mirror of
https://github.com/borgesdan/xn65
synced 2024-12-29 21:54:47 +01:00
commit
ebeb77c0b6
@ -18,10 +18,6 @@ namespace xna {
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_gameComponents = snew<GameComponentCollection>();
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}
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Game::~Game() {
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impl = nullptr;
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}
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void Game::Exit() {
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_gameWindow->impl->Close();
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}
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@ -85,8 +81,8 @@ namespace xna {
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}
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void Game::Initialize() {
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Keyboard::Initialize();
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Mouse::Initialize();
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Keyboard::Initialize();
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Mouse::Initialize(_gameWindow->Handle());
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GamePad::Initialize();
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AudioEngine::Initialize();
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@ -147,4 +143,19 @@ namespace xna {
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sptr<GameServiceContainer> Game::Services() { return services; }
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sptr<ContentManager> Game::Content() { return _contentManager; }
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void Game::EnableGameComponents(bool value) { _enabledGameComponents = value; }
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void Game::AttachGraphicsDevice(sptr<GraphicsDevice> const& device) {
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graphicsDevice = device;
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}
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void Game::ResizeWindow(int width, int heigth) {
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const auto windowBounds = _gameWindow->ClientBounds();
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if (windowBounds.Width != width || windowBounds.Height != heigth) {
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_gameWindow->impl->Size(
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width,
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heigth);
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_gameWindow->impl->Update();
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}
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}
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}
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@ -14,20 +14,7 @@ namespace xna {
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static_cast<int>(index)
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);
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GamePadState pad;
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pad.Dpad = GamePadDPad(
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static_cast<ButtonState>(state.dpad.up),
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static_cast<ButtonState>(state.dpad.right),
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static_cast<ButtonState>(state.dpad.down),
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static_cast<ButtonState>(state.dpad.left));
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pad.IsConnected = state.connected;
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pad.PackedNumber = state.packet;
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pad.ThumbSticks = GamePadThumbSticks(
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Vector2(state.thumbSticks.leftX, state.thumbSticks.leftY),
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Vector2(state.thumbSticks.rightX, state.thumbSticks.rightY));
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pad.Triggers = GamePadTriggers(state.triggers.left, state.triggers.right);
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pad.Buttons = GamePadButtons(
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const auto buttons = GamePadButtons(
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static_cast<ButtonState>(state.buttons.a),
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static_cast<ButtonState>(state.buttons.b),
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static_cast<ButtonState>(state.buttons.x),
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@ -39,7 +26,21 @@ namespace xna {
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static_cast<ButtonState>(state.buttons.back),
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static_cast<ButtonState>(state.buttons.start),
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static_cast<ButtonState>(state.buttons.view));
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const auto dpad = GamePadDPad(
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static_cast<ButtonState>(state.dpad.up),
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static_cast<ButtonState>(state.dpad.right),
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static_cast<ButtonState>(state.dpad.down),
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static_cast<ButtonState>(state.dpad.left));
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const auto isConnected = state.connected;
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const auto thumbSticks = GamePadThumbSticks(
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Vector2(state.thumbSticks.leftX, state.thumbSticks.leftY),
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Vector2(state.thumbSticks.rightX, state.thumbSticks.rightY));
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const auto triggers = GamePadTriggers(state.triggers.left, state.triggers.right);
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const auto pad = GamePadState(thumbSticks, triggers, buttons, dpad, isConnected);
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return pad;
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}
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@ -51,21 +52,34 @@ namespace xna {
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static_cast<int>(index),
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static_cast<DirectX::GamePad::DeadZone>(deadZone)
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);
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const auto buttons = GamePadButtons(
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static_cast<ButtonState>(state.buttons.a),
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static_cast<ButtonState>(state.buttons.b),
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static_cast<ButtonState>(state.buttons.x),
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static_cast<ButtonState>(state.buttons.y),
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static_cast<ButtonState>(state.buttons.leftStick),
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static_cast<ButtonState>(state.buttons.rightStick),
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static_cast<ButtonState>(state.buttons.leftShoulder),
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static_cast<ButtonState>(state.buttons.rightShoulder),
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static_cast<ButtonState>(state.buttons.back),
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static_cast<ButtonState>(state.buttons.start),
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static_cast<ButtonState>(state.buttons.view));
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GamePadState pad;
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pad.Dpad = GamePadDPad(
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const auto dpad = GamePadDPad(
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static_cast<ButtonState>(state.dpad.up),
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static_cast<ButtonState>(state.dpad.right),
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static_cast<ButtonState>(state.dpad.down),
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static_cast<ButtonState>(state.dpad.left));
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pad.IsConnected = state.connected;
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pad.PackedNumber = state.packet;
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pad.ThumbSticks = GamePadThumbSticks(
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const auto isConnected = state.connected;
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const auto thumbSticks = GamePadThumbSticks(
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Vector2(state.thumbSticks.leftX, state.thumbSticks.leftY),
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Vector2(state.thumbSticks.rightX, state.thumbSticks.rightY));
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pad.Triggers = GamePadTriggers(state.triggers.left, state.triggers.right);
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const auto triggers = GamePadTriggers(state.triggers.left, state.triggers.right);
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const auto pad = GamePadState(thumbSticks, triggers, buttons, dpad, isConnected);
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return pad;
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}
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@ -74,12 +88,11 @@ namespace xna {
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return GamePadCapabilities();
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const auto capabilities = impl->_dxGamePad->GetCapabilities(static_cast<int>(index));
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GamePadCapabilities cap;
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cap.Connected = capabilities.connected;
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cap.Id = capabilities.id;
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cap.Pid = capabilities.pid;
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cap.Type = static_cast<GamePadCapabilitiesType>(capabilities.gamepadType);
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cap.Vid = capabilities.vid;
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const auto gamePadType = static_cast<GamePadCapabilitiesType>(capabilities.gamepadType);
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const auto cap = GamePadCapabilities(
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capabilities.connected,
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gamePadType);
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return cap;
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}
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@ -107,19 +107,12 @@ namespace xna {
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MassagePresentParameters(*newInfo.PresentParameters);
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ValidateGraphicsDeviceInformation(newInfo);
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const auto windowBounds = game->Window()->ClientBounds();
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if (windowBounds.Width != newInfo.PresentParameters->BackBufferWidth || windowBounds.Height != newInfo.PresentParameters->BackBufferHeight) {
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game->Window()->impl->Size(
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newInfo.PresentParameters->BackBufferWidth,
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newInfo.PresentParameters->BackBufferHeight);
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game->Window()->impl->Update();
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}
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game->ResizeWindow(newInfo.PresentParameters->BackBufferWidth, newInfo.PresentParameters->BackBufferHeight);
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device = snew<GraphicsDevice>(newInfo.Adapter, newInfo.Profile, newInfo.PresentParameters);
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device->Initialize();
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game->graphicsDevice = this->device;
