ return o.dummy == dummy; }
bool operator ==(void* o ){ return o == dummy; }
operator bool(){ return this->dummy != 0; }
} function;
MouseCallbackList *next;
MouseCallbackList(CallbackData func, CallbackDataType t) :function(func), next(0), type(t) { }
};
protected:
void ClearList(MouseCallbackList* first);
void AddToList(MouseCallbackList* first, MouseCallbackList::CallbackData data, MouseCallbackList::CallbackDataType type);
void RemoveFromList(MouseCallbackList* first, MouseCallbackList::CallbackData data);
bool ExistsInList(MouseCallbackList* first, MouseCallbackList::CallbackData data);
bool ExistsInList(std::vector<MouseEvent*>& list, MouseEvent* data);
void InternalOnEvent(Struct::MouseEventData & data);
void InternalOnBtnPress(Enum::SAMI key);
void InternalOnBtnDown(Enum::SAMI key);
void InternalOnBtnRelease(Enum::SAMI key);
void InternalOnMove(Struct::SAIPointInt2D pixelPos, Struct::SAIPointInt2D velocity);
void InternalOnScroll(int delta);
protected:
std::vector<MouseEvent*> mouseSubscribers;
MouseCallbackList* callbackList;
Struct::SAIPoint2D pixelPos;
Struct::SAIPointInt2D pixelPos;
Struct::SAIPointInt2D velocity;
Struct::SAIPointFloat2D normalPos;
Struct::SAIPointFloat2D deltaPos;
bool isCurorLocked;
int wheelDelta;
};

View File

@ -1,24 +0,0 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dan Andersson] [2014]
/////////////////////////////////////////////////////////////////////
#ifndef INPUT_WIN32_APPLICATION_KEBOARD_H
#define INPUT_WIN32_APPLICATION_KEBOARD_H
#include "..\ApplicationKeyboard.h"
//#include <Windows.h>
namespace Input
{
class Win32ApplicationKeyboard :public AplicationKeyboard
{
public:
Win32ApplicationKeyboard();
~Win32ApplicationKeyboard();
private:
};
}
#endif // !INPUT_WIN32_APPLICATION_KEBOARD_H

View File

@ -9,14 +9,15 @@
#include "Win32Keyboard.h"
#include "Win32Mouse.h"
#include <vector>
#define NOMINMAX
#include <Windows.h>
#include <map>
/**
* TODO:
* 1. Cordinate system
* 1.1. Pixel cordinates
* 1.2. 0 - 1 cordinate
* 1.1. Pixel cordinates DONE
* 1.2. 0 - 1 cordinate DONW
* 1.3. Origo in middle of the screen ( -1 to 1 )
*/
@ -42,46 +43,6 @@ namespace Input
class Win32Input :public InputManager
{
// private:
// SubscribeList<INPUT_CALLBACK, const InputData*>* _procInput;
//
// bool _enabled;
// bool _mouseEnabled;
// bool _KeyboardEnabled;
// bool _exclusive;
// List<RawInputDeviceInstance> _deviceList;
//
// List<InputData> _mouseInput;
// List<InputData> _keyboardInput;
//
// HHOOK _msgHook;
//
// private:
// Win32Input ();
// ~Win32Input ();
//
// bool _addDevice (const RAWINPUTDEVICE* k, const int& count);
// RAWINPUT*_TranslateRawInput (LPARAM l);
// void _proccessRawMouseData (RAWMOUSE&);
// void _proccessRawKeyboardData (RAWKEYBOARD&);
//
// static LRESULT CALLBACK WM_INPUT_TRANSLATE (int nCode, WPARAM wParam, LPARAM lParam);
//
// public:
//
// static Win32Input* Self ();
// static void Destroy ();
//
// const wchar_t* Input_GetError () const;
//
// bool Input_AddDevice (IN const HWND& targetApplication);
// bool Input_AddDevice (IN const RAWINPUTDEVICE*, IN const int&);
//
// void Input_Subscribe (IN INPUT_CALLBACK fnc);
// void Input_Unsubscribe (IN INPUT_CALLBACK fnc);
//
// void Input_Disable ();
// void Input_Enable ();
public:
Win32Input();
virtual~Win32Input();
@ -95,12 +56,11 @@ namespace Input
std::vector<Win32Mouse*> mouse;
bool enabled;
bool exclusive;
HWND targetHwin;
private:
static Win32Input* instance;
static void RawInputParser(HWND h, LPARAM l);
static LRESULT RawInputParser(HWND h, LPARAM l);
static LRESULT CALLBACK RawWindowCallback(HWND h, UINT m, WPARAM w, LPARAM l);
static void WindowActivate(bool activate);
};

View File

@ -5,6 +5,7 @@
#define INPUT_KEYBOARD_H
#include "..\Keyboard.h"
#define NOMINMAX
#include <Windows.h>
namespace Input
@ -12,24 +13,34 @@ namespace Input
class Win32Keyboard :public Keyboard
{
public:
Win32Keyboard();
Win32Keyboard(HWND target);
~Win32Keyboard();
bool IsKeyUp (Enum::SAKI key) override;
bool IsKeyDown (Enum::SAKI key) override;
const wchar_t* GetAsText(Enum::SAKI key) override;
wchar_t* GetAsText(Enum::SAKI key) override;
void ProccessKeyboardData (bool isUp, Enum::SAKI key, unsigned int makeCode, bool isE0);
public: /* From InputObject */
void Activate () override;
void Deactivate () override;
inline bool IsActive() override { return this->isActive; }
void ProccessKeyboardData (RAWKEYBOARD keyboard);
bool Create( );
private:
void MapKey(RAWKEYBOARD& rawKB, Enum::SAKI& out_key, bool& isE0);
struct Keys
{
bool isE0;
bool isDown;
unsigned int makecode;
};
RAWINPUTDEVICE device;
static const int MAXKEYS = 256;
Keys keys[MAXKEYS];
bool isActive;
};
}

View File

@ -12,15 +12,23 @@ namespace Input
class Win32Mouse :public Mouse
{
public:
Win32Mouse();
Win32Mouse(HWND target);
~Win32Mouse();
bool IsBtnUp(Enum::SAMI key) override;
bool IsBtnDown(Enum::SAMI key) override;
int GetWheelDelta() override;
Struct::SAIPoint2D GetPixelPosition(Struct::SAIPoint2D targetMem = Struct::SAIPoint2D()) override;
bool IsBtnUp(Enum::SAMI key) const override;
bool IsBtnDown(Enum::SAMI key) const override;
int GetWheelDelta() const override;
Struct::SAIPointInt2D& GetPixelPosition(Struct::SAIPointInt2D &targetMem = Struct::SAIPointInt2D()) const override;
Struct::SAIPointFloat2D& GetNormalizedPosition(Struct::SAIPointFloat2D &targetMem = Struct::SAIPointFloat2D()) override;
Struct::SAIPointFloat2D& GetDeltaPosition(Struct::SAIPointFloat2D& targetMem = Struct::SAIPointFloat2D()) const override;
void ProccessMouseData (bool isDown, Enum::SAMI btn, int delta, Struct::SAIPoint2D velocity, unsigned int makeCode);
void Activate () override;
void Deactivate () override;
inline bool IsActive() override { return this->isActive; }
void ProccessMouseData (RAWMOUSE mouse);
bool Create( );
void ToggleDefault( bool toggler );
private:
struct Buttons
@ -28,8 +36,12 @@ namespace Input
unsigned int makeCode;
bool isDown;
};
static const int MAXBUTTONS = 25;
Buttons buttons[25];
static const int MAXBUTTONS =Enum::SAMI_Unknown;
Buttons buttons[MAXBUTTONS];
RAWINPUTDEVICE device;
Struct::SAIPointInt2D windowSize;
bool isActive;
Struct::SAIPointInt2D winCursPos;
};
}

View File

@ -28,7 +28,6 @@
<ClCompile Include="Source\Win32\Win32Mouse.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="Include\ApplicationKeyboard.h" />
<ClInclude Include="Include\Common.h" />
<ClInclude Include="Include\Input.h" />
<ClInclude Include="Include\InputManager.h" />
@ -36,7 +35,6 @@
<ClInclude Include="Include\Keyboard.h" />
<ClInclude Include="Include\Mouse.h" />
<ClInclude Include="Include\PreReq.h" />
<ClInclude Include="Include\Win32\Win32ApplicationKeyboard.h" />
<ClInclude Include="Include\Win32\Win32Input.h" />
<ClInclude Include="Include\Win32\Win32Keyboard.h" />
<ClInclude Include="Include\Win32\Win32Mouse.h" />
@ -93,28 +91,32 @@
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<IncludePath>$(IncludePath)</IncludePath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<IncludePath>$(IncludePath)</IncludePath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<IncludePath>$(IncludePath)</IncludePath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<IncludePath>$(IncludePath)</IncludePath>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(SolutionDir)Misc\Utilities;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>

View File

@ -1,101 +1,68 @@
#include "RawInput.h"
// include the basic windows header file
#include <windows.h>
#include <windowsx.h>
#include <cassert>
#include <atomic>
#include <vector>
#include <iostream>
#include <chrono>
#include <ctime>
#include <map>
#include <thread>
#include <chrono>
#include <iomanip>
#include <mutex>
#include <bitset>
#include <Windows.h>
#include "Include\Input.h"
#include "WindowShell.h"
HWND hWnd;
// this is the main message handler for the program
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
using namespace std;
using namespace Input;
using namespace Input::Enum;
Input::Keyboard* keyboard = 0;
Input::Mouse* mouse = 0;
void KeyPress(Input::Enum::SAKI key, Input::Keyboard* sender)
{
// sort through and find what code to run for the message given
switch(message)
if(key == SAKI_A)
{
// this message is read when the window is closed
case WM_DESTROY:
if(mouse->IsActive()) mouse->Deactivate();
else mouse->Activate();
}
}
void MouseVelocity(Input::Struct::SAIPointInt2D vel, Input::Mouse* sender)
{
int i = vel.Length();
if(abs(i) > 2)
i = 0;
}
int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdShow)
{
std::wstring text;
WindowShell::CreateWin(WindowShell::WINDOW_INIT_DESC());
WindowShell::CreateConsoleWindow();
keyboard = Input::InputManager::Instance()->CreateKeyboardDevice(WindowShell::GetHWND());
mouse = Input::InputManager::Instance()->CreateMouseDevice(WindowShell::GetHWND());
mouse->AddOnMouseMoveVelocityCallback(MouseVelocity);
keyboard->BindTextTarget( &text );
keyboard->AddOnKeyPressCallback(KeyPress);
int oldLen = 0;
while (WindowShell::Frame())
{
// close the application entirely
PostQuitMessage(0);
return 0;
} break;
case WM_KEYUP:
MessageBox(0, L"WM_KEYUP", L"", 0);
break;
case WM_KEYDOWN:
MessageBox(0, L"WM_KEYDOWN", L"", 0);
break;
//case WM_INPUT:
// MessageBox(0, L"WM_INPUT_MAIN", L"", 0);
//break;
if(text.length() != oldLen)
{
wprintf(text.c_str());
oldLen =text.length();
}
}
// Handle any messages the switch statement didn't
return DefWindowProc (hWnd, message, wParam, lParam);
}
void initWindow(HINSTANCE h, int i)
{
// this struct holds information for the window class
WNDCLASSEX wc;
// clear out the window class for use
ZeroMemory(&wc, sizeof(WNDCLASSEX));
// fill in the struct with the needed information
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = h;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
wc.lpszClassName = L"WindowClass1";
// register the window class
RegisterClassEx(&wc);
// create the window and use the result as the handle
hWnd = CreateWindowEx(NULL,
L"WindowClass1", // name of the window class
L"Our First Windowed Program", // title of the window
WS_OVERLAPPEDWINDOW, // window style
300, // x-position of the window
300, // y-position of the window
500, // width of the window
400, // height of the window
NULL, // we have no parent window, NULL
NULL, // we aren't using menus, NULL
h, // application handle
NULL); // used with multiple windows, NULL
// display the window on the screen
ShowWindow(hWnd, i);
}
void initRaw()
{
//RawInput::Self()->Input_AddDevice(hWnd);
}
// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
initWindow(hInstance, nCmdShow);
initRaw();
// this struct holds Windows event messages
MSG msg;
// wait for the next message in the queue, store the result in 'msg'
while(GetMessage(&msg, NULL, 0, 0))
{
// translate keystroke messages into the right format
TranslateMessage(&msg);
// send the message to the WindowProc function
DispatchMessage(&msg);
//RawInput::Self()->Input_Read();
}
RawInput::Destroy();
return msg.wParam;
system("pause");
return cmdShow;
}

View File

@ -57,6 +57,14 @@ InputManager* InputManager::CreateInputManager()
{
return CreateManager();
}
void InputManager::DestroyInputManager()
{
if(!defaultInstance) return;
defaultInstance->Destroy();
delete defaultInstance;
defaultInstance = 0;
}
void InputManager::DestroyInputManager(InputManager* inputSystem)
{
if(!inputSystem) return;
@ -77,3 +85,4 @@ InputManager::~InputManager()

