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GUIInput.cpp
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236 lines (189 loc) · 7.16 KB
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//////////////////////////////////////////////////////////////////////////////////////////
// File: GUIInput.cpp
//////////////////////////////////////////////////////////////////////////////////////////
// Description: Implementation file for the GUIInput class
// Project: GUI Library
// Author(s): Jason Boettcher
// jackal@shplorb.com
// www.shplorb.com/~jackal
//////////////////////////////////////////////////////////////////////////////////////////
// Inclusions of header files
#include "GUI.h"
using namespace RTE;
bool GUIInput::m_OverrideInput = false;
int GUIInput::m_NetworkMouseButtonsEvents[4][3] = { { -1, -1, -1 }, { -1, -1, -1 }, { -1, -1, -1 }, { -1, -1, -1 }};
int GUIInput::m_NetworkMouseButtonsStates[4][3] = { { -1, -1, -1 }, { -1, -1, -1 }, { -1, -1, -1 }, { -1, -1, -1 } };
int GUIInput::m_PrevNetworkMouseButtonsStates[4][3] = { { -1, -1, -1 }, { -1, -1, -1 }, { -1, -1, -1 }, { -1, -1, -1 } };
int GUIInput::m_NetworkMouseX[4] = { 0, 0, 0, 0 };
int GUIInput::m_NetworkMouseY[4] = { 0, 0, 0, 0 };
//////////////////////////////////////////////////////////////////////////////////////////
// Constructor: GUIInput
//////////////////////////////////////////////////////////////////////////////////////////
// Description: Constructor method used to instantiate a GUIInput object in system
// memory.
GUIInput::GUIInput(int whichPlayer, bool keyJoyMouseCursor)
{
// Clear all the states
memset(m_KeyboardBuffer, 0, sizeof(unsigned char) * KEYBOARD_BUFFER_SIZE);
memset(m_ScanCodeState, 0, sizeof(unsigned char) * KEYBOARD_BUFFER_SIZE);
memset(m_MouseButtonsEvents, 0, sizeof(int) * 3);
memset(m_MouseButtonsStates, 0, sizeof(int) * 3);
//memset(m_NetworkMouseButtonsEvents, -1, sizeof(int) * 3);
//memset(m_NetworkMouseButtonsStates, -1, sizeof(int) * 3);
m_MouseX = 0;
m_MouseY = 0;
m_LastFrameMouseX = 0;
m_LastFrameMouseY = 0;
m_MouseOffsetX = 0;
m_MouseOffsetY = 0;
m_Modifier = ModNone;
m_KeyJoyMouseCursor = keyJoyMouseCursor;
m_Player = whichPlayer;
m_MouseWheelChange = 0;
}
//////////////////////////////////////////////////////////////////////////////////////////
// Method: Destroy
//////////////////////////////////////////////////////////////////////////////////////////
// Description: Destroy the screen
void GUIInput::Destroy(void)
{
}
//////////////////////////////////////////////////////////////////////////////////////////
// Method: GetKeyboard
//////////////////////////////////////////////////////////////////////////////////////////
// Description: Copies the keyboard buffer into an array
void GUIInput::GetKeyboard(unsigned char *Buffer)
{
if (Buffer)
memcpy(Buffer, m_KeyboardBuffer, sizeof(unsigned char) * KEYBOARD_BUFFER_SIZE);
}
unsigned char GUIInput::GetAsciiState(unsigned char ascii)
{
return m_KeyboardBuffer[ascii];
}
unsigned char GUIInput::GetScanCodeState(unsigned char scancode)
{
return m_ScanCodeState[scancode];
}
//////////////////////////////////////////////////////////////////////////////////////////
// Method: GetMouseButtons
//////////////////////////////////////////////////////////////////////////////////////////
// Description: Copies the mouse button states into an array
void GUIInput::GetMouseButtons(int *Buttons, int *States)
{
if (!m_OverrideInput)
{
if (Buttons)
memcpy(Buttons, m_MouseButtonsEvents, sizeof(int) * 3);
if (States)
memcpy(States, m_MouseButtonsStates, sizeof(int) * 3);
}
else
{
for (int i = 0; i < 3; i++)
{
Buttons[i] = -1;
States[i] = -1;
}
if (m_Player >= 0 && m_Player < 4)
{
for (int b = 0; b < 3; b++)
{
//if (m_NetworkMouseButtonsEvents[m_Player][b] > Buttons[b])
Buttons[b] = m_NetworkMouseButtonsEvents[m_Player][b];
//if (m_NetworkMouseButtonsStates[m_Player][b] > States[b])
States[b] = m_NetworkMouseButtonsStates[m_Player][b];
// After the events are read immediately move to next event to avoid reading the same press and release event twice or more
//m_NetworkMouseButtonsEvents[m_Player][b] = m_NetworkMouseButtonsStates[m_Player][b] == Down ?