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game->AttachGraphicsDevice(device);
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//device.DeviceResetting += new EventHandler<EventArgs>(this.HandleDeviceResetting);
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//device.DeviceReset += new EventHandler<EventArgs>(this.HandleDeviceReset);
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@ -1,4 +1,3 @@
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#include "xna/input/keyboard.hpp"
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#include "xna/xna-dx.hpp"
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namespace xna {
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@ -15,12 +14,5 @@ namespace xna {
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void Keyboard::Initialize() {
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impl = unew<PlatformImplementation>();
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}
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bool Keyboard::IsConnected() {
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if (!impl || !impl->_dxKeyboard)
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return false;
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return impl->_dxKeyboard->IsConnected();
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}
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}
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}
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@ -2,9 +2,6 @@
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namespace xna {
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MouseState Mouse::GetState() {
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if (!impl || !impl->_dxMouse)
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return MouseState();
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const auto state = impl->_dxMouse->GetState();
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MouseState mstate;
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mstate.LeftButton = static_cast<ButtonState>(state.leftButton);
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@ -17,37 +14,22 @@ namespace xna {
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mstate.ScroolWheelValue = state.scrollWheelValue;
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return mstate;
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}
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}
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bool Mouse::IsConnected() {
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if (!impl || !impl->_dxMouse)
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return false;
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return impl->_dxMouse->IsConnected();
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}
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bool Mouse::IsVisible() {
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if (!impl || !impl->_dxMouse)
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return false;
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return impl->_dxMouse->IsVisible();
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}
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void Mouse::IsVisible(bool value) {
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if (!impl || !impl->_dxMouse)
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return;
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impl->_dxMouse->SetVisible(value);
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}
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void Mouse::ResetScrollWheel() {
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if (!impl || !impl->_dxMouse)
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return;
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impl->_dxMouse->ResetScrollWheelValue();
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}
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void Mouse::Initialize() {
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void Mouse::Initialize(intptr_t handle) {
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impl = unew<PlatformImplementation>();
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windowHandle = handle;
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}
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void Mouse::WindowHandle(intptr_t value) {
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auto hwnd = reinterpret_cast<HWND>(value);
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if (!hwnd) return;
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impl->_dxMouse->SetWindow(hwnd);
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}
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void Mouse::SetPosition(Int x, Int y) {
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SetCursorPos(x, y);
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}
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}
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@ -80,40 +80,6 @@ namespace xna {
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Static,
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};
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enum class Buttons {
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A = 4096, // 0x00001000
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B = 8192, // 0x00002000
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X = 16384, // 0x00004000
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Y = 32768, // 0x00008000
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Back = 32, // 0x00000020
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Start = 16, // 0x00000010
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DPadUp = 1,
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DPadDown = 2,
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DPadLeft = 4,
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DPadRight = 8,
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LeftShoulder = 256, // 0x00000100
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RightShoulder = 512, // 0x00000200
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LeftStick = 64, // 0x00000040
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RightStick = 128, // 0x00000080
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BigButton = 2048, // 0x00000800
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LeftThumbstickLeft = 2097152, // 0x00200000
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LeftThumbstickRight = 1073741824, // 0x40000000
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LeftThumbstickDown = 536870912, // 0x20000000
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LeftThumbstickUp = 268435456, // 0x10000000
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RightThumbstickLeft = 134217728, // 0x08000000
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RightThumbstickRight = 67108864, // 0x04000000
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RightThumbstickDown = 33554432, // 0x02000000
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RightThumbstickUp = 16777216, // 0x01000000
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LeftTrigger = 8388608, // 0x00800000
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RightTrigger = 4194304, // 0x00400000
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};
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enum class ButtonState
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{
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Released,
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Pressed,
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};
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enum class ClearOptions {
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DepthBuffer,
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Stencil,
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@ -234,27 +200,6 @@ namespace xna {
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Drawable,
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};
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enum class GamePadCapabilitiesType
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{
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Unknown = 0,
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Gamepad,
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Wheel,
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ArdaceStick,
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FlightStick,
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DancePAd,
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Guitar,
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GuitarAlternate,
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DrumKit,
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GuitarBass = 11,
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ArcadePad = 19,
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};
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enum class GamePadDeadZone {
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IndependentAxes,
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Circular,
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None,
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};
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//Identifies the set of supported devices for the game based on device capabilities.
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enum class GraphicsProfile {
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//Use a limited set of graphic features and capabilities, allowing the game to support the widest variety of devices, including all Windows-based computers.
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@ -264,192 +209,6 @@ namespace xna {
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HiDef
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};
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enum class Keys : unsigned char {
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None = 0,
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Back = 0x8,
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Tab = 0x9,
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Enter = 0xd,
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Pause = 0x13,
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CapsLock = 0x14,
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Kana = 0x15,
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ImeOn = 0x16,
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Kanji = 0x19,
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ImeOff = 0x1a,
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Escape = 0x1b,
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ImeConvert = 0x1c,
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ImeNoConvert = 0x1d,
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Space = 0x20,
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PageUp = 0x21,
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PageDown = 0x22,
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End = 0x23,
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Home = 0x24,
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Left = 0x25,
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Up = 0x26,
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Right = 0x27,
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Down = 0x28,
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Select = 0x29,
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Print = 0x2a,
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Execute = 0x2b,
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PrintScreen = 0x2c,
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Insert = 0x2d,
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Delete = 0x2e,
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Help = 0x2f,
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D0 = 0x30,
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D1 = 0x31,
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D2 = 0x32,
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D3 = 0x33,
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D4 = 0x34,
