scummvm/engines/tony/input.cpp
2012-05-03 23:08:19 +10:00

290 lines
8.0 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
/**************************************************************************
* ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ *
* Nayma Software srl *
* e -= We create much MORE than ALL =- *
* u- z$$$c '. ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ *
* .d" d$$$$$b "b. *
* .z$* d$$$$$$$L ^*$c. *
* #$$$. $$$$$$$$$ .$$$" Project: Roasted Moths........ *
* ^*$b 4$$$$$$$$$F .d$*" *
* ^$$. 4$$$$$$$$$F .$P" Module: Input.CPP............ *
* *$. '$$$$$$$$$ 4$P 4 *
* J *$ "$$$$$$$" $P r Author: Giovanni Bajo........ *
* z$ '$$$P*4c.*$$$*.z@*R$$$ $. *
* z$" "" #$F^ "" '$c *
* z$$beu .ue=" $ "=e.. .zed$$c *
* "#$e z$*" . `. ^*Nc e$"" *
* "$$". .r" ^4. .^$$" *
* ^.@*"6L=\ebu^+C$"*b." *
* "**$. "c 4$$$ J" J$P*" OS: [ ] DOS [X] WIN95 [ ] PORT *
* ^"--.^ 9$" .--"" COMP: [ ] WATCOM [X] VISUAL C++ *
* " [ ] EIFFEL [ ] GCC/GXX/DJGPP *
* *
* This source code is Copyright (C) Nayma Software. ALL RIGHTS RESERVED *
* *
**************************************************************************/
#include "tony/gfxEngine.h"
namespace Tony {
#define DIRELEASE(x) if (x) { (x)->Release(); (x)=NULL; }
void RMInput::DIInit(/*HINSTANCE hInst*/) {
#ifdef REFACTOR_ME
HRESULT err;
// Crea l'oggetto madre
err = DirectInputCreate(hInst, DIRECTINPUT_VERSION, &m_DI, NULL);
if (err!=DI_OK) {
MessageBox(theGame.m_wnd,"Error initializing DirectInput!","RMInput::DIInit()",MB_OK);
assert(0);
}
// Crea il device del mouse
// ************************
err=m_DI->CreateDevice(GUID_SysMouse,&m_DIDMouse,NULL);
if (err!=DI_OK) {
MessageBox(theGame.m_wnd,"Error creating mouse device!","RMInput::DIInit()",MB_OK);
assert(0);
}
// Setta il data format
err=m_DIDMouse->SetDataFormat(&c_dfDIMouse);
if (err!=DI_OK) {
MessageBox(theGame.m_wnd,"Error setting mouse data format!","RMInput::DIInit()",MB_OK);
assert(0);
}
// Setta il cooperative level
err=m_DIDMouse->SetCooperativeLevel(theGame.m_wnd,DISCL_FOREGROUND|DISCL_NONEXCLUSIVE);
if (err!=DI_OK) {
MessageBox(theGame.m_wnd,"Error setting cooperative level!","RMInput::DIInit()",MB_OK);
assert(0);
}
// Crea il device della tastiera
// *****************************
err=m_DI->CreateDevice(GUID_SysKeyboard,&m_DIDKeyboard,NULL);
if (err!=DI_OK) {
MessageBox(theGame.m_wnd,"Error creating keyboard device!","RMInput::DIInit()",MB_OK);
assert(0);
}
// Setta il data format
err=m_DIDKeyboard->SetDataFormat(&c_dfDIKeyboard);
if (err!=DI_OK) {
MessageBox(theGame.m_wnd,"Error setting keyboard data format!","RMInput::DIInit()",MB_OK);
assert(0);
}
// Setta il cooperative level
err=m_DIDKeyboard->SetCooperativeLevel(theGame.m_wnd,DISCL_FOREGROUND|DISCL_NONEXCLUSIVE);
if (err!=DI_OK) {
MessageBox(theGame.m_wnd,"Error setting cooperative level!","RMInput::DIInit()",MB_OK);
assert(0);
}
#endif
}
void RMInput::SwitchFullscreen(bool bFull) {
#ifdef REFACTOR_ME
HRESULT err;
// Il camping del mouse e' attivo solo in fullscreen
m_bClampMouse=bFull;
// Prima di tutto leviamo l'acquiring ai device, altrimenti non possiamo cambiare il
