Split Platforms part 2

This commit is contained in:
turanszkij
2016-04-23 15:55:20 +02:00
parent 867f4d00e6
commit 2c2cf1999a
6 changed files with 228 additions and 536 deletions
-287
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@@ -1,287 +0,0 @@
#include "wiDirectInput.h"
#ifndef WINSTORE_SUPPORT
DirectInput::DirectInput(HINSTANCE hinstance, HWND hwnd)
{
for(int i=0;i<256;++i){
m_keyboardState[i]=0;
}
Initialize(hinstance, hwnd);
}
IDirectInputDevice8* m_keyboard = 0;
IDirectInputDevice8* joystick[2] = {0,0};
IDirectInput8* m_directInput = 0;
short DirectInput::connectedJoys=0;
BOOL CALLBACK enumCallback(const DIDEVICEINSTANCE* instance, VOID* context)
{
HRESULT hr;
// Obtain an interface to the enumerated joystick.
hr = m_directInput->CreateDevice(instance->guidInstance, &joystick[DirectInput::connectedJoys], NULL);
// If it failed, then we can't use this joystick. (Maybe the user unplugged
// it while we were in the middle of enumerating it.)
if (FAILED(hr)) {
return DIENUM_CONTINUE;
}
// Stop enumeration. Note: we're just taking the first joystick we get. You
// could store all the enumerated joysticks and let the user pick.
DirectInput::connectedJoys++;
if(DirectInput::connectedJoys<2)
return DIENUM_CONTINUE;
else
return DIENUM_STOP;
}
BOOL CALLBACK enumAxesCallback(const DIDEVICEOBJECTINSTANCE* instance, VOID* context)
{
HWND hDlg = (HWND)context;
DIPROPRANGE propRange;
propRange.diph.dwSize = sizeof(DIPROPRANGE);
propRange.diph.dwHeaderSize = sizeof(DIPROPHEADER);
propRange.diph.dwHow = DIPH_BYID;
propRange.diph.dwObj = instance->dwType;
propRange.lMin = -1000;
propRange.lMax = +1000;
// Set the range for the axis
for(short i=0;i<DirectInput::connectedJoys;i++)
if (FAILED(joystick[i]->SetProperty(DIPROP_RANGE, &propRange.diph))) {
return DIENUM_STOP;
}
return DIENUM_CONTINUE;
}
HRESULT DirectInput::Initialize(HINSTANCE hinstance, HWND hwnd)
{
HRESULT result;
// Initialize the main direct input interface.
result = DirectInput8Create(hinstance, DIRECTINPUT_VERSION, IID_IDirectInput8, (void**)&m_directInput, NULL);
if(FAILED(result))
{
return E_FAIL;
}
// Initialize the direct input interface for the keyboard.
result = m_directInput->CreateDevice(GUID_SysKeyboard, &m_keyboard, NULL);
if(FAILED(result))
{
return E_FAIL;
}
// Set the data format. In this case since it is a keyboard we can use the predefined data format.
result = m_keyboard->SetDataFormat(&c_dfDIKeyboard);
if(FAILED(result))
{
return E_FAIL;
}
// Set the cooperative level of the keyboard to not share with other programs.
result = m_keyboard->SetCooperativeLevel(hwnd, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE);
if(FAILED(result))
{
return E_FAIL;
}
// Now acquire the keyboard.
result = m_keyboard->Acquire();
if(FAILED(result))
{
return E_FAIL;
}
m_keyboard->GetDeviceState(sizeof(m_keyboardState), (LPVOID)&m_keyboardState);
InitJoy(hwnd);
return S_OK;
}
HRESULT DirectInput::InitJoy(HWND hwnd){
HRESULT result;
// Look for the first simple joystick we can find.
if (FAILED(result = m_directInput->EnumDevices(DI8DEVCLASS_GAMECTRL, ::enumCallback, NULL, DIEDFL_ATTACHEDONLY))) {
return result;
}
for(short i=0;i<connectedJoys;i++){
DIDEVCAPS capabilities;
// Set the data format to "simple joystick" - a predefined data format
//
// A data format specifies which controls on a device we are interested in,
// and how they should be reported. This tells DInput that we will be
// passing a DIJOYSTATE2 structure to IDirectInputDevice::GetDeviceState().
if (FAILED(result = joystick[i]->SetDataFormat(&c_dfDIJoystick2))) {
return result;
}
// Set the cooperative level to let DInput know how this device should
// interact with the system and with other DInput applications.