View File

@ -8,11 +8,37 @@ using namespace Input::Enum;
using namespace Input::Typedefs;
using namespace Input::Struct;
void Keyboard::ClearList(Keyboard::KeyboardCallbackList* first)
struct Keyboard::KeyboardCallbackList
{
KeyboardCallbackList* w = first;
KeyboardCallbackList* removee = 0;
enum CallbackDataType
{
CallbackDataType_OnEvent,
CallbackDataType_OnPress,
CallbackDataType_OnDown,
CallbackDataType_OnRelease
} type;
union CallbackData
{
Typedefs::OnKeyEventCallback keyEventCallback;
Typedefs::OnKeyPressCallback keyPressCallback;
Typedefs::OnKeyDownCallback keyDownCallback;
Typedefs::OnKeyReleaseCallback keyReleaseCallback;
CallbackData (){ memset(this, 0, sizeof(CallbackData)); }
CallbackData (Typedefs::OnKeyPressCallback o){ keyPressCallback = o; }
bool operator ==(CallbackData o){ return o.keyDownCallback == keyDownCallback; }
bool operator ==(Typedefs::OnKeyPressCallback o ){ return o == keyPressCallback; }
operator bool(){ return this->keyDownCallback != 0; }
} function;
KeyboardCallbackList *next;
void* tag;
KeyboardCallbackList(CallbackData func, CallbackDataType t, void* ct) :function(func), next(0), type(t), tag(ct) { }
};
void ClearList(Keyboard::KeyboardCallbackList* first)
{
Keyboard::KeyboardCallbackList* w = first;
Keyboard::KeyboardCallbackList* removee = 0;
while (w)
{
@ -21,27 +47,27 @@ void Keyboard::ClearList(Keyboard::KeyboardCallbackList* first)
delete removee;
}
}
void Keyboard::AddToList(Keyboard::KeyboardCallbackList* first, KeyboardCallbackList::CallbackData data, KeyboardCallbackList::CallbackDataType type)
void AddToList(Keyboard::KeyboardCallbackList* first, Keyboard::KeyboardCallbackList::CallbackData data, Keyboard::KeyboardCallbackList::CallbackDataType type, void* tag)
{
KeyboardCallbackList *w = first;
KeyboardCallbackList *prev = first;
Keyboard::KeyboardCallbackList *w = first;
Keyboard::KeyboardCallbackList *prev = first;
while (w)
{ prev = w; w = w->next; }
KeyboardCallbackList::CallbackData f;
Keyboard::KeyboardCallbackList::CallbackData f;
f = data;
prev->next = new KeyboardCallbackList(f, type);
prev->next = new Keyboard::KeyboardCallbackList(f, type, tag);
}
void Keyboard::RemoveFromList(KeyboardCallbackList* first, KeyboardCallbackList::CallbackData data)
void RemoveFromList(Keyboard::KeyboardCallbackList* first, Keyboard::KeyboardCallbackList::CallbackData data)
{
KeyboardCallbackList *w = first;
KeyboardCallbackList *prev = first;
Keyboard::KeyboardCallbackList *w = first;
Keyboard::KeyboardCallbackList *prev = first;
while (w)
{
if(data == w->function)
{
KeyboardCallbackList *removee = w;
Keyboard::KeyboardCallbackList *removee = w;
w = w->next;
prev->next = w;
delete removee;
@ -51,9 +77,9 @@ void Keyboard::RemoveFromList(KeyboardCallbackList* first, KeyboardCallbackList:
w = w->next;
}
}
bool Keyboard::ExistsInList(KeyboardCallbackList* first, KeyboardCallbackList::CallbackData data)
bool ExistsInList(Keyboard::KeyboardCallbackList* first, Keyboard::KeyboardCallbackList::CallbackData data)
{
KeyboardCallbackList *w = first;
Keyboard::KeyboardCallbackList *w = first;
while (w)
{
if(data == w->function)
@ -64,7 +90,7 @@ bool Keyboard::ExistsInList(KeyboardCallbackList* first, KeyboardCallbackList::C
}
return true;
}
bool Keyboard::ExistsInList(std::vector<KeyboardEvent*>& list, KeyboardEvent* data)
bool ExistsInList(std::vector<Keyboard::KeyboardEvent*>& list, Keyboard::KeyboardEvent* data)
{
for (unsigned int i = 0; i < list.size(); i++)
{
@ -74,50 +100,114 @@ bool Keyboard::ExistsInList(std::vector<KeyboardEvent*>& list, KeyboardEvent* da
return false;
}
Keyboard::Keyboard()
: InputObject(SAIType_Keyboard)
, callbackList(0)
, active(1)
, textTarget(0)
, writePos(0)
{}
Keyboard::~Keyboard()
{
}
void Keyboard::AddOnKeyPressCallback (OnKeyPressCallback func)
void Keyboard::InternalOnEvent(Struct::KeyboardEventData& data)
{
KeyboardCallbackList::CallbackData d;
d.keyPressCallback = func;
if(!this->callbackList) this->callbackList = new KeyboardCallbackList(d, KeyboardCallbackList::CallbackDataType_OnPress);
else AddToList(this->callbackList, d, KeyboardCallbackList::CallbackDataType_OnPress);
for (unsigned int i = 0; i < this->keyEventSubscrivers.size(); i++)
{
if(this->keyEventSubscrivers[i])
{
this->keyEventSubscrivers[i]->OnKeyEvent(data);
}
}
KeyboardCallbackList *w = this->callbackList;
while (w)
{
if(w->function)
if (w->type == KeyboardCallbackList::CallbackDataType_OnEvent)
{
data.tag = w->tag;
w->function.keyEventCallback(data);
}
w = w->next;
}
}
void Keyboard::AddOnKeyDownCallback (OnKeyDownCallback func)
void Keyboard::InternalOnKeyPress(Enum::SAKI key)
{
KeyboardCallbackList::CallbackData d;
d.keyDownCallback = func;
if(!this->callbackList) this->callbackList = new KeyboardCallbackList(d, KeyboardCallbackList::CallbackDataType_OnDown);
else AddToList(this->callbackList, d, KeyboardCallbackList::CallbackDataType_OnDown);
for (unsigned int i = 0; i < this->keyEventSubscrivers.size(); i++)
{
if(this->keyEventSubscrivers[i])
{
this->keyEventSubscrivers[i]->OnKeyPress(key, this);
}
}
KeyboardCallbackList *w = this->callbackList;
while (w)
{
if(w->function)
if (w->type == KeyboardCallbackList::CallbackDataType_OnPress)
{
w->function.keyPressCallback(key, this, w->tag);
}
w = w->next;
}
}
void Keyboard::AddOnKeyReleaseCallback (OnKeyReleaseCallback func)
void Keyboard::InternalOnKeyDown(Enum::SAKI key)
{
KeyboardCallbackList::CallbackData d;
d.keyReleaseCallback = func;
if(!this->callbackList) this->callbackList = new KeyboardCallbackList(d, KeyboardCallbackList::CallbackDataType_OnRelease);
else AddToList(this->callbackList, d, KeyboardCallbackList::CallbackDataType_OnRelease);
for (unsigned int i = 0; i < this->keyEventSubscrivers.size(); i++)
{
if(this->keyEventSubscrivers[i])
{
this->keyEventSubscrivers[i]->OnKeyDown(key, this);
}
}
KeyboardCallbackList *w = this->callbackList;
while (w)
{
if(w->function)
if (w->type == KeyboardCallbackList::CallbackDataType_OnDown)
w->function.keyDownCallback(key, this, w->tag);
w = w->next;
}
}
void Keyboard::InternalOnKeyRelease(Enum::SAKI key)
{
for (unsigned int i = 0; i < this->keyEventSubscrivers.size(); i++)
{
if(this->keyEventSubscrivers[i])
{
this->keyEventSubscrivers[i]->OnKeyRelease(key, this);
}
}
KeyboardCallbackList *w = this->callbackList;
while (w)
{
if(w->function)
if (w->type == KeyboardCallbackList::CallbackDataType_OnRelease)
w->function.keyReleaseCallback(key, this, w->tag);
w = w->next;
}
}
void Keyboard::RemoveOnKeyPressCallback (OnKeyPressCallback func)
void Keyboard::AddKeyboardEvent(KeyboardEvent* object)
{
RemoveFromList(this->callbackList, func);
}
void Keyboard::RemoveOnKeyDownCallback (OnKeyDownCallback func)
{
RemoveFromList(this->callbackList, func);
}
void Keyboard::RemoveOnKeyReleaseCallback (OnKeyReleaseCallback func)
{
RemoveFromList(this->callbackList, func);
}
if(ExistsInList(this->keyEventSubscrivers, object)) return;
this->keyEventSubscrivers.push_back(object);
}
void Keyboard::RemoveKeyboardEvent(KeyboardEvent* object)
{
int i = -1;
if((i = ExistsInList(this->keyEventSubscrivers, object)))
{
std::swap(this->keyEventSubscrivers[i], this->keyEventSubscrivers[this->keyEventSubscrivers.size() - 1]);
this->keyEventSubscrivers.resize(this->keyEventSubscrivers.size() - 1);
}
}
void Keyboard::operator+= (KeyboardEvent* object)
{
if(ExistsInList(this->keyEventSubscrivers, object)) return;
@ -134,3 +224,71 @@ void Keyboard::operator-= (KeyboardEvent* object)
}
}
void Keyboard::AddOnKeyEventCallback (OnKeyEventCallback func, void* tag)
{
KeyboardCallbackList::CallbackData d;
d.keyEventCallback = func;
if(!this->callbackList) this->callbackList = new KeyboardCallbackList(d, KeyboardCallbackList::CallbackDataType_OnEvent, tag);
else AddToList(this->callbackList, d, KeyboardCallbackList::CallbackDataType_OnEvent, tag);
}
void Keyboard::AddOnKeyPressCallback (OnKeyPressCallback func, void* tag)
{
KeyboardCallbackList::CallbackData d;
d.keyPressCallback = func;
if(!this->callbackList) this->callbackList = new KeyboardCallbackList(d, KeyboardCallbackList::CallbackDataType_OnPress, tag);
else AddToList(this->callbackList, d, KeyboardCallbackList::CallbackDataType_OnPress, tag);
}
void Keyboard::AddOnKeyDownCallback (OnKeyDownCallback func, void* tag)
{
KeyboardCallbackList::CallbackData d;
d.keyDownCallback = func;
if(!this->callbackList) this->callbackList = new KeyboardCallbackList(d, KeyboardCallbackList::CallbackDataType_OnDown, tag);
else AddToList(this->callbackList, d, KeyboardCallbackList::CallbackDataType_OnDown, tag);
}
void Keyboard::AddOnKeyReleaseCallback (OnKeyReleaseCallback func, void* tag)
{
KeyboardCallbackList::CallbackData d;
d.keyReleaseCallback = func;
if(!this->callbackList) this->callbackList = new KeyboardCallbackList(d, KeyboardCallbackList::CallbackDataType_OnRelease, tag);
else AddToList(this->callbackList, d, KeyboardCallbackList::CallbackDataType_OnRelease, tag);
}
void Keyboard::RemoveOnKeyEventCallback (OnKeyEventCallback func)
{
Keyboard::KeyboardCallbackList::CallbackData temp;
temp.keyEventCallback = func;
RemoveFromList(this->callbackList, temp);
}
void Keyboard::RemoveOnKeyPressCallback (OnKeyPressCallback func)
{
RemoveFromList(this->callbackList, func);
}
void Keyboard::RemoveOnKeyDownCallback (OnKeyDownCallback func)
{
RemoveFromList(this->callbackList, func);
}
void Keyboard::RemoveOnKeyReleaseCallback (OnKeyReleaseCallback func)
{
RemoveFromList(this->callbackList, func);
}
void Keyboard::BindTextTarget( ::std::wstring *field )
{
this->textTarget = field;
if( field )
{
this->writePos = field->size();
}
else
{
this->writePos = 0;
}
}
void Keyboard::ReleaseTextTarget( )
{
this->BindTextTarget( nullptr );
}