// (m_NetworkMouseButtonsStates[m_Player][b] == Up ? Pushed : Repeat) :
// (m_NetworkMouseButtonsStates[m_Player][b] == Down ? Released : None);
}
}
else
{
//for (int p = 0; p < 4; p++)
{
for (int b = 0; b < 3; b++)
{
//if (m_NetworkMouseButtonsEvents[0][b] > Buttons[b])
Buttons[b] = m_NetworkMouseButtonsEvents[0][b];
//if (m_NetworkMouseButtonsStates[0][b] > States[b])
States[b] = m_NetworkMouseButtonsStates[0][b];
// After the events are read immediately move to next to avoid reading the same press and release event twice or more
//m_NetworkMouseButtonsEvents[0][b] = m_NetworkMouseButtonsStates[0][b] == Down ?
// (m_NetworkMouseButtonsStates[0][b] == Up ? Pushed : Repeat) :
// (m_NetworkMouseButtonsStates[0][b] == Down ? Released : None);
}
}
}
}
}
void GUIInput::SetNetworkMouseButton(int whichPlayer, int state1, int state2, int state3)
{
if (whichPlayer >= 0 && whichPlayer < 4)
{
m_OverrideInput = true;
m_PrevNetworkMouseButtonsStates[whichPlayer][0] = m_NetworkMouseButtonsStates[whichPlayer][0];
m_PrevNetworkMouseButtonsStates[whichPlayer][1] = m_NetworkMouseButtonsStates[whichPlayer][1];
m_PrevNetworkMouseButtonsStates[whichPlayer][2] = m_NetworkMouseButtonsStates[whichPlayer][2];
m_NetworkMouseButtonsStates[whichPlayer][0] = state1;
m_NetworkMouseButtonsStates[whichPlayer][1] = state2;
m_NetworkMouseButtonsStates[whichPlayer][2] = state3;
}
}
//////////////////////////////////////////////////////////////////////////////////////////
// Method: GetMousePosition
//////////////////////////////////////////////////////////////////////////////////////////
// Description: Gets the mouse position
void GUIInput::GetMousePosition(int *X, int *Y)
{
if (m_OverrideInput)
{
if (m_Player >= 0 && m_Player < 4)
{
if (X)
*X = (m_NetworkMouseX[m_Player] + m_MouseOffsetX);
if (Y)
*Y = (m_NetworkMouseY[m_Player] + m_MouseOffsetY);
}
else
{
if (X)
*X = (m_NetworkMouseX[0] + m_MouseOffsetX);
if (Y)
*Y = (m_NetworkMouseY[0] + m_MouseOffsetY);
}
}
else
{
if (X)
*X = (m_MouseX + m_MouseOffsetX);
if (Y)
*Y = (m_MouseY + m_MouseOffsetY);
}
}
void GUIInput::SetNetworkMouseMovement(int whichPlayer, int x, int y)
{
if (whichPlayer >= 0 && whichPlayer < 4)
{
m_OverrideInput = true;
m_NetworkMouseX[whichPlayer] += x;
m_NetworkMouseY[whichPlayer] += y;
}
}
//////////////////////////////////////////////////////////////////////////////////////////
// Method: Update
//////////////////////////////////////////////////////////////////////////////////////////
// Description: Updates the Input.
void GUIInput::Update(void)
{
// Do nothing
}
//////////////////////////////////////////////////////////////////////////////////////////
// Method: GetModifier
//////////////////////////////////////////////////////////////////////////////////////////
// Description: Gets the key modifiers.
int GUIInput::GetModifier(void)
{
return m_Modifier;
}