if (FAILED(result = joystick[i]->SetCooperativeLevel(hwnd, DISCL_EXCLUSIVE | DISCL_FOREGROUND))) {
return result;
}
// Determine how many axis the joystick has (so we don't error out setting
// properties for unavailable axis)
capabilities.dwSize = sizeof(DIDEVCAPS);
if (FAILED(result = joystick[i]->GetCapabilities(&capabilities))) {
return result;
}
// Enumerate the axes of the joyctick and set the range of each axis. Note:
// we could just use the defaults, but we're just trying to show an example
// of enumerating device objects (axes, buttons, etc.).
if (FAILED(result = joystick[i]->EnumObjects(::enumAxesCallback, NULL, DIDFT_AXIS)))
return result;
}
return S_OK;
}
void DirectInput::Shutdown()
{
// Release the keyboard.
if(m_keyboard)
{
m_keyboard->Unacquire();
m_keyboard->Release();
m_keyboard = 0;
}
// Release Joypad
if(joystick){
for(short i=0;i<connectedJoys;i++)
if(joystick[i]){
joystick[i]->Unacquire();
joystick[i]->Release();
joystick[i] = 0;
}
}
// Release the main interface to direct input.
if(m_directInput)
{
m_directInput->Release();
m_directInput = 0;
}
return;
}
bool DirectInput::Frame()
{
if(m_keyboard==nullptr)
return false;
// Read the keyboard device.
HRESULT result = m_keyboard->GetDeviceState(sizeof(m_keyboardState), (LPVOID)&m_keyboardState);
if(FAILED(result))
{
// If the keyboard lost focus or was not acquired then try to get control back.
if((result == DIERR_INPUTLOST) || (result == DIERR_NOTACQUIRED))
{
m_keyboard->Acquire();
}
else
{
return false;
}
}
for(short i=0;i<connectedJoys;i++)
poll(joystick[i],&joyState[i]);
return true;
}
bool DirectInput::IsKeyDown(INT code)
{
if(m_keyboardState[code] & 0x80)
{
return true;
}
return false;
}
int DirectInput::GetPressedKeys()
{
int ret=0;
for(int i=0;i<256;i++)
if(m_keyboardState[i] & 0x80)
{
ret+=i;
}
return ret;
}
HRESULT DirectInput::poll(IDirectInputDevice8* joy,DIJOYSTATE2 *js)
{
HRESULT hr;
if (joystick == NULL) {
return S_OK;
}
// Poll the device to read the current state
hr = joy->Poll();
if (FAILED(hr)) {
// DInput is telling us that the input stream has been
// interrupted. We aren't tracking any state between polls, so
// we don't have any special reset that needs to be done. We
// just re-acquire and try again.
hr = joy->Acquire();
while (hr == DIERR_INPUTLOST) {
hr = joy->Acquire();
}
// If we encounter a fatal error, return failure.
if ((hr == DIERR_INVALIDPARAM) || (hr == DIERR_NOTINITIALIZED)) {
return E_FAIL;
}
// If another application has control of this device, return successfully.
// We'll just have to wait our turn to use the joystick.
if (hr == DIERR_OTHERAPPHASPRIO) {
return S_OK;
}
}
// Get the input's device state
if (FAILED(hr = joy->GetDeviceState(sizeof(DIJOYSTATE2), js))) {
return hr; // The device should have been acquired during the Poll()
}
return S_OK;
}
bool DirectInput::isButtonDown(short pIndex, unsigned int buttoncode)
{
if(connectedJoys)
if(joyState[pIndex].rgbButtons[buttoncode-1]!=0)
return true;
return false;
}
DWORD DirectInput::getDirections(short pIndex)
{
DWORD buttons=0;
if(connectedJoys)
for(short i=0;i<4;i++){
//if((LOWORD(joyState[pIndex].rgdwPOV[i]) != 0xFFFF))
if(buttons+=joyState[pIndex].rgdwPOV[i]!=POV_IDLE)
buttons+=joyState[pIndex].rgdwPOV[i];
}
return buttons;
}
#endif
+7 -2
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@@ -504,7 +504,6 @@
<ClCompile Include="$(MSBuildThisFileDirectory)BULLET\LinearMath\btVector3.cpp" />
<ClCompile Include="$(MSBuildThisFileDirectory)DeferredRenderableComponent.cpp" />
<ClCompile Include="$(MSBuildThisFileDirectory)DeferredRenderableComponent_BindLua.cpp" />
<ClCompile Include="$(MSBuildThisFileDirectory)DirectInput.cpp" />
<ClCompile Include="$(MSBuildThisFileDirectory)ForwardRenderableComponent.cpp" />
<ClCompile Include="$(MSBuildThisFileDirectory)ForwardRenderableComponent_BindLua.cpp" />
<ClCompile Include="$(MSBuildThisFileDirectory)LoadingScreenComponent.cpp" />
@@ -614,12 +613,18 @@