View File

@ -9,11 +9,44 @@ using namespace Input::Enum;
using namespace Input::Struct;
using namespace Input::Typedefs;
void Mouse::ClearList(Mouse::MouseCallbackList* first)
struct Mouse::MouseCallbackList
{
MouseCallbackList* w = first;
MouseCallbackList* removee = 0;
enum CallbackDataType
{
CallbackDataType_OnEvent,
CallbackDataType_OnPress,
CallbackDataType_OnDown,
CallbackDataType_OnRelease,
CallbackDataType_OnMovePixelPos,
CallbackDataType_OnMoveVelocity,
CallbackDataType_OnScroll,
} type;
union CallbackData
{
Typedefs::OnMouseCallback mouseCallback;
Typedefs::OnMousePressCallback mousePressCallback;
Typedefs::OnMouseDownCallback mouseDownCallback;
Typedefs::OnMouseReleaseCallback mouseReleaseCallback;
Typedefs::OnMouseMovePixelPosCallback mouseMovePixelPosCallback;
Typedefs::OnMouseMoveVelocityCallback mouseMoveVelocityCallback;
Typedefs::OnMouseScrollCallback mouseScrollCallback;
void* dummy;
CallbackData (){ memset(this, 0, sizeof(CallbackData)); }
CallbackData (void* d){ dummy = d; }
bool operator ==(CallbackData o){ return o.dummy == dummy; }
bool operator ==(void* o ){ return o == dummy; }
operator bool(){ return this->dummy != 0; }
} function;
MouseCallbackList *next;
void* tag;
MouseCallbackList(CallbackData func, CallbackDataType t, void* ct) :function(func), next(0), type(t), tag(ct) { }
};
void ClearList(Mouse::MouseCallbackList* first)
{
Mouse::MouseCallbackList* w = first;
Mouse::MouseCallbackList* removee = 0;
while (w)
{
@ -22,27 +55,27 @@ void Mouse::ClearList(Mouse::MouseCallbackList* first)
delete removee;
}
}
void Mouse::AddToList(Mouse::MouseCallbackList* first, MouseCallbackList::CallbackData data, MouseCallbackList::CallbackDataType type)
void AddToList(Mouse::MouseCallbackList* first, Mouse::MouseCallbackList::CallbackData data, Mouse::MouseCallbackList::CallbackDataType type, void* tag)
{
MouseCallbackList *w = first;
MouseCallbackList *prev = first;
Mouse::MouseCallbackList *w = first;
Mouse::MouseCallbackList *prev = first;
while (w)
{ prev = w; w = w->next; }
MouseCallbackList::CallbackData f;
Mouse::MouseCallbackList::CallbackData f;
f = data;
prev->next = new MouseCallbackList(f, type);
prev->next = new Mouse::MouseCallbackList(f, type, tag);
}
void Mouse::RemoveFromList(MouseCallbackList* first, MouseCallbackList::CallbackData data)
void RemoveFromList(Mouse::MouseCallbackList* first, Mouse::MouseCallbackList::CallbackData data)
{
MouseCallbackList *w = first;
MouseCallbackList *prev = first;
Mouse::MouseCallbackList *w = first;
Mouse::MouseCallbackList *prev = first;
while (w)
{
if(data == w->function)
{
MouseCallbackList *removee = w;
Mouse::MouseCallbackList *removee = w;
w = w->next;
prev->next = w;
delete removee;
@ -52,9 +85,9 @@ void Mouse::RemoveFromList(MouseCallbackList* first, MouseCallbackList::Callback
w = w->next;
}
}
bool Mouse::ExistsInList(MouseCallbackList* first, MouseCallbackList::CallbackData data)
bool ExistsInList(Mouse::MouseCallbackList* first, Mouse::MouseCallbackList::CallbackData data)
{
MouseCallbackList *w = first;
Mouse::MouseCallbackList *w = first;
while (w)
{
if(data == w->function)
@ -65,7 +98,7 @@ bool Mouse::ExistsInList(MouseCallbackList* first, MouseCallbackList::CallbackDa
}
return true;
}
bool Mouse::ExistsInList(std::vector<MouseEvent*>& list, MouseEvent* data)
bool ExistsInList(std::vector<Mouse::MouseEvent*>& list, Mouse::MouseEvent* data)
{
for (unsigned int i = 0; i < list.size(); i++)
{
@ -81,6 +114,7 @@ Mouse::Mouse()
, wheelDelta(0)
, isCurorLocked(0)
, pixelPos()
, deltaPos()
{
}
Mouse::~Mouse()
@ -88,40 +122,190 @@ Mouse::~Mouse()
}
void Mouse::AddOnMousePressCallback( Typedefs::OnMousePressCallback func)
void Mouse::InternalOnEvent(MouseEventData & data)
{
for (unsigned int i = 0; i < this->mouseSubscribers.size(); i++)
{
if(this->mouseSubscribers[i])
this->mouseSubscribers[i]->OnMouse(data);
}
MouseCallbackList *w = this->callbackList;
while (w)
{
if(w->function)
if (w->type == MouseCallbackList::CallbackDataType_OnEvent)
{
data.tag = w->tag;
w->function.mouseCallback(data);
}
w = w->next;
}
}
void Mouse::InternalOnBtnPress(Enum::SAMI btn)
{
for (unsigned int i = 0; i < this->mouseSubscribers.size(); i++)
{
if(this->mouseSubscribers[i])
this->mouseSubscribers[i]->OnMousePress(btn, this);
}
MouseCallbackList *w = this->callbackList;
while (w)
{
if(w->function)
if (w->type == MouseCallbackList::CallbackDataType_OnPress)
w->function.mousePressCallback(btn, this);
w = w->next;
}
}
void Mouse::InternalOnBtnDown(Enum::SAMI btn)
{
for (unsigned int i = 0; i < this->mouseSubscribers.size(); i++)
{
if(this->mouseSubscribers[i])
this->mouseSubscribers[i]->OnMouseDown(btn, this);
}
MouseCallbackList *w = this->callbackList;
while (w)
{
if(w->function)
if (w->type == MouseCallbackList::CallbackDataType_OnDown)
w->function.mouseDownCallback(btn, this);
w = w->next;
}
}
void Mouse::InternalOnBtnRelease(Enum::SAMI btn)
{
for (unsigned int i = 0; i < this->mouseSubscribers.size(); i++)
{
if(this->mouseSubscribers[i])
this->mouseSubscribers[i]->OnMouseRelease(btn, this);
}
MouseCallbackList *w = this->callbackList;
while (w)
{
if(w->function)
if (w->type == MouseCallbackList::CallbackDataType_OnRelease)
w->function.mouseReleaseCallback(btn, this);
w = w->next;
}
}
void Mouse::InternalOnMove(Struct::SAIPointInt2D pixelPos, Struct::SAIPointInt2D velocity)
{
for (unsigned int i = 0; i < this->mouseSubscribers.size(); i++)
{
if(this->mouseSubscribers[i])
{
this->mouseSubscribers[i]->OnMouseMovePixelPos(pixelPos, this);
this->mouseSubscribers[i]->OnMouseMoveVelocity(velocity, this);
}
}
MouseCallbackList *w = this->callbackList;
while (w)
{
if(w->function)
if (w->type == MouseCallbackList::CallbackDataType_OnMovePixelPos)
w->function.mouseMovePixelPosCallback(pixelPos, this);
else if (w->type == MouseCallbackList::CallbackDataType_OnMoveVelocity)
w->function.mouseMoveVelocityCallback(velocity, this);
w = w->next;
}
}
void Mouse::InternalOnScroll(int delta)
{
for (unsigned int i = 0; i < this->mouseSubscribers.size(); i++)
{
if(this->mouseSubscribers[i])
this->mouseSubscribers[i]->OnMouseScroll(delta, this);
}
MouseCallbackList *w = this->callbackList;
while (w)
{
if(w->function)
if (w->type == MouseCallbackList::CallbackDataType_OnScroll)
w->function.mouseScrollCallback(delta, this);
w = w->next;
}
}
void Mouse::AddMouseEvent(MouseEvent* object)
{
if(ExistsInList(this->mouseSubscribers, object)) return;
this->mouseSubscribers.push_back(object);
}
void Mouse::RemoveMouseEvent(MouseEvent* object)
{
int i = -1;
if((i = ExistsInList(this->mouseSubscribers, object)))
{
std::swap(this->mouseSubscribers[i], this->mouseSubscribers[this->mouseSubscribers.size() - 1]);
this->mouseSubscribers.resize(this->mouseSubscribers.size() - 1);
}
}
void Mouse::operator+= (MouseEvent* object)
{
if(ExistsInList(this->mouseSubscribers, object)) return;
this->mouseSubscribers.push_back(object);
}
void Mouse::operator-= (MouseEvent* object)
{
int i = -1;
if((i = ExistsInList(this->mouseSubscribers, object)))
{
std::swap(this->mouseSubscribers[i], this->mouseSubscribers[this->mouseSubscribers.size() - 1]);
this->mouseSubscribers.resize(this->mouseSubscribers.size() - 1);
}
}
void Mouse::AddOnMouseCallback( Typedefs::OnMouseCallback func, void* tag)
{
MouseCallbackList::CallbackData d;
d.mouseCallback = func;
if(!this->callbackList) this->callbackList = new MouseCallbackList(d, MouseCallbackList::CallbackDataType_OnEvent, tag);
else AddToList(this->callbackList, d, MouseCallbackList::CallbackDataType_OnEvent, tag);
}
void Mouse::AddOnMousePressCallback( Typedefs::OnMousePressCallback func, void* tag)
{
MouseCallbackList::CallbackData d;
d.mousePressCallback = func;
if(!this->callbackList) this->callbackList = new MouseCallbackList(d, MouseCallbackList::CallbackDataType_OnRelease);
else AddToList(this->callbackList, d, MouseCallbackList::CallbackDataType_OnRelease);
if(!this->callbackList) this->callbackList = new MouseCallbackList(d, MouseCallbackList::CallbackDataType_OnPress, tag);
else AddToList(this->callbackList, d, MouseCallbackList::CallbackDataType_OnPress, tag);
}
void Mouse::AddOnMouseDownCallback( Typedefs::OnMouseDownCallback func )
void Mouse::AddOnMouseDownCallback( Typedefs::OnMouseDownCallback func, void* tag )
{
MouseCallbackList::CallbackData d;
d.mouseDownCallback = func;
if(!this->callbackList) this->callbackList = new MouseCallbackList(d, MouseCallbackList::CallbackDataType_OnRelease);
else AddToList(this->callbackList, d, MouseCallbackList::CallbackDataType_OnRelease);
if(!this->callbackList) this->callbackList = new MouseCallbackList(d, MouseCallbackList::CallbackDataType_OnDown, tag);
else AddToList(this->callbackList, d, MouseCallbackList::CallbackDataType_OnDown, tag);
}
void Mouse::AddOnMouseReleaseCallback( Typedefs::OnMouseReleaseCallback func )
void Mouse::AddOnMouseReleaseCallback( Typedefs::OnMouseReleaseCallback func, void* tag )
{
MouseCallbackList::CallbackData d;
d.mouseReleaseCallback = func;
if(!this->callbackList) this->callbackList = new MouseCallbackList(d, MouseCallbackList::CallbackDataType_OnRelease);
else AddToList(this->callbackList, d, MouseCallbackList::CallbackDataType_OnRelease);
if(!this->callbackList) this->callbackList = new MouseCallbackList(d, MouseCallbackList::CallbackDataType_OnRelease, tag);
else AddToList(this->callbackList, d, MouseCallbackList::CallbackDataType_OnRelease, tag);
}
void Mouse::AddOnMouseMoveCallback( Typedefs::OnMouseMoveCallback func )
void Mouse::AddOnMouseMovePixelPosCallback( Typedefs::OnMouseMovePixelPosCallback func, void* tag )
{
MouseCallbackList::CallbackData d;
d.mouseMoveCallback = func;
if(!this->callbackList) this->callbackList = new MouseCallbackList(d, MouseCallbackList::CallbackDataType_OnRelease);
else AddToList(this->callbackList, d, MouseCallbackList::CallbackDataType_OnRelease);
d.mouseMovePixelPosCallback = func;
if(!this->callbackList) this->callbackList = new MouseCallbackList(d, MouseCallbackList::CallbackDataType_OnMovePixelPos, tag);
else AddToList(this->callbackList, d, MouseCallbackList::CallbackDataType_OnMovePixelPos, tag);
}
void Mouse::AddOnMouseScrollCallback( Typedefs::OnMouseScrollCallback func )
void Mouse::AddOnMouseMoveVelocityCallback( Typedefs::OnMouseMoveVelocityCallback func, void* tag )
{
MouseCallbackList::CallbackData d;
d.mouseMoveVelocityCallback = func;
if(!this->callbackList) this->callbackList = new MouseCallbackList(d, MouseCallbackList::CallbackDataType_OnMoveVelocity, tag);
else AddToList(this->callbackList, d, MouseCallbackList::CallbackDataType_OnMoveVelocity, tag);
}
void Mouse::AddOnMouseScrollCallback( Typedefs::OnMouseScrollCallback func, void* tag )
{
MouseCallbackList::CallbackData d;
d.mouseScrollCallback = func;
if(!this->callbackList) this->callbackList = new MouseCallbackList(d, MouseCallbackList::CallbackDataType_OnRelease);
else AddToList(this->callbackList, d, MouseCallbackList::CallbackDataType_OnRelease);
if(!this->callbackList) this->callbackList = new MouseCallbackList(d, MouseCallbackList::CallbackDataType_OnScroll, tag);
else AddToList(this->callbackList, d, MouseCallbackList::CallbackDataType_OnScroll, tag);
}
void Mouse::RemoveOnMousePressCallback( Typedefs::OnMousePressCallback func)
@ -136,7 +320,11 @@ void Mouse::RemoveOnMouseReleaseCallback( Typedefs::OnMouseReleaseCallback func
{
RemoveFromList(this->callbackList, func);
}
void Mouse::RemoveOnMouseMoveCallback( Typedefs::OnMouseMoveCallback func )
void Mouse::RemoveOnMouseMovePixelPosCallback( Typedefs::OnMouseMovePixelPosCallback func )
{
RemoveFromList(this->callbackList, func);
}
void Mouse::RemoveOnMouseMoveVelocityCallback( Typedefs::OnMouseMoveVelocityCallback func )
{
RemoveFromList(this->callbackList, func);
}
@ -155,21 +343,6 @@ void Mouse::ToggleCursor(bool toggler)
this->isCurorLocked = toggler;
}
void Mouse::operator+= (MouseEvent* object)
{
if(ExistsInList(this->mouseSubscribers, object)) return;
this->mouseSubscribers.push_back(object);
}
void Mouse::operator-= (MouseEvent* object)
{
int i = -1;
if((i = ExistsInList(this->mouseSubscribers, object)))
{
std::swap(this->mouseSubscribers[i], this->mouseSubscribers[this->mouseSubscribers.size() - 1]);
this->mouseSubscribers.resize(this->mouseSubscribers.size() - 1);
}
}