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D5 = 0x35,
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D6 = 0x36,
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D7 = 0x37,
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D8 = 0x38,
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D9 = 0x39,
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A = 0x41,
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B = 0x42,
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C = 0x43,
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D = 0x44,
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E = 0x45,
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F = 0x46,
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G = 0x47,
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H = 0x48,
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I = 0x49,
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J = 0x4a,
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K = 0x4b,
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L = 0x4c,
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M = 0x4d,
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N = 0x4e,
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O = 0x4f,
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P = 0x50,
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Q = 0x51,
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R = 0x52,
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S = 0x53,
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T = 0x54,
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U = 0x55,
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V = 0x56,
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W = 0x57,
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X = 0x58,
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Y = 0x59,
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Z = 0x5a,
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LeftWindows = 0x5b,
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RightWindows = 0x5c,
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Apps = 0x5d,
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Sleep = 0x5f,
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NumPad0 = 0x60,
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NumPad1 = 0x61,
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NumPad2 = 0x62,
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NumPad3 = 0x63,
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NumPad4 = 0x64,
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NumPad5 = 0x65,
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NumPad6 = 0x66,
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NumPad7 = 0x67,
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NumPad8 = 0x68,
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NumPad9 = 0x69,
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Multiply = 0x6a,
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Add = 0x6b,
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Separator = 0x6c,
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Subtract = 0x6d,
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Decimal = 0x6e,
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Divide = 0x6f,
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F1 = 0x70,
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F2 = 0x71,
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F3 = 0x72,
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F4 = 0x73,
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F5 = 0x74,
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F6 = 0x75,
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F7 = 0x76,
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F8 = 0x77,
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F9 = 0x78,
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F10 = 0x79,
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F11 = 0x7a,
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F12 = 0x7b,
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F13 = 0x7c,
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F14 = 0x7d,
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F15 = 0x7e,
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F16 = 0x7f,
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F17 = 0x80,
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F18 = 0x81,
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F19 = 0x82,
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F20 = 0x83,
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F21 = 0x84,
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F22 = 0x85,
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F23 = 0x86,
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F24 = 0x87,
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NumLock = 0x90,
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Scroll = 0x91,
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LeftShift = 0xa0,
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RightShift = 0xa1,
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LeftControl = 0xa2,
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RightControl = 0xa3,
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LeftAlt = 0xa4,
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RightAlt = 0xa5,
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BrowserBack = 0xa6,
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BrowserForward = 0xa7,
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BrowserRefresh = 0xa8,
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BrowserStop = 0xa9,
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BrowserSearch = 0xaa,
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BrowserFavorites = 0xab,
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BrowserHome = 0xac,
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VolumeMute = 0xad,
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VolumeDown = 0xae,
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VolumeUp = 0xaf,
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MediaNextTrack = 0xb0,
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MediaPreviousTrack = 0xb1,
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MediaStop = 0xb2,
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MediaPlayPause = 0xb3,
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LaunchMail = 0xb4,
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SelectMedia = 0xb5,
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LaunchApplication1 = 0xb6,
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LaunchApplication2 = 0xb7,
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OemSemicolon = 0xba,
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OemPlus = 0xbb,
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OemComma = 0xbc,
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OemMinus = 0xbd,
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OemPeriod = 0xbe,
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OemQuestion = 0xbf,
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OemTilde = 0xc0,
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OemOpenBrackets = 0xdb,
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OemPipe = 0xdc,
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OemCloseBrackets = 0xdd,
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OemQuotes = 0xde,
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Oem8 = 0xdf,
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OemBackslash = 0xe2,
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ProcessKey = 0xe5,
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OemCopy = 0xf2,
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OemAuto = 0xf3,
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OemEnlW = 0xf4,
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Attn = 0xf6,
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Crsel = 0xf7,
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Exsel = 0xf8,
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EraseEof = 0xf9,
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Play = 0xfa,
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Zoom = 0xfb,
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Pa1 = 0xfd,
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OemClear = 0xfe,
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};
|
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enum class KeyState {
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Up,
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Down,
|
||||
};
|
||||
|
||||
enum class PlaneIntersectionType {
|
||||
Front,
|
||||
Back,
|
||||
@ -483,9 +242,7 @@ namespace xna {
|
||||
DiscardContents,
|
||||
PreserveContents,
|
||||
PlatformContents
|
||||
};
|
||||
|
||||
|
||||
};
|
||||
|
||||
enum class SpriteEffects {
|
||||
None = 0,
|
||||
|
@ -8,7 +8,6 @@ namespace xna {
|
||||
class Game : public std::enable_shared_from_this<Game> {
|
||||
public:
|
||||
Game();
|
||||
~Game();
|
||||
void Exit();
|
||||
int Run();
|
||||
sptr<GameWindow> Window();
|
||||
@ -18,6 +17,9 @@ namespace xna {
|
||||
sptr<ContentManager> Content();
|
||||
void EnableGameComponents(bool value);
|
||||
|
||||
void AttachGraphicsDevice(sptr<GraphicsDevice> const& graphicsDevice);
|
||||
void ResizeWindow(int width, int heigth);
|
||||
|
||||
protected:
|
||||
virtual void Draw(GameTime const& gameTime);
|
||||
virtual void Initialize();
|
||||
|
@ -1,9 +1,9 @@
|
||||
#ifndef XNA_GAME_GRAPHICSDEVICEMANAGER_HPP
|
||||
#define XNA_GAME_GRAPHICSDEVICEMANAGER_HPP
|
||||
|
||||
#include "../csharp/eventhandler.hpp"
|
||||
#include "../default.hpp"
|
||||
#include "gdeviceinfo.hpp"
|
||||
#include "../csharp/eventhandler.hpp"
|
||||
|
||||
namespace xna {
|
||||
struct IGraphicsDeviceService {
|
||||
@ -21,6 +21,7 @@ namespace xna {
|
||||
//virtual void EndDraw() = 0;
|
||||
};
|
||||
|
||||
//Handles the configuration and management of the graphics device.
|
||||
class GraphicsDeviceManager : public IGraphicsDeviceService, public IGraphicsDeviceManager {
|
||||
public:
|
||||
//Creates a new GraphicsDeviceManager and registers it to handle the configuration and management of the graphics device for the specified Game.
|
||||
|
@ -2,6 +2,7 @@
|
||||
#define XNA_INPUT_GAMEPAD_HPP
|
||||
|
||||
#include "../default.hpp"
|
||||
#include "input-enums.hpp"
|
||||
#include "../common/numerics.hpp"
|
||||
|
||||
namespace xna {
|
||||
@ -9,14 +10,17 @@ namespace xna {
|
||||
struct GamePadTriggers {
|
||||
constexpr GamePadTriggers() = default;
|
||||
|
||||
constexpr GamePadTriggers(float left, float right) : _left(left), _right(right) {
|
||||
constexpr GamePadTriggers(float left, float right)
|
||||
: _left(left), _right(right) {
|
||||
clamp();
|
||||
}
|
||||
|
||||
//Identifies the position of the left trigger on the Xbox Controller.
|
||||
constexpr float Left() const {
|
||||
return _left;
|
||||
}
|
||||
|
||||
//Identifies the position of the right trigger on the Xbox Controller.
|
||||
constexpr float Right() const {
|
||||
return _right;
|
||||
}
|
||||
@ -25,7 +29,7 @@ namespace xna {
|
||||
return _left == other._left && _right == other._right;
|
||||
}
|
||||
|
||||
public:
|
||||
private:
|
||||
float _left{ 0 };
|
||||
float _right{ 0 };
|
||||
|
||||
@ -46,10 +50,12 @@ namespace xna {
|
||||
clamp();
|
||||
}
|
||||
|
||||
//Returns the position of the left Xbox Controller stick (thumbstick) as a 2D vector.
|
||||
constexpr Vector2 Left() const {
|
||||
return _left;
|
||||
}
|
||||
|
||||
//Returns the position of the right Xbox Controller stick (thumbstick) as a 2D vector.
|
||||
constexpr Vector2 Right() const {
|
||||
return _right;
|
||||
}
|
||||
@ -76,14 +82,22 @@ namespace xna {
|
||||
constexpr GamePadDPad() = default;
|
||||
|
||||
constexpr GamePadDPad(const ButtonState& up, const ButtonState& down,
|
||||
const ButtonState& left, const ButtonState& right)
|
||||
: Up(up), Right(right), Down(down), Left(left) {
|
||||
}
|
||||
|
||||
ButtonState Up{};
|
||||
ButtonState Right{};
|
||||
ButtonState Down{};
|
||||
ButtonState Left{};
|
||||
const ButtonState& left, const ButtonState& right) : up(up), down(down), left(left), right(right) {}
|
||||
|
||||
//Identifies whether the Up direction on the Xbox Controller directional pad is pressed.