<ClCompile Include="$(MSBuildThisFileDirectory)wiVersion.cpp" />
<ClCompile Include="$(MSBuildThisFileDirectory)wiWidget.cpp" />
<ClCompile Include="$(MSBuildThisFileDirectory)wiXInput.cpp" />
<ClCompile Include="$(MSBuildThisFileDirectory)XInput.cpp" />
</ItemGroup>
<ItemGroup>
<Image Include="$(MSBuildThisFileDirectory)fonts\basic.dds" />
</ItemGroup>
<ItemGroup>
<Text Include="$(MSBuildThisFileDirectory)..\features.txt" />
<Text Include="$(MSBuildThisFileDirectory)..\licenses.txt" />
<Text Include="$(MSBuildThisFileDirectory)fonts\basic.txt" />
</ItemGroup>
<ItemGroup>
<None Include="$(MSBuildThisFileDirectory)..\io_export_wicked_wi_bin.py" />
<None Include="$(MSBuildThisFileDirectory)..\README.md" />
<None Include="$(MSBuildThisFileDirectory)..\ScriptingAPI-Documentation.md" />
</ItemGroup>
</Project>
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+8
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@@ -100,21 +100,29 @@
<PropertyGroup />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<GenerateManifest>false</GenerateManifest>
<OutDir>$(SolutionDir)$(Platform)\$(Configuration)\$(MSBuildProjectName)\</OutDir>
<IntDir>$(MSBuildProjectName)\$(Platform)\$(Configuration)\</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<GenerateManifest>false</GenerateManifest>
<OutDir>$(SolutionDir)$(Platform)\$(Configuration)\$(MSBuildProjectName)\</OutDir>
<IntDir>$(MSBuildProjectName)\$(Platform)\$(Configuration)\</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">
<GenerateManifest>false</GenerateManifest>
<IntDir>$(MSBuildProjectName)\$(Platform)\$(Configuration)\</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">
<GenerateManifest>false</GenerateManifest>
<IntDir>$(MSBuildProjectName)\$(Platform)\$(Configuration)\</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<GenerateManifest>false</GenerateManifest>
<IntDir>$(MSBuildProjectName)\$(Platform)\$(Configuration)\</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<GenerateManifest>false</GenerateManifest>
<IntDir>$(MSBuildProjectName)\$(Platform)\$(Configuration)\</IntDir>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
+14 -1
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@@ -70,7 +70,20 @@
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<IntDir>$(ProjectName)\$(Platform)\$(Configuration)\</IntDir>
<OutDir>$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<IntDir>$(ProjectName)\$(Platform)\$(Configuration)\</IntDir>
<OutDir>$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<IntDir>$(ProjectName)\$(Platform)\$(Configuration)\</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<IntDir>$(ProjectName)\$(Platform)\$(Configuration)\</IntDir>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<PrecompiledHeader>
-51
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@@ -1,51 +0,0 @@
#include "wiXInput.h"
XInput::XInput(void)
{
g_bDeadZoneOn = true;
for(int i=0;i<MAX_CONTROLLERS;++i){
controllers[i] = CONTROLLER_STATE();
controllers[i].bConnected=false;
}
}
HRESULT XInput::UpdateControllerState()
{
DWORD dwResult = 0;
for( DWORD i = 0; i < MAX_CONTROLLERS; i++ )
{
// Simply get the state of the controller from XInput.
//dwResult = XInputGetState( i, &controllers[i].state );
if( dwResult == ERROR_SUCCESS )
controllers[i].bConnected = true;
else
controllers[i].bConnected = false;
}
return S_OK;
}
DWORD XInput::GetButtons(SHORT newPlayerIndex)
{
//if(controllers[newPlayerIndex].bConnected)
// return controllers[newPlayerIndex].state.Gamepad.wButtons;
return 0;
}
DWORD XInput::GetDirections(short newPlayerIndex){
//if(controllers[newPlayerIndex].bConnected)
// return controllers[newPlayerIndex].state.Gamepad.wButtons;
return 0;
}
bool XInput::isButtonDown(short newPlayerIndex,DWORD checkforButton){
//if(controllers[newPlayerIndex].bConnected)
// return controllers[newPlayerIndex].state.Gamepad.wButtons & checkforButton;
return false;
}
void XInput::CleanUp()
{
delete(this);
}