View File

@ -16,608 +16,17 @@ using namespace Input::Enum;
using namespace Input::Struct;
using namespace Input::Typedefs;
/*
bool Win32Input::Input_AddDevice(IN const HWND& targetApplication)
{
assert(targetApplication != 0);
static const UINT c = 2;
RAWINPUTDEVICE devices[c] =
{
{ 0x01, RawInput_Usage_keyboard, RIDEV_NOLEGACY, targetApplication },
{ 0x01, RawInput_Usage_mouse, RIDEV_NOLEGACY | RIDEV_CAPTUREMOUSE, targetApplication }
};
if(! _addDevice( devices , c ) ) return false;
ShowCursor(FALSE);
//RECT r;
//GetWindow
//GetWindowRect(
return true;
}
bool Win32Input::Input_AddDevice(IN const RAWINPUTDEVICE* d, const int& count)
{
for (int i = 0; i < count; i++)
if(!d[i].hwndTarget)
{
this->_errorMsg = L"Must specify target application";
return false;
}
if(! _addDevice( d, count ) ) return false;
return true;
}
//Win32InputDEVICE d = { 0x01, type, RIDEV_REMOVE, NULL };
//this->_errorMsg = L"Failed to unregister device";
void Win32Input::Input_Disable()
{
this->_enabled = false;
}
void Win32Input::Input_Enable()
{
this->_enabled = true;
}
void Win32Input::Input_Read()
{
//for (int i = 0; i < this->_idleKeyData.size(); i++)
// this->_proccessRawKeyboardData(this->_idleKeyData.pop());
//for (int i = 0; i < this->_idleMouseData.size(); i++)
// this->_proccessRawMouseData(this->_idleMouseData.pop());
//
//this->_idleKeyData.clear();
//this->_idleMouseData.clear();
}
bool Win32Input::_addDevice (const RAWINPUTDEVICE* k, const int& count)
{
if(RegisterRawInputDevices(k, count, sizeof(RAWINPUTDEVICE)) == FALSE)
{
DWORD h = GetLastError();
INPUT_EXCEPT( L"Failed to register device" );
return false;
}
for (int q = 0; q < count; q++)
{
RawInputDeviceInstance i;
memcpy(&i.description, &k[q], sizeof(RAWINPUTDEVICE));
this->_deviceList.push(i);
}
return true;
}
*/
Win32Input *Win32Input::instance = 0;
void MapKey(RAWKEYBOARD& rawKB, bool& out_isUp, SAKI& out_key, unsigned int& sCode, bool& isE0)
{
//------------------------------------------------------------------------------------//
// http://molecularmusings.wordpress.com/2011/09/05/properly-handling-keyboard-input/ //
//------------------------------------------------------------------------------------//
UINT virtualKey = rawKB.VKey;
UINT scanCode = rawKB.MakeCode;
UINT flags = rawKB.Flags;
if (virtualKey == 255)
{
// discard "fake keys" which are part of an escaped sequence
return;
}
else if (virtualKey == VK_SHIFT)
{
// correct left-hand / right-hand SHIFT
virtualKey = MapVirtualKey(scanCode, MAPVK_VSC_TO_VK_EX);
}
else if (virtualKey == VK_NUMLOCK)
{
// correct PAUSE/BREAK and NUM LOCK silliness, and set the extended bit
scanCode = (MapVirtualKey(virtualKey, MAPVK_VK_TO_VSC) | 0x100);
}
// e0 and e1 are escape sequences used for certain special keys, such as PRINT and PAUSE/BREAK.
// see http://www.win.tue.nl/~aeb/linux/kbd/scancodes-1.html
isE0 = ((flags & RI_KEY_E0) != 0);
const bool isE1 = ((flags & RI_KEY_E1) != 0);
if (isE1)
{
// for escaped sequences, turn the virtual key into the correct scan code using MapVirtualKey.
// however, MapVirtualKey is unable to map VK_PAUSE (this is a known bug), hence we map that by hand.
if (virtualKey == VK_PAUSE) scanCode = 0x45;
else scanCode = MapVirtualKey(virtualKey, MAPVK_VK_TO_VSC);
}
switch (virtualKey)
{
// right-hand CONTROL and ALT have their e0 bit set
case VK_CONTROL:
if (isE0) out_key = SAKI_RightCtrl;
else out_key = SAKI_LeftCtrl;
break;
case VK_MENU:
if (isE0) out_key = SAKI_RightAlt;
else out_key = SAKI_LeftAlt;
break;
// NUMPAD ENTER has its e0 bit set
case VK_RETURN:
if (isE0) out_key = SAKI_NumpadEnter;
break;
// the standard INSERT, DELETE, HOME, END, PRIOR and NEXT keys will always have their e0 bit set, but the
// corresponding keys on the NUMPAD will not.
case VK_INSERT:
if (!isE0) out_key = SAKI_Numpad0;
break;
case VK_DELETE:
if (!isE0) out_key = SAKI_NumpadDecimal;
break;
case VK_HOME:
if (!isE0) out_key = SAKI_Numpad7;
break;
case VK_END:
if (!isE0) out_key = SAKI_Numpad1;
break;
case VK_PRIOR:
if (!isE0) out_key = SAKI_Numpad9;
break;
case VK_NEXT:
if (!isE0) out_key = SAKI_Numpad3;
break;
// the standard arrow keys will always have their e0 bit set, but the
// corresponding keys on the NUMPAD will not.
case VK_LEFT:
if (!isE0) out_key = SAKI_Numpad4;
break;
case VK_RIGHT:
if (!isE0) out_key = SAKI_Numpad6;
break;
case VK_UP:
if (!isE0) out_key = SAKI_Numpad8;
break;
case VK_DOWN:
if (!isE0) out_key = SAKI_Numpad2;
break;
// NUMPAD 5 doesn't have its e0 bit set
case VK_CLEAR:
if (!isE0) out_key = SAKI_Numpad5;
break;
case 0x03 : //VK_CANCEL
break;
case 0x08 : //VK_BACK
out_key = SAKI_Backspace;
break;
case 0x09 : //VK_TAB
out_key = SAKI_Tab;
break;
case 0x10 : //VK_SHIFT
out_key = SAKI_LeftShift;
out_key = SAKI_RightShift;
break;
case 0x13 : //VK_PAUSE
out_key = SAKI_Pause;
break;
case 0x14 : //VK_CAPITAL
out_key = SAKI_CapsLock;
break;
case 0x15 : //VK_KANA
break;
case 0x1B : //VK_ESCAPE
out_key = SAKI_Escape;
break;
case 0x1C : //VK_CONVERT
break;
case 0x1D : //VK_NONCONVERT
break;
case 0x1E : //VK_ACCEPT
break;
case 0x1F : //VK_MODECHANGE
break;
case 0x20 : //VK_SPACE
out_key = SAKI_Space;
break;
case 0x29 : //VK_SELECT
break;
case 0x2A : //VK_PRINT
out_key = SAKI_PrintScreen;
break;
case 0x2B : //VK_EXECUTE
break;
case 0x2C : //VK_SNAPSHOT
break;
case 0x2F : //VK_HELP
break;
case 0x30 : //0 key
out_key = SAKI_0;
break;
case 0x31 : //1 key
out_key = SAKI_1;
break;
case 0x32 : //2 key
out_key = SAKI_2;
break;
case 0x33 : //3 key
out_key = SAKI_3;
break;
case 0x34 : //4 key
out_key = SAKI_4;
break;
case 0x35 : //5 key
out_key = SAKI_5;
break;
case 0x36 : //6 key
out_key = SAKI_6;
break;
case 0x37 : //7 key
out_key = SAKI_7;
break;
case 0x38 : //8 key
out_key = SAKI_8;
break;
case 0x39 : //9 key
out_key = SAKI_9;
break;
case 0x41 : //A key
out_key = SAKI_A;
break;
case 0x42 : //B key
out_key = SAKI_B;
break;
case 0x43 : //C key
out_key = SAKI_C;
break;
case 0x44 : //D key
out_key = SAKI_D;
break;
case 0x45 : //E key
out_key = SAKI_E;
break;
case 0x46 : //F key
out_key = SAKI_F;
break;
case 0x47 : //G key
out_key = SAKI_G;
break;
case 0x48 : //H key
out_key = SAKI_H;
break;
case 0x49 : //I key
out_key = SAKI_I;
break;
case 0x4A : //J key
out_key = SAKI_J;
break;
case 0x4B : //K key
out_key = SAKI_K;
break;
case 0x4C : //L key
out_key = SAKI_L;
break;
case 0x4D : //M key
out_key = SAKI_M;
break;
case 0x4E : //N key
out_key = SAKI_N;
break;
case 0x4F : //O key
out_key = SAKI_O;
break;
case 0x50 : //P key
out_key = SAKI_P;
break;
case 0x51 : //Q key
out_key = SAKI_Q;
break;
case 0x52 : //R key
out_key = SAKI_R;
break;
case 0x53 : //S key
out_key = SAKI_S;
break;
case 0x54 : //T key
out_key = SAKI_T;
break;
case 0x55 : //U key
out_key = SAKI_U;
break;
case 0x56 : //V key
out_key = SAKI_V;
break;
case 0x57 : //W key
out_key = SAKI_W;
break;
case 0x58 : //X key
out_key = SAKI_X;
break;
case 0x59 : //Y key
out_key = SAKI_Y;
break;
case 0x5A : //Z key
out_key = SAKI_Z;
break;
case 0x5B : //VK_LWIN
break;
case 0x5C : //VK_RWIN
break;
case 0x5D : //VK_APPS
break;
case 0x5F : //VK_SLEEP
break;
case 0x60 : //VK_NUMPAD0
out_key = SAKI_Numpad0;
break;
case 0x61 : //VK_NUMPAD1
out_key = SAKI_Numpad1;
break;
case 0x62 : //VK_NUMPAD2
out_key = SAKI_Numpad2;
break;
case 0x63 : //VK_NUMPAD3
out_key = SAKI_Numpad3;
break;
case 0x64 : //VK_NUMPAD4
out_key = SAKI_Numpad4;
break;
case 0x65 : //VK_NUMPAD5
out_key = SAKI_Numpad5;
break;
case 0x66 : //VK_NUMPAD6
out_key = SAKI_Numpad6;
break;
case 0x67 : //VK_NUMPAD7
out_key = SAKI_Numpad7;
break;
case 0x68 : //VK_NUMPAD8
out_key = SAKI_Numpad8;
break;
case 0x69 : //VK_NUMPAD9
out_key = SAKI_Numpad9;
break;
case 0x6A : //VK_MULTIPLY
out_key = SAKI_NumpadMultiply;
break;
case 0x6B : //VK_ADD
out_key = SAKI_NumpadPlus;
break;
case 0x6C : //VK_SEPARATOR
break;
case 0x6D : //VK_SUBTRACT
out_key = SAKI_NumpadSubtract;
break;
case 0x6E : //VK_DECIMAL
out_key = SAKI_NumpadDecimal;
break;
case 0x6F : //VK_DIVIDE
out_key = SAKI_NumpadDivide;
break;
case 0x70 : //VK_F1
out_key = SAKI_F1;
break;
case 0x71 : //VK_F2
out_key = SAKI_F2;
break;
case 0x72 : //VK_F3
out_key = SAKI_F3;
break;
case 0x73 : //VK_F4
out_key = SAKI_F4;
break;
case 0x74 : //VK_F5
out_key = SAKI_F5;
break;
case 0x75 : //VK_F6
out_key = SAKI_F6;
break;
case 0x76 : //VK_F7
out_key = SAKI_F7;
break;
case 0x77 : //VK_F8
out_key = SAKI_F8;
break;
case 0x78 : //VK_F9
out_key = SAKI_F9;
break;
case 0x79 : //VK_F10
out_key = SAKI_F10;
break;
case 0x7A : //VK_F11
out_key = SAKI_F11;
break;
case 0x7B : //VK_F12
out_key = SAKI_F12;
break;
case 0x7C : //VK_F13
out_key = SAKI_F13;
break;
case 0x7D : //VK_F14
out_key = SAKI_F14;
break;
case 0x7E : //VK_F15
out_key = SAKI_F15;
break;
case 0x7F : //VK_F16
out_key = SAKI_F16;
break;
case 0x80 : //VK_F17
out_key = SAKI_F17;
break;
case 0x81 : //VK_F18
out_key = SAKI_F18;
break;
case 0x82 : //VK_F19
out_key = SAKI_F19;
break;
case 0x83 : //VK_F20
out_key = SAKI_F20;
break;
case 0x84 : //VK_F21
out_key = SAKI_F21;
break;
case 0x85 : //VK_F22
out_key = SAKI_F22;
break;
case 0x86 : //VK_F23
out_key = SAKI_F23;
break;
case 0x87 : //VK_F24
out_key = SAKI_F24;
break;
case 0x90 : //VK_NUMLOCK
out_key = SAKI_Numlock;
break;
case 0x91 : //VK_SCROLL
out_key = SAKI_ScrlLock;
break;
case 0xA0 : //VK_LSHIFT