// cooperative level
Unacquire();
if (bFull) {
// Setta il cooperative level
err=m_DIDMouse->SetCooperativeLevel(theGame.m_wnd,DISCL_FOREGROUND|DISCL_EXCLUSIVE);
if (err!=DI_OK) {
MessageBox(theGame.m_wnd,"Error setting cooperative level!","RMInput::DIInit()",MB_OK);
assert(0);
}
} else {
// Setta il cooperative level
err=m_DIDMouse->SetCooperativeLevel(theGame.m_wnd,DISCL_FOREGROUND|DISCL_EXCLUSIVE);
if (err!=DI_OK) {
MessageBox(theGame.m_wnd,"Error setting cooperative level!","RMInput::DIInit()",MB_OK);
assert(0);
}
}
#endif
}
void RMInput::DIClose(void)
{
#ifdef REFACTOR_ME
DIRELEASE(m_DIDMouse);
DIRELEASE(m_DI);
#endif
}
bool RMInput::Acquire(void) {
#ifdef REFACTOR_ME
HRESULT err;
if (m_DIDMouse == NULL)
return true;
// Inizializza la posizione del mouse
POINT pt;
RECT rc;
GetWindowRect(theGame.m_wnd,&rc);
GetCursorPos(&pt);
m_mX=pt.x-rc.left-GetSystemMetrics(SM_CXDLGFRAME);
m_mY=pt.y-rc.top-(GetSystemMetrics(SM_CYDLGFRAME)+GetSystemMetrics(SM_CYCAPTION));
err=m_DIDMouse->Acquire();
if (err!=DI_OK)
return false;
err=m_DIDKeyboard->Acquire();
if (err!=DI_OK)
return false;
#endif
return true;
}
void RMInput::Unacquire(void) {
#ifdef REFACTOR_ME
if (m_DIDMouse!=NULL)
m_DIDMouse->Unacquire();
if (m_DIDKeyboard!=NULL)
m_DIDKeyboard->Unacquire();
#endif
}
void RMInput::GDIControl(bool bCon) {
#ifdef REFACTOR_ME
if (bCon) {
Unacquire();
ShowCursor(true);
} else {
ShowCursor(false);
Acquire();
}
#endif
}
void RMInput::Poll(void) {
#ifdef REFACTOR_ME
HRESULT err;
bool mLastLeft, mLastRight;
mLastLeft=MouseLeft();
mLastRight=MouseRight();
m_bLeftClickMouse=m_bLeftReleaseMouse=m_bRightClickMouse=m_bRightReleaseMouse=false;
// Legge lo stato del mouse
while (1) {
ZeroMemory(&m_mState,sizeof(m_mState));
err=m_DIDMouse->GetDeviceState(sizeof(m_mState),&m_mState);
if (err==DI_OK)
break;
else if (err==DIERR_INPUTLOST || err==DIERR_NOTACQUIRED) {
ZeroMemory(&m_mState,sizeof(m_mState));
// Se l'acquire non funziona (ad esempio, quando siamo in background, allora lasciamo perdere
if (!Acquire())
return;
}
else
break;
}
// Aggiorna le coordinate del mouse
m_mX+=m_mState.lX;
m_mY+=m_mState.lY;
// Clamp dei valori sui bordi della finestra
if (m_bClampMouse) {
if (m_mX<0) m_mX=0;
if (m_mY<0) m_mY=0;
if (m_mX>=640) m_mX=639;
if (m_mY>=480) m_mY=479;
}
// Controlla se e' cambiato lo stato dei bottoni
if (mLastLeft && !MouseLeft())
m_bLeftReleaseMouse=true;
if (!mLastLeft && MouseLeft())
m_bLeftClickMouse=true;
if (mLastRight && !MouseRight())
m_bRightReleaseMouse=true;
if (!mLastRight && MouseRight())
m_bRightClickMouse=true;
#endif
}
RMInput::RMInput() {
m_bClampMouse = false;
}
RMInput::~RMInput() {
}
void RMInput::Init(/*HINSTANCE hInst*/) {
#ifdef REFACTOR_ME
DIInit(hInst);
#ifdef STARTFULLSCREEN
SwitchFullscreen(true);
#endif
Acquire();
#endif
}
void RMInput::Close(void) {
Unacquire();
DIClose();
}
bool RMInput::MouseLeft() {
return false;
#ifdef REFACTOR_ME
return (m_mState.rgbButtons[0] & 0x80);
#endif
}
bool RMInput::MouseRight() {
return false;
#ifdef REFACTOR_ME
return (m_mState.rgbButtons[1] & 0x80);
#endif
}
} // End of namespace Tony