|
||||
constexpr ButtonState Up() const { return up; }
|
||||
//Identifies whether the Right direction on the Xbox Controller directional pad is pressed.
|
||||
constexpr ButtonState Right() const { return right; }
|
||||
//Identifies whether the Down direction on the Xbox Controller directional pad is pressed.
|
||||
constexpr ButtonState Down() const { return down; }
|
||||
//Identifies whether the Left direction on the Xbox Controller directional pad is pressed.
|
||||
constexpr ButtonState Left() const { return left; }
|
||||
|
||||
private:
|
||||
ButtonState up{};
|
||||
ButtonState right{};
|
||||
ButtonState down{};
|
||||
ButtonState left{};
|
||||
};
|
||||
|
||||
//Identifies whether buttons on an Xbox Controller are pressed or released.
|
||||
@ -102,137 +116,178 @@ namespace xna {
|
||||
ButtonState back,
|
||||
ButtonState start,
|
||||
ButtonState bigButton) {
|
||||
A = a;
|
||||
B = b;
|
||||
X = x;
|
||||
Y = y;
|
||||
LeftStick = leftStick;
|
||||
RightStick = rightStick;
|
||||
LeftShoulder = leftShoulder;
|
||||
RightShoulder = rightShoulder;
|
||||
Back = back;
|
||||
Start = start;
|
||||
BigButton = bigButton;
|
||||
this->a = a;
|
||||
this->b = b;
|
||||
this->x = x;
|
||||
this->y = y;
|
||||
this->leftStick = leftStick;
|
||||
this->rightStick = rightStick;
|
||||
this->leftShoulder = leftShoulder;
|
||||
this->rightShoulder = rightShoulder;
|
||||
this->back = back;
|
||||
this->start = start;
|
||||
this->bigButton = bigButton;
|
||||
}
|
||||
|
||||
constexpr GamePadButtons(Buttons buttons) {
|
||||
A = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::A))) == Buttons::A ? ButtonState::Pressed : ButtonState::Released;
|
||||
B = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::B))) == Buttons::B ? ButtonState::Pressed : ButtonState::Released;
|
||||
X = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::X))) == Buttons::X ? ButtonState::Pressed : ButtonState::Released;
|
||||
Y = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::Y))) == Buttons::Y ? ButtonState::Pressed : ButtonState::Released;
|
||||
Start = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::Start))) == Buttons::Start ? ButtonState::Pressed : ButtonState::Released;
|
||||
Back = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::Back))) == Buttons::Back ? ButtonState::Pressed : ButtonState::Released;
|
||||
LeftStick = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::LeftStick))) == Buttons::LeftStick ? ButtonState::Pressed : ButtonState::Released;
|
||||
RightStick = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::RightStick))) == Buttons::RightStick ? ButtonState::Pressed : ButtonState::Released;
|
||||
LeftShoulder = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::LeftShoulder))) == Buttons::LeftShoulder ? ButtonState::Pressed : ButtonState::Released;
|
||||
RightShoulder = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::RightShoulder))) == Buttons::RightShoulder ? ButtonState::Pressed : ButtonState::Released;
|
||||
BigButton = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::BigButton))) == Buttons::BigButton ? ButtonState::Pressed : ButtonState::Released;
|
||||
a = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::A))) == Buttons::A ? ButtonState::Pressed : ButtonState::Released;
|
||||
b = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::B))) == Buttons::B ? ButtonState::Pressed : ButtonState::Released;
|
||||
x = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::X))) == Buttons::X ? ButtonState::Pressed : ButtonState::Released;
|
||||
y = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::Y))) == Buttons::Y ? ButtonState::Pressed : ButtonState::Released;
|
||||
start = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::Start))) == Buttons::Start ? ButtonState::Pressed : ButtonState::Released;
|
||||
back = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::Back))) == Buttons::Back ? ButtonState::Pressed : ButtonState::Released;
|
||||
leftStick = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::LeftStick))) == Buttons::LeftStick ? ButtonState::Pressed : ButtonState::Released;
|
||||
rightStick = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::RightStick))) == Buttons::RightStick ? ButtonState::Pressed : ButtonState::Released;
|
||||
leftShoulder = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::LeftShoulder))) == Buttons::LeftShoulder ? ButtonState::Pressed : ButtonState::Released;
|
||||
rightShoulder = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::RightShoulder))) == Buttons::RightShoulder ? ButtonState::Pressed : ButtonState::Released;
|
||||
bigButton = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::BigButton))) == Buttons::BigButton ? ButtonState::Pressed : ButtonState::Released;
|
||||
}
|
||||
|
||||
ButtonState A{};
|
||||
ButtonState B{};
|
||||
ButtonState X{};
|
||||
ButtonState Y{};
|
||||
ButtonState LeftStick{};
|
||||
ButtonState RightStick{};
|
||||
ButtonState LeftShoulder{};
|
||||
ButtonState RightShoulder{};
|
||||
ButtonState Back{};
|
||||
ButtonState Start{};
|
||||
ButtonState BigButton{};
|
||||
};
|
||||
//Identifies if the A button on the Xbox Controller is pressed.
|
||||
constexpr ButtonState A() const { return a; }
|
||||
//Identifies if the B button on the Xbox Controller is pressed.
|
||||
constexpr ButtonState B() const { return b; }
|
||||
//Identifies if the X button on the Xbox Controller is pressed.
|
||||
constexpr ButtonState X() const { return x; }
|
||||
//Identifies if the Y button on the Xbox Controller is pressed.
|
||||
constexpr ButtonState Y() const { return y; }
|
||||
//Identifies if the left stick button on the Xbox Controller is pressed (the stick is "clicked" in
|
||||
constexpr ButtonState LeftStick() const { return leftStick; }
|
||||
//Identifies if the right stick button on the Xbox Controller is pressed (the stick is "clicked" in).
|
||||
constexpr ButtonState RightStick() const { return rightStick; }
|
||||
//Identifies if the left shoulder (bumper) button on the Xbox Controller is pressed.
|
||||
constexpr ButtonState LeftShoulder() const { return leftShoulder; }
|
||||
//Identifies if the right shoulder (bumper) button on the Xbox Controller is pressed.
|
||||
constexpr ButtonState RightShoulder() const { return rightShoulder; }
|
||||
//Identifies if the BACK button on the Xbox Controller is pressed.
|
||||
constexpr ButtonState Back() const { return back; }
|
||||
//Identifies if the START button on the Xbox Controller is pressed.
|
||||
constexpr ButtonState Start() const { return start; }
|
||||
//Identifies if the BigButton button is pressed.