out_key = SAKI_LeftShift;
break;
case 0xA1 : //VK_RSHIFT
out_key = SAKI_RightShift;
break;
case 0xA2 : //VK_LCONTROL
out_key = SAKI_LeftCtrl;
break;
case 0xA3 : //VK_RCONTROL
out_key = SAKI_RightCtrl;
break;
case 0xA4 : //VK_LMENU
out_key = SAKI_LeftAlt;
break;
case 0xA5 : //VK_RMENU
out_key = SAKI_RightCtrl;
break;
case 0xAD : //VK_VOLUME_MUTE
out_key = SAKI_VolumeMute;
break;
case 0xAE : //VK_VOLUME_DOWN
out_key = SAKI_VolumeDown;
break;
case 0xAF : //VK_VOLUME_UP
out_key = SAKI_VolumeUp;
break;
case 0xB0 : //VK_MEDIA_NEXT_TRACK
out_key = SAKI_MediaNext;
break;
case 0xB1 : //VK_MEDIA_PREV_TRACK
out_key = SAKI_MediaPrev;
break;
case 0xB2 : //VK_MEDIA_STOP
out_key = SAKI_MediaStop;
break;
case 0xB3 : //VK_MEDIA_PLAY_PAUSE
out_key = SAKI_MediaPlayPause;
break;
case 0xBB://VK_OEM_PLUS
break;
case 0xBC://VK_OEM_COMMA
break;
case 0xBD://VK_OEM_MINUS
break;
case 0xBE://VK_OEM_PERIOD
break;
case 0xBA://VK_OEM_1
break;
case 0xBF://VK_OEM_2
break;
case 0xC0://VK_OEM_3
break;
case 0xDB://VK_OEM_4
break;
case 0xDC://VK_OEM_5
break;
case 0xDD://VK_OEM_6
break;
case 0xDE://VK_OEM_7
break;
case 0xDF://VK_OEM_8
break;
}
out_isUp = ((flags & RI_KEY_BREAK) != 0);
rawKB.MakeCode = scanCode;
sCode = scanCode;
}
void MapButton(RAWMOUSE& rawMouse, bool &isUp, Enum::SAMI& btn, int& delta, Struct::SAIPoint2D& vel, unsigned int& mcode)
{
if(rawMouse.lLastX != 0 || rawMouse.lLastY != 0)
{
vel.x = rawMouse.lLastX;
vel.y = rawMouse.lLastY;
}
if( rawMouse.usButtonFlags > 0 )
{
//--------------------------------------------------------------------------------------
//Mouse button pressed
if(rawMouse.usButtonFlags == RI_MOUSE_LEFT_BUTTON_DOWN)
{
btn = SAMI_MouseLeftBtn;
isUp = false;
}
else if(rawMouse.usButtonFlags == RI_MOUSE_MIDDLE_BUTTON_DOWN)
{
btn = SAMI_MouseMiddleBtn;
isUp = false;
}
else if(rawMouse.usButtonFlags == RI_MOUSE_RIGHT_BUTTON_DOWN)
{
btn = SAMI_MouseRightBtn;
isUp = false;
}
//--------------------------------------------------------------------------------------
//Mouse button Released
else if(rawMouse.usButtonFlags == RI_MOUSE_LEFT_BUTTON_UP)
{
btn = SAMI_MouseLeftBtn;
isUp = true;
}
else if(rawMouse.usButtonFlags == RI_MOUSE_MIDDLE_BUTTON_UP)
{
btn = SAMI_MouseMiddleBtn;
isUp = true;
}
else if(rawMouse.usButtonFlags == RI_MOUSE_RIGHT_BUTTON_UP)
{
btn = SAMI_MouseRightBtn;
isUp = true;
}
//--------------------------------------------------------------------------------------
else if (rawMouse.usButtonFlags == RI_MOUSE_WHEEL)
{
delta = ((int)rawMouse.usButtonData);
if(delta > 120) delta = -1;
else delta = 1;
}
}
}
void Win32Input::RawInputParser(HWND h, LPARAM l)
TRACKMOUSEEVENT tme;
LRESULT Win32Input::RawInputParser(HWND h, LPARAM l)
{
LRESULT val = 0;
//Get The size of the raw data buffer
UINT bufferSize;
GetRawInputData((HRAWINPUT)l, RID_INPUT, NULL, &bufferSize, sizeof(RAWINPUTHEADER));
if (bufferSize < 1)
{
return;
}
{ return 0; }
//Create and read the raw input data
LPBYTE rawBufferIn = new BYTE[bufferSize];
@ -625,64 +34,75 @@ void Win32Input::RawInputParser(HWND h, LPARAM l)
if ( readBytes != bufferSize )
{
delete [] rawBufferIn;
return;
return 0;
}
RAWINPUT* raw = (RAWINPUT*)rawBufferIn;
if(!Win32Input::instance->enabled)
{
if(FAILED ( DefRawInputProc(&raw, 1, sizeof(RAWINPUTHEADER)) ) )
{
}
val = DefRawInputProc(&raw, 1, sizeof(RAWINPUTHEADER));
}
else
{
if(raw->header.dwType == RIM_TYPEMOUSE)
{
bool once = false;
for (unsigned int i = 0; i < Win32Input::instance->mouse.size(); i++)
{
bool isUp = true;
Enum::SAMI btn = Enum::SAMI_Unknown;
int delta = 0;
Struct::SAIPoint2D vel;
unsigned int mcode = 0;
MapButton(raw->data.mouse, isUp, btn, delta, vel, mcode);
Win32Input::instance->mouse[i]->ProccessMouseData(isUp, btn, delta, vel, mcode);
if(Win32Input::instance->mouse[i]->IsActive())
{
Win32Input::instance->mouse[i]->ProccessMouseData(raw->data.mouse);
}
else
{
if(!once) val = DefRawInputProc(&raw, 1, sizeof(RAWINPUTHEADER));
}
}
}
else if(raw->header.dwType == RIM_TYPEKEYBOARD)
{
bool once = false;
for (unsigned int i = 0; i < Win32Input::instance->keyboard.size(); i++)
{
bool isUp;
SAKI key = SAKI_Unknown;
unsigned int makeCode;
bool isE0;
MapKey(raw->data.keyboard, isUp, key, makeCode, isE0);
Win32Input::instance->keyboard[i]->ProccessKeyboardData(isUp, key, makeCode, isE0);
if(Win32Input::instance->keyboard[i]->IsActive())
{
Win32Input::instance->keyboard[i]->ProccessKeyboardData(raw->data.keyboard);
}
else
{
if(!once) val = DefRawInputProc(&raw, 1, sizeof(RAWINPUTHEADER));
}
}
}
}
delete raw;
return val;
}
LRESULT CALLBACK Win32Input::RawWindowCallback(HWND h, UINT m, WPARAM w, LPARAM l)
{
LRESULT val = 0;
UINT te = 0;
if(m != WM_INPUT)
te = m;
switch (m)
{
case WM_INPUT:
Win32Input::instance->RawInputParser(h, l);
return Win32Input::instance->RawInputParser(h, l);
break;
case WM_NCACTIVATE:
case WM_ACTIVATEAPP:
case WM_ACTIVATE:
Win32Input::instance->WindowActivate((w == TRUE));
break;
case WM_CREATE:
Win32Input::instance->WindowActivate(true);
break;
}
return DefWindowProc(h, m, w, l);
@ -691,17 +111,25 @@ void Win32Input::WindowActivate(bool activate)
{
if(activate)
{
ShowCursor(0);
SetCursor(0);
for (unsigned int i = 0; i < Win32Input::instance->mouse.size(); i++)
{
Win32Input::instance->mouse[i]->ToggleDefault(false);
}
}
else
{
ShowCursor(0);
for (unsigned int i = 0; i < Win32Input::instance->mouse.size(); i++)
{
Win32Input::instance->mouse[i]->ToggleDefault(true);
}
}
}
Win32Input::Win32Input()
{
this->targetHwin = 0;
if(!this->instance)
{
this->instance = this;
@ -725,70 +153,82 @@ Win32Input::Win32Input()
{ /*wrong*/ }
}
Win32Input::~Win32Input()
{}
{ Destroy(); }
InputObject* Win32Input::CreateDevice(const SAIType inputType, Typedefs::WindowHandle targetApplication)
{
if(!this->instance->targetHwin)
{
this->targetHwin = CreateWindowExW( 0, L"RawInputCallbackFunc" , NULL, NULL, NULL, NULL, NULL,
NULL, (HWND)targetApplication, NULL, (HINSTANCE)GetModuleHandle(0), NULL );
RECT rc;
GetClientRect((HWND)targetApplication, &rc);
AdjustWindowRect(&rc, GetWindowStyle((HWND)targetApplication), FALSE);
rc.right = rc.right - rc.left;
rc.bottom = rc.bottom - rc.top;
this->targetHwin = CreateWindowExW( 0, L"RawInputCallbackFunc" , NULL, NULL, rc.left, rc.top, rc.right, rc.bottom,
(HWND)targetApplication, NULL, (HINSTANCE)GetModuleHandle(0), NULL );
}
InputObject* val = 0;
RAWINPUTDEVICE rid;
rid.usUsagePage = 0x01;
rid.hwndTarget = this->instance->targetHwin;
switch (inputType)
{
case SAIType_Keyboard:
{
rid.usUsage = RawInput_Usage_keyboard;
rid.dwFlags = RIDEV_NOLEGACY;
if(RegisterRawInputDevices(&rid, 1, sizeof(RAWINPUTDEVICE)) == TRUE)
{
Win32Keyboard* obj = new Win32Keyboard();
this->keyboard.push_back(obj);
val = obj;
}
else
Win32Keyboard* obj = new Win32Keyboard(this->targetHwin);
if(!obj->Create())
{
delete obj;
return 0;
}
this->keyboard.push_back(obj);
val = obj;
}
break;
case SAIType_Mouse:
{
rid.usUsage = RawInput_Usage_mouse;
rid.dwFlags = RIDEV_NOLEGACY | RIDEV_CAPTUREMOUSE;
if(RegisterRawInputDevices(&rid, 1, sizeof(RAWINPUTDEVICE)) == TRUE)
{
int i = 0;
val = (InputObject*)1;
Win32Mouse* obj = new Win32Mouse();
this->mouse.push_back(obj);
val = obj;
}
else
Win32Mouse* obj = new Win32Mouse(this->targetHwin);
if(!obj->Create())
{
delete obj;
return 0;
}
this->mouse.push_back(obj);
val = obj;
}
break;
}
return val;
}
void Win32Input::ToggleInputSystem(bool enable)
{
this->enabled = enable;
if(this->enabled)
{
for (unsigned int i = 0; i < this->mouse.size(); i++)
{ this->mouse[i]->Deactivate(); }
for (unsigned int i = 0; i < this->keyboard.size(); i++)
{ this->keyboard[i]->Deactivate(); }
}
else
{
for (unsigned int i = 0; i < this->mouse.size(); i++)
{ this->mouse[i]->Activate(); }
for (unsigned int i = 0; i < this->keyboard.size(); i++)
{ this->keyboard[i]->Activate(); }
}
}
void Win32Input::Destroy ()
{
ShowCursor(true);
RECT r;
GetWindowRect(GetDesktopWindow(), &r);
ClipCursor(&r);
ClipCursor(0);
for (unsigned int i = 0; i < this->keyboard.size(); i++)
{
@ -802,52 +242,3 @@ void Win32Input::Destroy ()
this->keyboard.resize(0);
}
/* This method is used with hooks!
LRESULT CALLBACK RawInput::WM_INPUT_TRANSLATE (int nCode, WPARAM wParam, LPARAM lparam)
{
if (nCode < 0) return CallNextHookEx(RawInput::Self()->_msgHook, nCode, wParam, lparam);
MSG *m = (MSG*)lparam;
if(m->message == WM_INPUT)
{
RAWINPUT* raw = RawInput::Self()->_TranslateRawInput(m->lParam);
if(!raw) goto nextHook;
if(!RawInput::Self()->Self()->_enabled)
{
if(FAILED ( DefRawInputProc(&raw, 1, sizeof(RAWINPUTHEADER)) ) )
RawInput::Self()->_errorMsg = L"Failed to proccess default raw input";
goto _final;
}
// if(raw->header.dwType == RIM_TYPEMOUSE) RawInput::Self()->_idleMouseData.insert(raw->data.mouse);
//else if(raw->header.dwType == RIM_TYPEKEYBOARD) RawInput::Self()->_proccessRawKeyboardData(raw->data.keyboard);
_final:
//if(FAILED ( DefRawInputProc(&raw, 1, sizeof(RAWINPUTHEADER)) ) )
// RawInput::Self()->_errorMsg = L"Failed to proccess default raw input";
delete raw;
}
else if (m->message == WM_QUIT)
{
if(UnhookWindowsHookEx(RawInput::Self()->_msgHook) == FALSE)
{
RawInput::Self()->_errorMsg = L"Failed to unhook message hook!";
}
}
nextHook:
return CallNextHookEx(RawInput::Self()->_msgHook, nCode, wParam, lparam);
}
*/

View File

@ -1,14 +1,23 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#include "..\..\Include\Win32\Win32Keyboard.h"
#include "..\..\Include\Win32\Win32Input.h"
#include <algorithm>
#pragma warning ( disable : 4172 )
using namespace Input;
using namespace Input::Enum;
using namespace std;
Win32Keyboard::Win32Keyboard()
Win32Keyboard::Win32Keyboard(HWND target)
{
this->isActive = false;
this->device.usUsagePage = 0x01;
this->device.hwndTarget = target;
this->device.usUsage = RawInput_Usage_keyboard;
this->device.dwFlags = RIDEV_NOLEGACY;
this->writePos = 0;
memset(&this->keys[0], 0, sizeof(Win32Keyboard::Keys) * MAXKEYS);
}
Win32Keyboard::~Win32Keyboard()
@ -24,115 +33,705 @@ bool Win32Keyboard::IsKeyDown (SAKI key)
{
return this->keys[key].isDown;
}
const wchar_t* Win32Keyboard::GetAsText(Enum::SAKI key)
wchar_t* Win32Keyboard::GetAsText(Enum::SAKI key)
{
if(Enum::SAKI_Unknown == key) return 0;
// getting a human-readable string
UINT temp = (this->keys[key].makecode << 16) | (this->keys[key].isE0 << 24);
wchar_t buff[56] = {0};
GetKeyNameTextW((LONG)temp, buff, 64);
wchar_t buff[16] = {0};
GetKeyNameTextW((LONG)temp, buff, 16);
return buff;
}
void Win32Keyboard::ProccessKeyboardData (bool isUp, SAKI key, unsigned int makeCode, bool isE0)
void Win32Keyboard::Activate ()
{
if(key == SAKI_Unknown) return;
if(this->isActive) return;
this->Create();
}
void Win32Keyboard::Deactivate ()
{
if(!this->isActive) return;
RAWINPUTDEVICE d;
d.dwFlags = RIDEV_REMOVE;
d.hwndTarget = 0;
d.usUsage = RawInput_Usage_keyboard;
d.usUsagePage = 0x01;
if(RegisterRawInputDevices(&d, 1, sizeof(RAWINPUTDEVICE)))
{
this->isActive = true;
}
}
void Win32Keyboard::ProccessKeyboardData (RAWKEYBOARD keyboard)
{
if(!this->active) return;
static Struct::KeyboardEventData keyboardEventData;
memset(&keyboardEventData, 0, sizeof(Struct::KeyboardEventData));
bool isUp = (( keyboard.Flags & RI_KEY_BREAK) != 0);
SAKI key = SAKI_Unknown;
bool isE0;
MapKey(keyboard, key, isE0);
if(key != SAKI_Unknown)
{
//The key is released.
if(isUp)/*(k.Flags == RI_KEY_BREAK || k.Flags == (RI_KEY_BREAK | RI_KEY_E0) || k.Flags == (RI_KEY_BREAK | RI_KEY_E1))*/
{
if(key == SAKI_LeftAlt)
{ }
else if(key == SAKI_LeftCtrl)
{}
else if(key == SAKI_LeftShift)
{}
else if(key == SAKI_RightAlt)
{}
else if(key == SAKI_RightCtrl)
{}
else if(key == SAKI_RightShift)
{}
else
{
InternalOnKeyRelease(key);
this->keys[key].isDown = false;
this->keys[key].isE0 = isE0;
this->keys[key].makecode = makeCode;
for (unsigned int i = 0; i < this->keyEventSubscrivers.size(); i++)
{
if(this->keyEventSubscrivers[i])
{
this->keyEventSubscrivers[i]->OnKeyRelease(key, GetAsText(key), this);
}
}
KeyboardCallbackList *w = this->callbackList;
while (w)
{
if(w->function)
if (w->type == KeyboardCallbackList::CallbackDataType_OnRelease)
w->function.keyReleaseCallback(key, GetAsText(key), this);
w = w->next;
}
}
this->keys[key].makecode = keyboard.MakeCode;
//this->_procCollection.kd.key = (RIK)k.VKey;
//this->_procCollection.kd.released = true;
keyboardEventData.key = key;
keyboardEventData.sender = this;
keyboardEventData.state = Enum::ButtonState_Release;
InternalOnEvent(keyboardEventData);
}
//The key is pressed.
else /*if (k.Flags == RI_KEY_MAKE || k.Flags == (RI_KEY_MAKE | RI_KEY_E0) || k.Flags == (RI_KEY_MAKE | RI_KEY_E1))*/
{
if(key == SAKI_LeftAlt)
{}
else if(key == SAKI_LeftCtrl)
{}
else if(key == SAKI_LeftShift)
{}
else if(key == SAKI_RightAlt)
{}
else if(key == SAKI_RightCtrl)
{}
else if(key == SAKI_RightShift)
{}
else
{
if(this->keys[key].isDown)
{
for (unsigned int i = 0; i < this->keyEventSubscrivers.size(); i++)
{
if(this->keyEventSubscrivers[i])
{
this->keyEventSubscrivers[i]->OnKeyDown(key, GetAsText(key), this);
}
}
KeyboardCallbackList *w = this->callbackList;
while (w)
{
if(w->function)
if (w->type == KeyboardCallbackList::CallbackDataType_OnDown)
w->function.keyDownCallback(key, GetAsText(key), this);
w = w->next;
}
this->InternalOnKeyDown(key);
keyboardEventData.key = key;
keyboardEventData.sender = this;
keyboardEventData.state = Enum::ButtonState_Down;
InternalOnEvent(keyboardEventData);
}
else
{
this->InternalOnKeyPress(key);
this->keys[key].isDown = true;
this->keys[key].isE0 = isE0;
this->keys[key].makecode = makeCode;
for (unsigned int i = 0; i < this->keyEventSubscrivers.size(); i++)
this->keys[key].makecode = keyboard.MakeCode;
keyboardEventData.key = key;
keyboardEventData.sender = this;
keyboardEventData.state = Enum::ButtonState_Press;
InternalOnEvent(keyboardEventData);
}
}
}
if(this->textTarget)
{ //Parse text
UINT virtualKey = MapVirtualKey(keyboard.VKey, MAPVK_VK_TO_CHAR);
if(this->keys[SAKI_Backspace].isDown)
{
if(this->keyEventSubscrivers[i])
if( this->writePos > 0 )
{
this->keyEventSubscrivers[i]->OnKeyPress(key, GetAsText(key), this);
--this->writePos;
this->textTarget->erase( this->writePos, 1 );
}
}
KeyboardCallbackList *w = this->callbackList;
while (w)
else if (this->keys[SAKI_Delete].isDown)
{
if(w->function)
if (w->type == KeyboardCallbackList::CallbackDataType_OnPress)
w->function.keyPressCallback(key, GetAsText(key), this);
w = w->next;
if( this->writePos < this->textTarget->size() )
{
this->textTarget->erase( this->writePos, 1 );
}
}
else if (this->keys[SAKI_Left].isDown)
{
this->writePos = std::max( ((int)this->writePos) - 1, (int)(wstring::size_type)0 );
}
else if (this->keys[SAKI_Right].isDown)
{
this->writePos = std::min( this->writePos + 1, this->textTarget->size() );
}
else if (this->keys[SAKI_Enter].isDown || this->keys[SAKI_NumpadEnter].isDown)
{
this->textTarget->insert( this->writePos, 1, '\n');
}
else if ( this->keys[SAKI_Tab].isDown )
{
this->textTarget->insert( this->writePos, 1, '\t');
}
else if (virtualKey && !isUp)
{
wchar_t test = towlower((wchar_t)virtualKey);
if( this->keys[SAKI_LeftShift].isDown || this->keys[SAKI_RightShift].isDown )
{
if(key == SAKI_0) test = L'=';
else if(key == SAKI_1) test = L'!';
else if(key == SAKI_2) test = L'"';
else if(key == SAKI_3) test = L'#';
else if(key == SAKI_4) test = L'¤';
else if(key == SAKI_5) test = L'%';
else if(key == SAKI_6) test = L'&';
else if(key == SAKI_7) test = L'/';
else if(key == SAKI_8) test = L'(';
else if(key == SAKI_9) test = L')';
else if(key == SAKI_Add) test = L'?';
test = towupper(test);
}
else if( this->keys[SAKI_LeftAlt].isDown || this->keys[SAKI_RightAlt].isDown )
{
if(key == SAKI_2) test = L'@';
else if(key == SAKI_3) test = L'£';
else if(key == SAKI_4) test = L'$';
else if(key == SAKI_5) test = L'';
else if(key == SAKI_7) test = L'{';
else if(key == SAKI_8) test = L'[';
else if(key == SAKI_9) test = L']';
else if(key == SAKI_0) test = L'}';
else if(key == SAKI_Add) test = L'\\';
}
this->textTarget->insert( this->writePos, 1, test);
++this->writePos;
}
}
}
void Win32Keyboard::MapKey(RAWKEYBOARD& rawKB, SAKI& out_key, bool& isE0)
{
//------------------------------------------------------------------------------------//
// http://molecularmusings.wordpress.com/2011/09/05/properly-handling-keyboard-input/ //
//------------------------------------------------------------------------------------//
UINT virtualKey = rawKB.VKey;
UINT scanCode = rawKB.MakeCode;
UINT flags = rawKB.Flags;
if (virtualKey == 255)
{
// discard "fake keys" which are part of an escaped sequence
return;
}
else if (virtualKey == VK_SHIFT)
{
// correct left-hand / right-hand SHIFT
virtualKey = MapVirtualKey(scanCode, MAPVK_VSC_TO_VK_EX);
}
else if (virtualKey == VK_NUMLOCK)
{
// correct PAUSE/BREAK and NUM LOCK silliness, and set the extended bit
scanCode = (MapVirtualKey(virtualKey, MAPVK_VK_TO_VSC) | 0x100);
}
// e0 and e1 are escape sequences used for certain special keys, such as PRINT and PAUSE/BREAK.
// see http://www.win.tue.nl/~aeb/linux/kbd/scancodes-1.html
isE0 = ((flags & RI_KEY_E0) != 0);
const bool isE1 = ((flags & RI_KEY_E1) != 0);
if (isE1)
{
// for escaped sequences, turn the virtual key into the correct scan code using MapVirtualKey.
// however, MapVirtualKey is unable to map VK_PAUSE (this is a known bug), hence we map that by hand.
if (virtualKey == VK_PAUSE) scanCode = 0x45;
else scanCode = MapVirtualKey(virtualKey, MAPVK_VK_TO_VSC);
}
switch (virtualKey)
{
// right-hand CONTROL and ALT have their e0 bit set
case VK_CONTROL:
if (isE0) out_key = SAKI_RightCtrl;
else out_key = SAKI_LeftCtrl;
break;
case VK_MENU:
if (isE0) out_key = SAKI_RightAlt;
else out_key = SAKI_LeftAlt;
break;
// NUMPAD ENTER has its e0 bit set
case VK_RETURN:
if (isE0) out_key = SAKI_NumpadEnter;
break;
// the standard INSERT, DELETE, HOME, END, PRIOR and NEXT keys will always have their e0 bit set, but the
// corresponding keys on the NUMPAD will not.
case VK_INSERT:
if (!isE0) out_key = SAKI_Numpad0;
break;
case VK_DELETE:
if (!isE0) out_key = SAKI_NumpadDecimal;
else out_key = SAKI_Delete;
break;
case VK_HOME:
if (!isE0) out_key = SAKI_Numpad7;
break;
case VK_END:
if (!isE0) out_key = SAKI_Numpad1;
break;
case VK_PRIOR:
if (!isE0) out_key = SAKI_Numpad9;
break;
case VK_NEXT:
if (!isE0) out_key = SAKI_Numpad3;
break;
// the standard arrow keys will always have their e0 bit set, but the
// corresponding keys on the NUMPAD will not.
case VK_LEFT:
if (!isE0) out_key = SAKI_Numpad4;
else out_key = SAKI_Left;
break;
case VK_RIGHT:
if (!isE0) out_key = SAKI_Numpad6;
else out_key = SAKI_Right;
break;
case VK_UP:
if (!isE0) out_key = SAKI_Numpad8;
else out_key = SAKI_Up;
break;
case VK_DOWN:
if (!isE0) out_key = SAKI_Numpad2;
break;
// NUMPAD 5 doesn't have its e0 bit set
case VK_CLEAR:
if (!isE0) out_key = SAKI_Numpad5;
break;
case 0x03 : //VK_CANCEL
break;
case 0x08 : //VK_BACK
out_key = SAKI_Backspace;
break;
case 0x09 : //VK_TAB
out_key = SAKI_Tab;
break;
case 0x10 : //VK_SHIFT
out_key = SAKI_LeftShift;
out_key = SAKI_RightShift;
break;
case 0x13 : //VK_PAUSE
out_key = SAKI_Pause;
break;
case 0x14 : //VK_CAPITAL
out_key = SAKI_CapsLock;
break;
case 0x15 : //VK_KANA
break;
case 0x1B : //VK_ESCAPE
out_key = SAKI_Escape;
break;
case 0x1C : //VK_CONVERT
break;
case 0x1D : //VK_NONCONVERT
break;
case 0x1E : //VK_ACCEPT
break;
case 0x1F : //VK_MODECHANGE
break;
case 0x20 : //VK_SPACE
out_key = SAKI_Space;
break;
case 0x29 : //VK_SELECT
break;
case 0x2A : //VK_PRINT
out_key = SAKI_PrintScreen;
break;
case 0x2B : //VK_EXECUTE
break;
case 0x2C : //VK_SNAPSHOT
break;
case 0x2F : //VK_HELP
break;
case 0x30 : //0 key
out_key = SAKI_0;
break;
case 0x31 : //1 key
out_key = SAKI_1;
break;
case 0x32 : //2 key
out_key = SAKI_2;
break;
case 0x33 : //3 key
out_key = SAKI_3;
break;
case 0x34 : //4 key
out_key = SAKI_4;
break;
case 0x35 : //5 key
out_key = SAKI_5;
break;
case 0x36 : //6 key
out_key = SAKI_6;
break;
case 0x37 : //7 key
out_key = SAKI_7;
break;
case 0x38 : //8 key
out_key = SAKI_8;
break;
case 0x39 : //9 key
out_key = SAKI_9;
break;
case 0x41 : //A key
out_key = SAKI_A;
break;
case 0x42 : //B key
out_key = SAKI_B;
break;
case 0x43 : //C key
out_key = SAKI_C;
break;
case 0x44 : //D key
out_key = SAKI_D;
break;
case 0x45 : //E key
out_key = SAKI_E;
break;
case 0x46 : //F key
out_key = SAKI_F;
break;
case 0x47 : //G key
out_key = SAKI_G;
break;
case 0x48 : //H key
out_key = SAKI_H;
break;
case 0x49 : //I key
out_key = SAKI_I;
break;
case 0x4A : //J key
out_key = SAKI_J;
break;
case 0x4B : //K key
out_key = SAKI_K;
break;
case 0x4C : //L key
out_key = SAKI_L;
break;
case 0x4D : //M key
out_key = SAKI_M;
break;
case 0x4E : //N key
out_key = SAKI_N;
break;
case 0x4F : //O key
out_key = SAKI_O;
break;
case 0x50 : //P key
out_key = SAKI_P;
break;
case 0x51 : //Q key
out_key = SAKI_Q;
break;
case 0x52 : //R key
out_key = SAKI_R;
break;
case 0x53 : //S key
out_key = SAKI_S;
break;
case 0x54 : //T key
out_key = SAKI_T;
break;
case 0x55 : //U key
out_key = SAKI_U;
break;
case 0x56 : //V key
out_key = SAKI_V;
break;
case 0x57 : //W key
out_key = SAKI_W;
break;
case 0x58 : //X key
out_key = SAKI_X;
break;
case 0x59 : //Y key
out_key = SAKI_Y;
break;
case 0x5A : //Z key
out_key = SAKI_Z;
break;
case 0x5B : //VK_LWIN
break;
case 0x5C : //VK_RWIN
break;
case 0x5D : //VK_APPS
break;
case 0x5F : //VK_SLEEP
break;
case 0x60 : //VK_NUMPAD0
out_key = SAKI_Numpad0;
break;
case 0x61 : //VK_NUMPAD1
out_key = SAKI_Numpad1;
break;
case 0x62 : //VK_NUMPAD2
out_key = SAKI_Numpad2;
break;
case 0x63 : //VK_NUMPAD3
out_key = SAKI_Numpad3;
break;
case 0x64 : //VK_NUMPAD4
out_key = SAKI_Numpad4;
break;
case 0x65 : //VK_NUMPAD5
out_key = SAKI_Numpad5;
break;
case 0x66 : //VK_NUMPAD6
out_key = SAKI_Numpad6;
break;
case 0x67 : //VK_NUMPAD7
out_key = SAKI_Numpad7;
break;
case 0x68 : //VK_NUMPAD8
out_key = SAKI_Numpad8;
break;
case 0x69 : //VK_NUMPAD9
out_key = SAKI_Numpad9;
break;
case 0x6A : //VK_MULTIPLY
out_key = SAKI_NumpadMultiply;
break;
case 0x6B : //VK_ADD
out_key = SAKI_NumpadPlus;
break;
case 0x6C : //VK_SEPARATOR
break;
case 0x6D : //VK_SUBTRACT
out_key = SAKI_NumpadSubtract;
break;
case 0x6E : //VK_DECIMAL
out_key = SAKI_NumpadDecimal;
break;
case 0x6F : //VK_DIVIDE
out_key = SAKI_NumpadDivide;
break;
case 0x70 : //VK_F1
out_key = SAKI_F1;
break;
case 0x71 : //VK_F2
out_key = SAKI_F2;
break;
case 0x72 : //VK_F3
out_key = SAKI_F3;
break;
case 0x73 : //VK_F4
out_key = SAKI_F4;
break;
case 0x74 : //VK_F5
out_key = SAKI_F5;
break;
case 0x75 : //VK_F6
out_key = SAKI_F6;
break;
case 0x76 : //VK_F7
out_key = SAKI_F7;
break;
case 0x77 : //VK_F8
out_key = SAKI_F8;
break;
case 0x78 : //VK_F9
out_key = SAKI_F9;
break;
case 0x79 : //VK_F10
out_key = SAKI_F10;
break;
case 0x7A : //VK_F11
out_key = SAKI_F11;
break;
case 0x7B : //VK_F12
out_key = SAKI_F12;
break;
case 0x7C : //VK_F13
out_key = SAKI_F13;
break;
case 0x7D : //VK_F14
out_key = SAKI_F14;
break;
case 0x7E : //VK_F15
out_key = SAKI_F15;
break;
case 0x7F : //VK_F16
out_key = SAKI_F16;
break;
case 0x80 : //VK_F17
out_key = SAKI_F17;
break;
case 0x81 : //VK_F18
out_key = SAKI_F18;
break;
case 0x82 : //VK_F19
out_key = SAKI_F19;
break;
case 0x83 : //VK_F20
out_key = SAKI_F20;
break;
case 0x84 : //VK_F21
out_key = SAKI_F21;
break;
case 0x85 : //VK_F22
out_key = SAKI_F22;
break;
case 0x86 : //VK_F23
out_key = SAKI_F23;
break;
case 0x87 : //VK_F24
out_key = SAKI_F24;
break;
case 0x90 : //VK_NUMLOCK
out_key = SAKI_Numlock;
break;
case 0x91 : //VK_SCROLL
out_key = SAKI_ScrlLock;
break;
case 0xA0 : //VK_LSHIFT
out_key = SAKI_LeftShift;
break;
case 0xA1 : //VK_RSHIFT
out_key = SAKI_RightShift;
break;
case 0xA2 : //VK_LCONTROL
out_key = SAKI_LeftCtrl;
break;
case 0xA3 : //VK_RCONTROL
out_key = SAKI_RightCtrl;
break;
case 0xA4 : //VK_LMENU
out_key = SAKI_LeftAlt;
break;
case 0xA5 : //VK_RMENU
out_key = SAKI_RightCtrl;
break;
case 0xAD : //VK_VOLUME_MUTE
out_key = SAKI_VolumeMute;
break;
case 0xAE : //VK_VOLUME_DOWN
out_key = SAKI_VolumeDown;
break;
case 0xAF : //VK_VOLUME_UP
out_key = SAKI_VolumeUp;
break;
case 0xB0 : //VK_MEDIA_NEXT_TRACK
out_key = SAKI_MediaNext;
break;
case 0xB1 : //VK_MEDIA_PREV_TRACK
out_key = SAKI_MediaPrev;
break;
case 0xB2 : //VK_MEDIA_STOP
out_key = SAKI_MediaStop;
break;
case 0xB3 : //VK_MEDIA_PLAY_PAUSE
out_key = SAKI_MediaPlayPause;
break;
case 0xBB://VK_OEM_PLUS
out_key = SAKI_Add;
break;
case 0xBC://VK_OEM_COMMA
out_key = SAKI_Comma;
break;
case 0xBD://VK_OEM_MINUS
out_key = SAKI_Minus;
break;
case 0xBE://VK_OEM_PERIOD
out_key = SAKI_Period;
break;
case 0xBA://VK_OEM_1
break;
case 0xBF://VK_OEM_2
break;
case 0xC0://VK_OEM_3
break;
case 0xDB://VK_OEM_4
break;
case 0xDC://VK_OEM_5
break;
case 0xDD://VK_OEM_6
break;
case 0xDE://VK_OEM_7
break;
case 0xDF://VK_OEM_8
break;
}
}
bool Win32Keyboard::Create()
{
if(RegisterRawInputDevices(&this->device, 1, sizeof(RAWINPUTDEVICE)) == TRUE)
{
this->isActive = true;
return true;
}
return false;
}