|
||||
constexpr ButtonState BigButton() const { return bigButton; }
|
||||
|
||||
#ifdef USING_GAMEINPUT
|
||||
using GamePadId = APP_LOCAL_DEVICE_ID;
|
||||
#elif defined(USING_WINDOWS_GAMING_INPUT)
|
||||
using GamePadId = std::wstring;
|
||||
#else
|
||||
using GamePadId = uint64_t;
|
||||
#endif
|
||||
private:
|
||||
ButtonState a{};
|
||||
ButtonState b{};
|
||||
ButtonState x{};
|
||||
ButtonState y{};
|
||||
ButtonState leftStick{};
|
||||
ButtonState rightStick{};
|
||||
ButtonState leftShoulder{};
|
||||
ButtonState rightShoulder{};
|
||||
ButtonState back{};
|
||||
ButtonState start{};
|
||||
ButtonState bigButton{};
|
||||
};
|
||||
|
||||
//Describes the capabilities of an Xbox Controller, including controller type, and identifies if the controller supports voice.
|
||||
struct GamePadCapabilities {
|
||||
constexpr GamePadCapabilities() = default;
|
||||
constexpr GamePadCapabilities() = default;
|
||||
|
||||
constexpr GamePadCapabilities(bool isConnected, GamePadCapabilitiesType type) : isConnected(isConnected), type(type){}
|
||||
|
||||
GamePadCapabilitiesType Type{};
|
||||
bool Connected{ false };
|
||||
Ushort Vid{ 0 };
|
||||
Ushort Pid{ 0 };
|
||||
GamePadId Id{};
|
||||
//Indicates whether the Xbox Controller is connected.
|
||||
constexpr bool IsConnected() const { return isConnected; }
|
||||
//Gets the type of controller.
|
||||
constexpr GamePadCapabilitiesType GamePadType() const { return type; }
|
||||
|
||||
private:
|
||||
GamePadCapabilitiesType type{};
|
||||
bool isConnected{ false };
|
||||
};
|
||||
|
||||
//Represents specific information about the state of an Xbox Controller, including the current state of buttons and sticks.
|
||||
struct GamePadState {
|
||||
constexpr GamePadState() = default;
|
||||
constexpr GamePadState() = default;
|
||||
|
||||
constexpr GamePadState(
|
||||
GamePadThumbSticks sticks,
|
||||
GamePadTriggers triggers,
|
||||
GamePadButtons buttons,
|
||||
GamePadDPad dpad, bool isConnected
|
||||
) : buttons(buttons), dpad(dpad), triggers(triggers), thumbSticks(sticks), isConnected(isConnected){}
|
||||
|
||||
//Determines whether specified input device buttons are pressed in this GamePadState.
|
||||
constexpr bool IsButtonDown(xna::Buttons button) const {
|
||||
switch (button)
|
||||
{
|
||||
case xna::Buttons::A:
|
||||
return this->Buttons.A == ButtonState::Pressed;
|
||||
return this->Buttons().A() == ButtonState::Pressed;
|
||||
case xna::Buttons::B:
|
||||
return this->Buttons.B == ButtonState::Pressed;
|
||||
return this->Buttons().B() == ButtonState::Pressed;
|
||||
case xna::Buttons::X:
|
||||
return this->Buttons.X == ButtonState::Pressed;
|
||||
return this->Buttons().X() == ButtonState::Pressed;
|
||||
case xna::Buttons::Y:
|
||||
return this->Buttons.Y == ButtonState::Pressed;
|
||||
return this->Buttons().Y() == ButtonState::Pressed;
|
||||
case xna::Buttons::Back:
|
||||
return this->Buttons.Back == ButtonState::Pressed;
|
||||
return this->Buttons().Back() == ButtonState::Pressed;
|
||||
case xna::Buttons::Start:
|
||||
return this->Buttons.Start == ButtonState::Pressed;
|
||||
return this->Buttons().Start() == ButtonState::Pressed;
|
||||
case xna::Buttons::DPadUp:
|
||||
return this->Dpad.Up == ButtonState::Pressed;
|
||||
return this->Dpad().Up() == ButtonState::Pressed;
|
||||
case xna::Buttons::DPadDown:
|
||||
return this->Dpad.Down == ButtonState::Pressed;
|
||||
return this->Dpad().Down() == ButtonState::Pressed;
|
||||
case xna::Buttons::DPadLeft:
|
||||
return this->Dpad.Left == ButtonState::Pressed;
|
||||
return this->Dpad().Left() == ButtonState::Pressed;
|
||||
case xna::Buttons::DPadRight:
|
||||
return this->Dpad.Right == ButtonState::Pressed;
|
||||
return this->Dpad().Right() == ButtonState::Pressed;
|
||||
case xna::Buttons::LeftShoulder:
|
||||
return this->Buttons.LeftShoulder == ButtonState::Pressed;
|
||||
return this->Buttons().LeftShoulder() == ButtonState::Pressed;
|
||||
case xna::Buttons::RightShoulder:
|
||||
return this->Buttons.RightShoulder == ButtonState::Pressed;
|
||||
return this->Buttons().RightShoulder() == ButtonState::Pressed;
|
||||
case xna::Buttons::LeftStick:
|
||||
return this->Buttons.LeftStick == ButtonState::Pressed;
|
||||
return this->Buttons().LeftStick() == ButtonState::Pressed;
|
||||
case xna::Buttons::RightStick:
|
||||
return this->Buttons.RightStick == ButtonState::Pressed;
|
||||
return this->Buttons().RightStick() == ButtonState::Pressed;
|
||||
case xna::Buttons::BigButton:
|
||||
return this->Buttons.BigButton == ButtonState::Pressed;
|
||||
return this->Buttons().BigButton() == ButtonState::Pressed;
|
||||
case xna::Buttons::LeftThumbstickLeft:
|
||||
return this->ThumbSticks.Left().X < 0.5F;
|
||||
return this->ThumbSticks().Left().X < 0.5F;
|
||||
case xna::Buttons::LeftThumbstickRight:
|
||||
return this->ThumbSticks.Left().X > 0.5F;
|
||||
return this->ThumbSticks().Left().X > 0.5F;
|
||||
case xna::Buttons::LeftThumbstickDown:
|
||||
return this->ThumbSticks.Left().Y > 0.5F;
|
||||
return this->ThumbSticks().Left().Y > 0.5F;
|
||||
case xna::Buttons::LeftThumbstickUp:
|
||||
return this->ThumbSticks.Left().Y < 0.5F;
|
||||
return this->ThumbSticks().Left().Y < 0.5F;
|
||||
case xna::Buttons::RightThumbstickLeft:
|
||||
return this->ThumbSticks.Right().X < 0.5F;
|
||||
return this->ThumbSticks().Right().X < 0.5F;
|
||||
case xna::Buttons::RightThumbstickRight:
|
||||
return this->ThumbSticks.Right().X > 0.5F;
|
||||
return this->ThumbSticks().Right().X > 0.5F;
|
||||
case xna::Buttons::RightThumbstickDown:
|
||||
return this->ThumbSticks.Right().Y > 0.5F;
|
||||
return this->ThumbSticks().Right().Y > 0.5F;
|
||||
case xna::Buttons::RightThumbstickUp:
|
||||
return this->ThumbSticks.Right().Y < 0.5F;
|
||||
return this->ThumbSticks().Right().Y < 0.5F;
|
||||
case xna::Buttons::LeftTrigger:
|
||||
return this->Triggers.Left() > 0.5F;
|
||||
return this->Triggers().Left() > 0.5F;
|
||||
case xna::Buttons::RightTrigger:
|
||||
return this->Triggers.Right() > 0.5F;
|
||||
return this->Triggers().Right() > 0.5F;
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//Determines whether specified input device buttons are up (not pressed) in this GamePadState.