View File

@ -1,82 +1,200 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#include "..\..\Include\Win32\Win32Mouse.h"
#include "..\..\Include\Win32\Win32Input.h"
using namespace Input;
using namespace Input::Enum;
using namespace Input::Struct;
using namespace Input::Typedefs;
Win32Mouse::Win32Mouse()
void MapButton(RAWMOUSE& rawMouse, bool &isUp, Enum::SAMI& btn, int& delta, Struct::SAIPointInt2D& vel, unsigned int& mcode)
{
if(rawMouse.lLastX != 0 || rawMouse.lLastY != 0)
{
vel.x = rawMouse.lLastX;
vel.y = rawMouse.lLastY;
}
if( rawMouse.usButtonFlags > 0 )
{
//--------------------------------------------------------------------------------------
//Mouse button pressed
if(rawMouse.usButtonFlags == RI_MOUSE_LEFT_BUTTON_DOWN)
{
btn = SAMI_MouseLeftBtn;
isUp = false;
}
else if(rawMouse.usButtonFlags == RI_MOUSE_MIDDLE_BUTTON_DOWN)
{
btn = SAMI_MouseMiddleBtn;
isUp = false;
}
else if(rawMouse.usButtonFlags == RI_MOUSE_RIGHT_BUTTON_DOWN)
{
btn = SAMI_MouseRightBtn;
isUp = false;
}
//--------------------------------------------------------------------------------------
//Mouse button Released
else if(rawMouse.usButtonFlags == RI_MOUSE_LEFT_BUTTON_UP)
{
btn = SAMI_MouseLeftBtn;
isUp = true;
}
else if(rawMouse.usButtonFlags == RI_MOUSE_MIDDLE_BUTTON_UP)
{
btn = SAMI_MouseMiddleBtn;
isUp = true;
}
else if(rawMouse.usButtonFlags == RI_MOUSE_RIGHT_BUTTON_UP)
{
btn = SAMI_MouseRightBtn;
isUp = true;
}
//--------------------------------------------------------------------------------------
else if (rawMouse.usButtonFlags == RI_MOUSE_WHEEL)
{
delta = ((int)rawMouse.usButtonData);
if(delta > 120) delta = -1;
else delta = 1;
}
}
}
void ContainPoint(Struct::SAIPointInt2D& pixelPos, Struct::SAIPointInt2D& windowSize)
{
if(pixelPos.x < 0) { pixelPos.x = 0; }
else if(pixelPos.x > windowSize.x) { pixelPos.x = windowSize.x; }
if(pixelPos.y < 0) { pixelPos.y = 0; }
else if(pixelPos.y > windowSize.y) { pixelPos.y = windowSize.y; }
}
Win32Mouse::Win32Mouse(HWND target)
{
this->isActive = false;
this->device.usUsagePage = 0x01;
this->device.hwndTarget = target;
this->device.usUsage = RawInput_Usage_mouse;
this->device.dwFlags = RIDEV_NOLEGACY | RIDEV_CAPTUREMOUSE;
memset(&this->buttons[0], 0, sizeof(Buttons) * MAXBUTTONS);
}
Win32Mouse::~Win32Mouse()
{
}
{ }
bool Win32Mouse::IsBtnUp(Enum::SAMI btn)
bool Win32Mouse::IsBtnUp(Enum::SAMI btn) const
{
if(btn == SAMI_Unknown) return false;
return !this->buttons[btn].isDown;
}
bool Win32Mouse::IsBtnDown(Enum::SAMI btn)
bool Win32Mouse::IsBtnDown(Enum::SAMI btn) const
{
if(btn == SAMI_Unknown) return false;
return this->buttons[btn].isDown;
}
int Win32Mouse::GetWheelDelta()
int Win32Mouse::GetWheelDelta() const
{
return this->wheelDelta;
}
Struct::SAIPoint2D Win32Mouse::GetPixelPosition(Struct::SAIPoint2D targetMem)
SAIPointInt2D& Win32Mouse::GetPixelPosition( Struct::SAIPointInt2D &targetMem ) const
{
targetMem = this->pixelPos;
memcpy(&targetMem, &this->pixelPos, sizeof(SAIPointFloat2D));
return targetMem;
}
SAIPointFloat2D& Win32Mouse::GetNormalizedPosition(Struct::SAIPointFloat2D& targetMem)
{
RECT windowVertex;
GetWindowRect( this->device.hwndTarget, &windowVertex );
this->normalPos.x = (float)(pixelPos.x - windowVertex.left);
this->normalPos.x /= (float)(windowVertex.right - windowVertex.left);
this->normalPos.y = (float)(pixelPos.y - windowVertex.top);
this->normalPos.y /= (float)(windowVertex.bottom - windowVertex.top);
memcpy(&targetMem, &this->normalPos, sizeof(SAIPointFloat2D));
return targetMem;
}
SAIPointFloat2D& Win32Mouse::GetDeltaPosition(Struct::SAIPointFloat2D& targetMem) const
{
memcpy(&targetMem, &this->deltaPos, sizeof(SAIPointFloat2D));
return targetMem;
}
void Win32Mouse::ProccessMouseData (bool isUp, Enum::SAMI btn, int delta, Struct::SAIPoint2D velocity, unsigned int makeCode)
void Win32Mouse::Activate ()
{
if(this->isActive) return;
this->Create();
}
void Win32Mouse::Deactivate ()
{
if(!this->isActive) return;
RAWINPUTDEVICE d;
d.dwFlags = RIDEV_REMOVE;
d.hwndTarget = 0;
d.usUsage = RawInput_Usage_mouse;
d.usUsagePage = 0x01;
if(RegisterRawInputDevices(&d, 1, sizeof(RAWINPUTDEVICE)))
{
this->isActive = false;
SetCursorPos(this->winCursPos.x, this->winCursPos.y);
ShowCursor(TRUE);
}
}
void Win32Mouse::ProccessMouseData (RAWMOUSE mouse)
{
static MouseEventData mouseEventData;
memset(&mouseEventData, 0, sizeof(MouseEventData));
bool isUp = true;
Enum::SAMI btn = Enum::SAMI_Unknown;
int delta = 0;
Struct::SAIPointInt2D velocity;
unsigned int makeCode = 0;
MapButton(mouse, isUp, btn, delta, velocity, makeCode);
if(velocity.Length() != 0)
{
this->pixelPos.x += velocity.x;
this->pixelPos.y += velocity.y;
for (unsigned int i = 0; i < this->mouseSubscribers.size(); i++)
{
if(this->mouseSubscribers[i])
this->mouseSubscribers[i]->OnMouseMove(this->pixelPos, this);
}
MouseCallbackList *w = this->callbackList;
while (w)
{
if(w->function)
if (w->type == MouseCallbackList::CallbackDataType_OnMove)
w->function.mouseMoveCallback(this->pixelPos, this);
w = w->next;
}
ContainPoint(this->pixelPos, this->windowSize);
InternalOnMove(this->pixelPos, velocity);
GetNormalizedPosition( mouseEventData.normalizedPos );
mouseEventData.pixelPos = this->pixelPos;
mouseEventData.velocity = velocity;
mouseEventData.buttonState = Enum::ButtonState_Unknown;
mouseEventData.scrollDelta = 0;
mouseEventData.sender = this;
mouseEventData.type = SAMI::SAMI_MouseMove;
InternalOnEvent(mouseEventData);
}
if(delta != 0)
{
for (unsigned int i = 0; i < this->mouseSubscribers.size(); i++)
{
if(this->mouseSubscribers[i])
this->mouseSubscribers[i]->OnMouseScroll(delta, this);
}
MouseCallbackList *w = this->callbackList;
while (w)
{
if(w->function)
if (w->type == MouseCallbackList::CallbackDataType_OnMove)
w->function.mouseScrollCallback(delta, this);
w = w->next;
}
InternalOnScroll(delta);
GetNormalizedPosition( mouseEventData.normalizedPos );
mouseEventData.pixelPos = this->pixelPos;
mouseEventData.buttonState = Enum::ButtonState_Unknown;
mouseEventData.scrollDelta = delta;
mouseEventData.sender = this;
mouseEventData.type = SAMI::SAMI_MouseScroll;
InternalOnEvent(mouseEventData);
}
@ -88,54 +206,94 @@ void Win32Mouse::ProccessMouseData (bool isUp, Enum::SAMI btn, int delta, Struct
//The btn is released.
if(isUp)
{
for (unsigned int i = 0; i < this->mouseSubscribers.size(); i++)
{
if(this->mouseSubscribers[i])
this->mouseSubscribers[i]->OnMouseRelease(btn, this);
}
MouseCallbackList *w = this->callbackList;
while (w)
{
if(w->function)
if (w->type == MouseCallbackList::CallbackDataType_OnRelease)
w->function.mouseReleaseCallback(btn, this);
w = w->next;
}
InternalOnBtnRelease(btn);
GetNormalizedPosition( mouseEventData.normalizedPos );
mouseEventData.pixelPos = this->pixelPos;
mouseEventData.buttonState = Enum::ButtonState_Release;
mouseEventData.type = btn;
mouseEventData.sender = this;
InternalOnEvent(mouseEventData);
}
//The btn is pressed.
else
{
//The btn is down since last frame
if(this->buttons[btn].isDown)
{
for (unsigned int i = 0; i < this->mouseSubscribers.size(); i++)
{
if(this->mouseSubscribers[i])
this->mouseSubscribers[i]->OnMouseDown(btn, this);
}
MouseCallbackList *w = this->callbackList;
while (w)
{
if(w->function)
if (w->type == MouseCallbackList::CallbackDataType_OnDown)
w->function.mouseDownCallback(btn, this);
w = w->next;
}
InternalOnBtnDown(btn);
GetNormalizedPosition( mouseEventData.normalizedPos );
mouseEventData.pixelPos = this->pixelPos;
mouseEventData.buttonState = Enum::ButtonState_Down;
mouseEventData.type = btn;
mouseEventData.sender = this;
InternalOnEvent(mouseEventData);
}
else
{
for (unsigned int i = 0; i < this->mouseSubscribers.size(); i++)
{
if(this->mouseSubscribers[i])
this->mouseSubscribers[i]->OnMousePress(btn, this);
}
MouseCallbackList *w = this->callbackList;
while (w)
{
if(w->function)
if (w->type == MouseCallbackList::CallbackDataType_OnPress)
w->function.mousePressCallback(btn, this);
w = w->next;
}
InternalOnBtnPress(btn);
GetNormalizedPosition( mouseEventData.normalizedPos );
mouseEventData.pixelPos = this->pixelPos;
mouseEventData.buttonState = Enum::ButtonState_Press;
mouseEventData.type = btn;
mouseEventData.sender = this;
InternalOnEvent(mouseEventData);
}
}
}
bool Win32Mouse::Create()
{
if(!this->device.hwndTarget)
{
RECT desktop;
const HWND hDesktop = GetDesktopWindow();
GetClientRect(hDesktop, &desktop);
windowSize.x = desktop.right;
windowSize.y = desktop.bottom;
this->device.dwFlags = 0;
}
else
{
RECT re;
GetClientRect(this->device.hwndTarget, &re);
windowSize.x = re.right - re.left;
windowSize.y = re.bottom - re.top;
}
if(RegisterRawInputDevices(&this->device, 1, sizeof(RAWINPUTDEVICE)) == TRUE)
{
this->isActive = true;
POINT p;
GetCursorPos(&p);
this->winCursPos.x = p.x;
this->winCursPos.y = p.y;
ShowCursor(FALSE);
return true;
}
return false;
}
void Win32Mouse::ToggleDefault( bool toggler )
{
if( toggler )
{
SetCursorPos(this->winCursPos.x, this->winCursPos.y);
ShowCursor(TRUE);
}
else
{
POINT p;
GetCursorPos(&p);
this->winCursPos.x = p.x;
this->winCursPos.y = p.y;
ShowCursor(FALSE);
}
}