|
||||
constexpr bool IsButtonUp(xna::Buttons button) const {
|
||||
return !IsButtonDown(button);
|
||||
}
|
||||
|
||||
GamePadButtons Buttons{};
|
||||
GamePadDPad Dpad{};
|
||||
bool IsConnected{false};
|
||||
Ulong PackedNumber{0};
|
||||
GamePadThumbSticks ThumbSticks{};
|
||||
GamePadTriggers Triggers{};
|
||||
//Returns a structure that identifies what buttons on the Xbox controller are pressed.
|
||||
constexpr GamePadButtons Buttons() const { return buttons; }
|
||||
//Returns a structure that identifies what directions of the directional pad on the Xbox Controller are pressed.
|
||||
constexpr GamePadDPad Dpad() const { return dpad; }
|
||||
//Indicates whether the Xbox Controller is connected.
|
||||
constexpr bool IsConnected() const { return isConnected; }
|
||||
//Returns a structure that indicates the position of the Xbox Controller sticks (thumbsticks).
|
||||
constexpr GamePadThumbSticks ThumbSticks() const { return thumbSticks; }
|
||||
//Returns a structure that identifies the position of triggers on the Xbox controller.
|
||||
constexpr GamePadTriggers Triggers() const { return triggers; }
|
||||
|
||||
private:
|
||||
GamePadButtons buttons{};
|
||||
GamePadDPad dpad{};
|
||||
bool isConnected{ false };
|
||||
GamePadThumbSticks thumbSticks{};
|
||||
GamePadTriggers triggers{};
|
||||
};
|
||||
|
||||
//Allows retrieval of user interaction with an Xbox Controller and setting of controller vibration motors.
|
||||
@ -243,9 +298,9 @@ namespace xna {
|
||||
//Gets the current state of a game pad controller. As an option, it specifies a dead zone processing method for the analog sticks.
|
||||
static GamePadState GetState(PlayerIndex index, GamePadDeadZone deadZone);
|
||||
|
||||
//Retrieves the capabilities of an Xbox 360 Controller.
|
||||
//Retrieves the capabilities of an Xbox Controller.
|
||||
static GamePadCapabilities GetCapabilities(PlayerIndex index);
|
||||
//Sets the vibration motor speeds on an Xbox 360 Controller.
|
||||
//Sets the vibration motor speeds on an Xbox Controller.
|
||||
static bool SetVibration(PlayerIndex index, float leftMotor, float rightMotor, float leftTrigger = 0, float rightTrigger = 0);
|
||||
|
||||
private:
|
||||
|
256
inc/xna/input/input-enums.hpp
Normal file
256
inc/xna/input/input-enums.hpp
Normal file
@ -0,0 +1,256 @@
|
||||
#ifndef XNA_INPUT_ENUMS_HPP
|
||||
#define XNA_INPUT_ENUMS_HPP
|
||||
|
||||
namespace xna {
|
||||
//Identifies the state of a keyboard key.
|
||||
enum class KeyState {
|
||||
Up,
|
||||
Down,
|
||||
};
|
||||
|
||||
//Enumerates input device buttons.
|
||||
enum class Buttons {
|
||||
A = 4096, // 0x00001000
|
||||
B = 8192, // 0x00002000
|
||||
X = 16384, // 0x00004000
|
||||
Y = 32768, // 0x00008000
|
||||
Back = 32, // 0x00000020
|
||||
Start = 16, // 0x00000010
|
||||
DPadUp = 1,
|
||||
DPadDown = 2,
|
||||
DPadLeft = 4,
|
||||
DPadRight = 8,
|
||||
LeftShoulder = 256, // 0x00000100
|
||||
RightShoulder = 512, // 0x00000200
|
||||
LeftStick = 64, // 0x00000040
|
||||
RightStick = 128, // 0x00000080
|
||||
BigButton = 2048, // 0x00000800
|
||||
LeftThumbstickLeft = 2097152, // 0x00200000
|
||||
LeftThumbstickRight = 1073741824, // 0x40000000
|
||||
LeftThumbstickDown = 536870912, // 0x20000000
|
||||
LeftThumbstickUp = 268435456, // 0x10000000
|
||||
RightThumbstickLeft = 134217728, // 0x08000000
|
||||
RightThumbstickRight = 67108864, // 0x04000000
|
||||
RightThumbstickDown = 33554432, // 0x02000000
|
||||
RightThumbstickUp = 16777216, // 0x01000000
|
||||
LeftTrigger = 8388608, // 0x00800000
|
||||
RightTrigger = 4194304, // 0x00400000
|
||||
};
|
||||
|
||||
//Identifies the state of a controller button.
|
||||
enum class ButtonState
|
||||
{
|
||||
Released,
|
||||
Pressed,
|
||||
};
|
||||
|
||||
//Describes the type of a specified Xbox Controller.
|
||||
enum class GamePadCapabilitiesType
|
||||
{
|
||||
Unknown = 0,
|
||||
Gamepad,
|
||||
Wheel,
|
||||
ArdaceStick,
|
||||
FlightStick,
|
||||
DancePAd,
|
||||
Guitar,
|
||||
GuitarAlternate,
|
||||
DrumKit,
|
||||
GuitarBass = 11,
|
||||
ArcadePad = 19,
|
||||
};
|
||||
|
||||
//Specifies a type of dead zone processing to apply to Xbox Controller analog sticks when calling GetState.
|
||||
enum class GamePadDeadZone {
|
||||
//The X and Y positions of each stick are compared against the dead zone independently. This setting is the default when calling GetState.
|
||||
IndependentAxes,
|
||||
//The combined X and Y position of each stick is compared to the dead zone.
|
||||
//This provides better control than IndependentAxes when the stick is used as a two-dimensional control surface, such as when controlling a character's view in a first-person game.
|
||||
Circular,
|
||||
//The values of each stick are not processed and are returned by GetState as "raw" values. This is best if you intend to implement your own dead zone processing.
|
||||
None,
|
||||
};
|
||||
|
||||
enum class Keys : unsigned char {
|
||||
None = 0,
|
||||
|
||||
Back = 0x8,
|
||||
Tab = 0x9,
|
||||
|
||||
Enter = 0xd,
|
||||
|
||||
Pause = 0x13,
|
||||
CapsLock = 0x14,
|
||||
Kana = 0x15,
|
||||
ImeOn = 0x16,
|
||||
|
||||
Kanji = 0x19,
|
||||
|
||||
ImeOff = 0x1a,
|
||||
Escape = 0x1b,
|
||||
ImeConvert = 0x1c,
|
||||
ImeNoConvert = 0x1d,
|
||||
|
||||
Space = 0x20,
|
||||
PageUp = 0x21,
|
||||
PageDown = 0x22,
|
||||
End = 0x23,
|
||||
Home = 0x24,
|
||||
Left = 0x25,
|
||||
Up = 0x26,
|
||||
Right = 0x27,
|
||||
Down = 0x28,
|
||||
Select = 0x29,
|
||||
Print = 0x2a,
|
||||
Execute = 0x2b,
|
||||
PrintScreen = 0x2c,
|
||||
Insert = 0x2d,
|
||||
Delete = 0x2e,
|
||||
Help = 0x2f,
|
||||
D0 = 0x30,
|
||||
D1 = 0x31,
|
||||
D2 = 0x32,
|
||||
D3 = 0x33,
|
||||
D4 = 0x34,
|
||||
D5 = 0x35,
|
||||
D6 = 0x36,
|
||||
D7 = 0x37,
|
||||
D8 = 0x38,
|
||||
D9 = 0x39,
|
||||
|
||||
A = 0x41,
|
||||
B = 0x42,
|
||||
C = 0x43,
|
||||
D = 0x44,
|
||||
E = 0x45,
|
||||
F = 0x46,
|
||||
G = 0x47,
|
||||
H = 0x48,
|
||||
I = 0x49,
|
||||
J = 0x4a,
|
||||
K = 0x4b,
|
||||
L = 0x4c,
|
||||
M = 0x4d,
|
||||
N = 0x4e,
|
||||
O = 0x4f,
|
||||
P = 0x50,
|
||||
Q = 0x51,
|
||||
R = 0x52,
|
||||
S = 0x53,
|
||||
T = 0x54,
|
||||
U = 0x55,
|
||||
V = 0x56,
|
||||
W = 0x57,
|
||||
X = 0x58,
|
||||
Y = 0x59,
|
||||
Z = 0x5a,
|
||||
LeftWindows = 0x5b,
|
||||
RightWindows = 0x5c,
|
||||
Apps = 0x5d,
|
||||
|
||||
Sleep = 0x5f,
|
||||
NumPad0 = 0x60,
|
||||
NumPad1 = 0x61,
|
||||
NumPad2 = 0x62,
|
||||
NumPad3 = 0x63,
|
||||
NumPad4 = 0x64,
|
||||
NumPad5 = 0x65,
|
||||
NumPad6 = 0x66,
|
||||
NumPad7 = 0x67,
|
||||
NumPad8 = 0x68,
|
||||
NumPad9 = 0x69,
|
||||
Multiply = 0x6a,
|
||||
Add = 0x6b,
|
||||
Separator = 0x6c,
|
||||
Subtract = 0x6d,
|
||||
|
||||
Decimal = 0x6e,
|
||||
Divide = 0x6f,
|
||||
F1 = 0x70,
|
||||
F2 = 0x71,
|
||||
F3 = 0x72,
|
||||
F4 = 0x73,
|
||||
F5 = 0x74,
|
||||
F6 = 0x75,
|
||||
F7 = 0x76,
|
||||
F8 = 0x77,
|
||||
F9 = 0x78,
|
||||
F10 = 0x79,
|
||||
F11 = 0x7a,
|
||||
F12 = 0x7b,
|
||||
F13 = 0x7c,
|
||||
F14 = 0x7d,
|
||||
F15 = 0x7e,
|
||||
F16 = 0x7f,
|
||||
F17 = 0x80,
|
||||
F18 = 0x81,
|
||||
F19 = 0x82,
|
||||
F20 = 0x83,
|
||||
F21 = 0x84,
|
||||
F22 = 0x85,
|
||||
F23 = 0x86,
|
||||
F24 = 0x87,
|
||||
|
||||
NumLock = 0x90,
|
||||
Scroll = 0x91,
|
||||
|
||||
LeftShift = 0xa0,
|
||||
RightShift = 0xa1,
|
||||
LeftControl = 0xa2,
|
||||
RightControl = 0xa3,
|
||||
LeftAlt = 0xa4,
|
||||
RightAlt = 0xa5,
|
||||
BrowserBack = 0xa6,
|
||||
BrowserForward = 0xa7,
|
||||
BrowserRefresh = 0xa8,
|
||||
BrowserStop = 0xa9,
|
||||
BrowserSearch = 0xaa,
|
||||
BrowserFavorites = 0xab,
|
||||
BrowserHome = 0xac,
|
||||
VolumeMute = 0xad,
|
||||
VolumeDown = 0xae,
|
||||
VolumeUp = 0xaf,
|
||||
MediaNextTrack = 0xb0,
|
||||
MediaPreviousTrack = 0xb1,
|
||||
MediaStop = 0xb2,
|
||||
MediaPlayPause = 0xb3,
|
||||
LaunchMail = 0xb4,
|
||||
SelectMedia = 0xb5,
|
||||
LaunchApplication1 = 0xb6,
|
||||
LaunchApplication2 = 0xb7,
|
||||
|
||||
OemSemicolon = 0xba,
|
||||
OemPlus = 0xbb,
|
||||
OemComma = 0xbc,
|
||||
OemMinus = 0xbd,
|
||||
OemPeriod = 0xbe,
|
||||
OemQuestion = 0xbf,
|
||||
OemTilde = 0xc0,
|
||||
|
||||
OemOpenBrackets = 0xdb,
|
||||
OemPipe = 0xdc,
|
||||
OemCloseBrackets = 0xdd,
|
||||
OemQuotes = 0xde,
|
||||
Oem8 = 0xdf,
|
||||
|
||||
OemBackslash = 0xe2,
|
||||
|
||||
ProcessKey = 0xe5,
|
||||
|
||||
OemCopy = 0xf2,
|
||||
OemAuto = 0xf3,
|
||||
OemEnlW = 0xf4,
|
||||
|
||||
Attn = 0xf6,
|
||||
Crsel = 0xf7,
|
||||
Exsel = 0xf8,
|
||||
EraseEof = 0xf9,
|
||||
Play = 0xfa,
|
||||
Zoom = 0xfb,
|
||||
|
||||
Pa1 = 0xfd,
|
||||
OemClear = 0xfe,
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
@ -2,6 +2,7 @@
|
||||
#define XNA_INPUT_KEYBOARD_HPP
|
||||
|
||||
#include "../default.hpp"
|
||||
#include "input-enums.hpp"
|
||||
|
||||
namespace xna {
|
||||
//Represents a state of keystrokes recorded by a keyboard input device.