View File

@ -78,7 +78,6 @@ bool WindowShell::CreateWin(WINDOW_INIT_DESC &desc)
if(desc.windowSize.x <= 0) desc.windowSize.x = 50;
if(desc.windowSize.y <= 0) desc.windowSize.y = 50;
__windowShellData.parent = desc.parent;
__windowShellData.hIns = desc.hInstance;
__windowShellData.windowClassName = WINDOW_SHELL_CLASS_NAME;
@ -111,19 +110,13 @@ bool WindowShell::CreateWin(WINDOW_INIT_DESC &desc)
RECT rectW;
int width;
int height;
DWORD style = desc.windowStyle;
bool windowed = false;
width = desc.windowSize.x + GetSystemMetrics(SM_CXFIXEDFRAME)*2;
height = desc.windowSize.y + GetSystemMetrics(SM_CYFIXEDFRAME)*2 + GetSystemMetrics(SM_CYCAPTION);
rectW.left=(GetSystemMetrics(SM_CXSCREEN)-width)/2;
rectW.top=(GetSystemMetrics(SM_CYSCREEN)-height)/2;
rectW.right=rectW.left+width;
rectW.bottom=rectW.top+height;
rectW.left = 0;
rectW.top = 0;
rectW.right = desc.windowSize.x;
rectW.bottom = desc.windowSize.y;
if(__windowShellData.parent)
{
@ -135,6 +128,8 @@ bool WindowShell::CreateWin(WINDOW_INIT_DESC &desc)
windowed = true;
}
AdjustWindowRect(& rectW, style, FALSE);
if(windowed)
{
__windowShellData.hWnd = CreateWindowExW(
@ -161,8 +156,8 @@ bool WindowShell::CreateWin(WINDOW_INIT_DESC &desc)
style,
desc.windowPosition.x,
desc.windowPosition.y,
desc.windowSize.x,
desc.windowSize.y,
rectW.right - rectW.left,
rectW.bottom - rectW.top,
0,
0,
__windowShellData.hIns,
@ -173,7 +168,6 @@ bool WindowShell::CreateWin(WINDOW_INIT_DESC &desc)
if( !__windowShellData.hWnd )
{
printf("Failed to create window handle : Code ( %ul )", GetLastError());
//MessageBox(0, L"Failed to create window", L"Error!", 0);
return false;
}
@ -258,3 +252,4 @@ bool WindowShell::Frame()
return true;
}

View File

@ -40,7 +40,7 @@ public:
POINT _windowSize = cPOINT(800, 600),
POINT _windowPosition = cPOINT(0,0),
UINT _windowClassStyle = (CS_HREDRAW | CS_VREDRAW | CS_OWNDC),
UINT _windowStyle = (WS_POPUPWINDOW|WS_SYSMENU|WS_CAPTION),
UINT _windowStyle = (WS_POPUPWINDOW|WS_CAPTION),
HICON _icon = LoadIcon(0, IDI_APPLICATION),
HCURSOR _cursor = LoadCursor(NULL, IDC_ARROW),
HBRUSH _background = (HBRUSH)GetStockObject(BLACK_BRUSH)

View File

@ -229,7 +229,7 @@ ICustomBody* API_Impl::AddTriangleMesh(const std::wstring fileName, ::Oyster::Ma
SimpleRigidBody* body = new SimpleRigidBody;
SimpleRigidBody::State state;
btBulletWorldImporter bulletFile;
btBulletWorldImporter bulletFile(0);
typedef std::codecvt_utf8<wchar_t> convert_typeX;
std::wstring_convert<convert_typeX, wchar_t> converterX;
@ -247,8 +247,8 @@ ICustomBody* API_Impl::AddTriangleMesh(const std::wstring fileName, ::Oyster::Ma
// Add rigid body
btVector3 fallInertia(0, 0, 0);
collisionShape->calculateLocalInertia(mass, fallInertia);
btRigidBody::btRigidBodyConstructionInfo rigidBodyCI(mass, motionState, collisionShape, fallInertia);
//collisionShape->calculateLocalInertia(mass, fallInertia);
btRigidBody::btRigidBodyConstructionInfo rigidBodyCI(0, motionState, collisionShape, fallInertia);
btRigidBody* rigidBody = new btRigidBody(rigidBodyCI);
rigidBody->setFriction(staticFriction);
rigidBody->setRestitution(restitution);
@ -264,7 +264,7 @@ ICustomBody* API_Impl::AddTriangleMesh(const std::wstring fileName, ::Oyster::Ma
state.dynamicFrictionCoeff = dynamicFriction;
state.staticFrictionCoeff = staticFriction;
state.quaternion = Quaternion(Float3(rotation.xyz), rotation.w);
state.mass = mass;
state.mass = 0;
body->SetState(state);
@ -291,7 +291,7 @@ void API_Impl::UpdateWorld()
simpleBody->SetPreviousVelocity(simpleBody->GetLinearVelocity());
}
this->dynamicsWorld->stepSimulation(this->timeStep, 10, this->timeStep);
this->dynamicsWorld->stepSimulation(this->timeStep, 1, this->timeStep);
ICustomBody::State state;
@ -314,23 +314,12 @@ void API_Impl::UpdateWorld()
ICustomBody* bodyA = (ICustomBody*)obA->getUserPointer();
ICustomBody* bodyB = (ICustomBody*)obB->getUserPointer();
int numContacts = contactManifold->getNumContacts();
for (int j=0;j<numContacts;j++)
{
btManifoldPoint& pt = contactManifold->getContactPoint(j);
if (pt.getDistance()<0.f)
{
if(bodyA->GetState().mass == 40 && bodyB->GetState().centerPos == Float3::null)
{
const char* breakPoint = "STOP";
}
if(bodyB->GetState().mass == 40 && bodyA->GetState().centerPos == Float3::null)
{
const char* breakPoint = "STOP";
}
const btVector3& ptA = pt.getPositionWorldOnA();
const btVector3& ptB = pt.getPositionWorldOnB();
const btVector3& normalOnB = pt.m_normalWorldOnB;

View File

@ -63,6 +63,7 @@ void SimpleRigidBody::SetState( const SimpleRigidBody::State &state )
this->rigidBody->setFriction(state.staticFrictionCoeff);
this->rigidBody->setRestitution(state.restitutionCoeff);
btVector3 fallInertia(0, 0, 0);
if(state.mass != 0)
collisionShape->calculateLocalInertia(state.mass, fallInertia);
this->rigidBody->setMassProps(state.mass, fallInertia);
@ -184,6 +185,7 @@ void SimpleRigidBody::SetAngularFactor(Float factor)
void SimpleRigidBody::SetMass(Float mass)
{
btVector3 fallInertia(0, 0, 0);
if(mass != 0)
collisionShape->calculateLocalInertia(mass, fallInertia);
this->rigidBody->setMassProps(mass, fallInertia);
this->state.mass = mass;
@ -361,29 +363,25 @@ void SimpleRigidBody::PreStep (const btCollisionWorld* collisionWorld)
{
btTransform xform;
xform = this->rigidBody->getWorldTransform ();
Float3 normalDown = -this->state.centerPos.GetNormalized();
btVector3 down(normalDown.x, normalDown.y, normalDown.z);
btVector3 forward = xform.getBasis()[2];
down.normalize ();
//Float3 normalDown = -xform.getBasis().getColumn(1);
btVector3 down(-xform.getBasis().getColumn(1));
btVector3 forward(xform.getBasis().getColumn(2));
down.normalize();
forward.normalize();
this->raySource[0] = xform.getOrigin();
this->raySource[1] = xform.getOrigin();
if(this->state.reach.y < 1.0f)
Float angle = acos(Float3(0, 1, 0).Dot(this->state.centerPos.GetNormalized()));
//down.setZ(-down.z());
btVector3 targetPlus = down * this->state.reach.y * btScalar(1.1);
if(this->state.mass == 40)
{
const char* breakpoint = "STOP";
const char* breakPoint = "STOP!";
}
btVector3 targetPlus = down*this->state.reach.y*btScalar(1.1);
this->rayTarget[0] = this->raySource[0] + targetPlus;
this->rayTarget[1] = this->raySource[1] + forward * this->state.reach.y * btScalar(1.1);
targetPlus = this->raySource[1] + forward*this->state.reach.z*btScalar(1.1);
this->rayTarget[1] = btVector3(targetPlus.x(), targetPlus.y(), targetPlus.z());
class ClosestNotMe : public btCollisionWorld::ClosestRayResultCallback
{
@ -414,6 +412,10 @@ void SimpleRigidBody::PreStep (const btCollisionWorld* collisionWorld)
if (rayCallback.hasHit())
{
this->rayLambda[i] = rayCallback.m_closestHitFraction;
if(i == 1 && this->state.mass == 40)
{
btVector3 hitNormal = rayCallback.m_hitNormalWorld;
}
}
else
{
@ -422,11 +424,16 @@ void SimpleRigidBody::PreStep (const btCollisionWorld* collisionWorld)
}
}
float SimpleRigidBody::GetLambda() const
float SimpleRigidBody::GetLambdaUp() const
{
return this->rayLambda[0];
}
float SimpleRigidBody::GetLambdaForward() const
{
return this->rayLambda[1];
}
void SimpleRigidBody::MoveToLimbo()
{
this->rigidBody->setCollisionFlags(this->rigidBody->getCollisionFlags() | btCollisionObject::CF_NO_CONTACT_RESPONSE);

View File

@ -68,7 +68,8 @@ namespace Oyster
void PreStep(const btCollisionWorld* collisionWorld);
float GetLambda() const;
float GetLambdaUp() const;
float GetLambdaForward() const;
void MoveToLimbo();
void ReleaseFromLimbo();

View File

@ -185,7 +185,8 @@ namespace Oyster
********************************************************/
virtual void SetCustomTag( void *ref ) = 0;
virtual float GetLambda() const = 0;
virtual float GetLambdaUp() const = 0;
virtual float GetLambdaForward() const = 0;
};
}
}