|
||||
@ -10,6 +11,8 @@ namespace xna {
|
||||
//same implementation of the DirectX::Keyboard::State structure
|
||||
//
|
||||
public:
|
||||
|
||||
//Returns whether a specified key is currently being pressed.
|
||||
constexpr bool IsKeyDown(Keys key) const {
|
||||
const auto k = static_cast<unsigned char>(key);
|
||||
|
||||
@ -22,10 +25,19 @@ namespace xna {
|
||||
return false;
|
||||
}
|
||||
|
||||
//Returns whether a specified key is currently not pressed.
|
||||
constexpr bool IsKeyUp(Keys key) const {
|
||||
return !IsKeyDown(key);
|
||||
}
|
||||
|
||||
//Returns the state of a particular key.
|
||||
KeyState operator[](Keys key) {
|
||||
const auto isDown = IsKeyDown(key);
|
||||
const auto state = static_cast<KeyState>(static_cast<int>(isDown));
|
||||
|
||||
return state;
|
||||
}
|
||||
|
||||
private:
|
||||
bool Reserved0 : 8;
|
||||
bool Back : 1; // VK_BACK, 0x8
|
||||
@ -217,9 +229,8 @@ namespace xna {
|
||||
//Allows retrieval of keystrokes from a keyboard input device.
|
||||
class Keyboard {
|
||||
public:
|
||||
//Returns the current keyboard or Chatpad state.
|
||||
static KeyboardState GetState();
|
||||
static bool IsConnected();
|
||||
//Returns the current keyboard.
|
||||
static KeyboardState GetState();
|
||||
|
||||
private:
|
||||
friend class Game;
|
||||
|
@ -2,17 +2,27 @@
|
||||
#define XNA_INPUT_MOUSE_HPP
|
||||
|
||||
#include "../default.hpp"
|
||||
#include "input-enums.hpp"
|
||||
|
||||
namespace xna {
|
||||
//Represents the state of a mouse input device, including mouse cursor position and buttons pressed.
|
||||
struct MouseState {
|
||||
//Returns the state of the left mouse button.
|
||||
ButtonState LeftButton{ ButtonState::Released };
|
||||
ButtonState RightButton{ ButtonState::Released };
|
||||
//Returns the state of the middle mouse button.
|
||||
ButtonState MiddleButton{ ButtonState::Released };
|
||||
ButtonState XButton1{ ButtonState::Released };
|
||||
ButtonState XButton2{ ButtonState::Released };
|
||||
int X{ 0 };
|
||||
int Y{ 0 };
|
||||
//Returns the state of the right mouse button.
|
||||
ButtonState RightButton{ ButtonState::Released };
|
||||
//Gets the cumulative mouse scroll wheel value since the game was started.
|
||||
int ScroolWheelValue{ 0 };
|
||||
//Specifies the horizontal position of the mouse cursor.
|
||||
int X{ 0 };
|
||||
//Returns the state of XBUTTON1.
|
||||
ButtonState XButton1{ ButtonState::Released };
|
||||
//Returns the state of XBUTTON2.
|
||||
ButtonState XButton2{ ButtonState::Released };
|
||||
//Specifies the vertical position of the mouse cursor.
|
||||
int Y{ 0 };
|
||||
};
|
||||
|
||||
//Allows retrieval of position and button clicks from a mouse input device.
|
||||
@ -21,19 +31,29 @@ namespace xna {
|
||||
//Gets the current state of the mouse, including mouse position and buttons pressed.
|
||||
static MouseState GetState();
|
||||
|
||||
static bool IsConnected();
|
||||
static bool IsVisible();
|
||||
static void IsVisible(bool value);
|
||||
static void ResetScrollWheel();
|
||||
//Gets or sets the window used for mouse processing.
|
||||
//Mouse coordinates returned by GetState are relative to the upper-left corner of this window.
|
||||
constexpr static intptr_t WindowHandle() {
|
||||
return windowHandle;
|
||||
}
|
||||
|
||||
//Gets or sets the window used for mouse processing.
|
||||
//Mouse coordinates returned by GetState are relative to the upper-left corner of this window.
|
||||
static void WindowHandle(intptr_t value);
|
||||
|
||||
//Sets the position of the mouse cursor relative to the upper-left corner of the window.
|
||||
static void SetPosition(Int x, Int y);
|
||||
|
||||
private:
|
||||
friend class Game;
|
||||
static void Initialize();
|
||||
static void Initialize(intptr_t windowHandle);
|
||||
|
||||
Mouse() = default;
|
||||
Mouse(Mouse&) = default;
|
||||
Mouse(Mouse&&) = default;
|
||||
|
||||
inline static intptr_t windowHandle = 0;
|
||||
|
||||
public:
|
||||
struct PlatformImplementation;
|
||||
inline static uptr<PlatformImplementation> impl = nullptr;
|
||||
|
@ -635,21 +635,29 @@ namespace xna {
|
||||
};
|
||||
|
||||
struct Keyboard::PlatformImplementation {
|
||||
uptr<DirectX::Keyboard> _dxKeyboard = unew<DirectX::Keyboard>();
|
||||
PlatformImplementation() {
|
||||
_dxKeyboard = unew<DirectX::Keyboard>();
|
||||
}
|
||||
|
||||
void ProcessMessage(UINT message, WPARAM wParam, LPARAM lParam) const {
|
||||
uptr<DirectX::Keyboard> _dxKeyboard = nullptr;
|
||||
|
||||
inline void ProcessMessage(UINT message, WPARAM wParam, LPARAM lParam) const {
|
||||
if (_dxKeyboard)
|
||||
_dxKeyboard->ProcessMessage(message, wParam, lParam);
|
||||
}
|
||||
};
|
||||
|
||||
struct Mouse::PlatformImplementation {
|
||||
uptr<DirectX::Mouse> _dxMouse = unew<DirectX::Mouse>();
|
||||
PlatformImplementation() {
|
||||
_dxMouse = unew<DirectX::Mouse>();
|
||||
}
|
||||
|
||||
void ProcessMessage(UINT message, WPARAM wParam, LPARAM lParam) const {
|
||||
inline void ProcessMessage(UINT message, WPARAM wParam, LPARAM lParam) const {
|
||||
if (_dxMouse)
|
||||
_dxMouse->ProcessMessage(message, wParam, lParam);
|
||||
}
|
||||
}
|
||||
|
||||
uptr<DirectX::Mouse> _dxMouse = nullptr;
|
||||
};
|
||||
|
||||
struct RasterizerState::PlatformImplementation {
|
||||
|
@ -4,4 +4,4 @@
|
||||
|
||||
# Add source to this project's executable.
|
||||
add_subdirectory ("01_blank")
|
||||
add_subdirectory ("02_PlatfformerStarterKit")
|
||||
#add_subdirectory ("02_PlatfformerStarterKit")
|
||||
|
Loading…
x
Reference in New Issue
Block a user