Game client codebase including: - CharacterActionControl: Character and creature management - GlobalScript: Network, items, skills, quests, utilities - RYLClient: Main client application with GUI and event handlers - Engine: 3D rendering engine (RYLGL) - MemoryManager: Custom memory allocation - Library: Third-party dependencies (DirectX, boost, etc.) - Tools: Development utilities 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
335 lines
12 KiB
Plaintext
335 lines
12 KiB
Plaintext
VERSION 5.00
|
|
Begin VB.Form Form1
|
|
BorderStyle = 3 'Fixed Dialog
|
|
Caption = "DInput Action Mapping"
|
|
ClientHeight = 3840
|
|
ClientLeft = 45
|
|
ClientTop = 330
|
|
ClientWidth = 4725
|
|
Icon = "ActionMap.frx":0000
|
|
LinkTopic = "Form1"
|
|
MaxButton = 0 'False
|
|
MinButton = 0 'False
|
|
ScaleHeight = 256
|
|
ScaleMode = 3 'Pixel
|
|
ScaleWidth = 315
|
|
ShowInTaskbar = 0 'False
|
|
StartUpPosition = 3 'Windows Default
|
|
Begin VB.Frame Frame1
|
|
Height = 855
|
|
Left = 0
|
|
TabIndex = 3
|
|
Top = 3000
|
|
Width = 4695
|
|
Begin VB.Label Label2
|
|
Caption = "Pressing 'd' will allow you to view device configurations"
|
|
Height = 255
|
|
Left = 120
|
|
TabIndex = 5
|
|
Top = 480
|
|
Width = 4335
|
|
End
|
|
Begin VB.Label Label1
|
|
Caption = "Press escape to exit "
|
|
Height = 255
|
|
Left = 120
|
|
TabIndex = 4
|
|
Top = 240
|
|
Width = 4335
|
|
WordWrap = -1 'True
|
|
End
|
|
End
|
|
Begin VB.Label GameStateList
|
|
Height = 255
|
|
Index = 0
|
|
Left = 240
|
|
TabIndex = 2
|
|
Top = 360
|
|
Visible = 0 'False
|
|
Width = 3855
|
|
End
|
|
Begin VB.Label TSHIELD
|
|
Caption = "Label1"
|
|
Height = 375
|
|
Left = 3720
|
|
TabIndex = 1
|
|
Top = 5160
|
|
Width = 1215
|
|
End
|
|
Begin VB.Label TFIRE
|
|
Caption = "Label1"
|
|
Height = 255
|
|
Left = 1200
|
|
TabIndex = 0
|
|
Top = 5160
|
|
Width = 1095
|
|
End
|
|
End
|
|
Attribute VB_Name = "Form1"
|
|
Attribute VB_GlobalNameSpace = False
|
|
Attribute VB_Creatable = False
|
|
Attribute VB_PredeclaredId = True
|
|
Attribute VB_Exposed = False
|
|
Option Explicit
|
|
|
|
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
|
|
'
|
|
' Copyright (C) 1999-2001 Microsoft Corporation. All Rights Reserved.
|
|
'
|
|
' File: ActionMap.frm
|
|
' Content: Use DirectInput action mapper to interpret input from many devices
|
|
'
|
|
'
|
|
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
|
|
|
|
'-----------------------------------------------------------------------------
|
|
' App-defined game actions for the DInput action mapper.
|
|
'-----------------------------------------------------------------------------
|
|
|
|
' The following constants are custom for each app, depending on what input the
|
|
' app needs. This simple sample is pretending to be a space simulator game, so
|
|
' relevant inputs are for turning left, thrusting, firing weapons, etc.. Also
|
|
' note that some constants are defines for the axes, which are for recieving
|
|
' axis data from joysticks and similiar analog devices.
|
|
Const INPUT_LEFTRIGHT_AXIS = 1
|
|
Const INPUT_UPDOWN_AXIS = 2
|
|
Const INPUT_TURNLEFT = 4
|
|
Const INPUT_TURNRIGHT = 5
|
|
Const INPUT_FORWARDTHRUST = 6
|
|
Const INPUT_REVERSETHRUST = 7
|
|
Const INPUT_FIREWEAPONS = 8
|
|
Const INPUT_ENABLESHIELD = 9
|
|
Const INPUT_DISPLAYGAMEMENU = 10
|
|
Const INPUT_QUITGAME = 11
|
|
|
|
|
|
Const kMapGuid = "{20CAA014-60BC-4399-BDD3-84AD65A38A1C}"
|
|
Const kUserName = "DInput 8 VB Sample User"
|
|
Const KGenre = DIVIRTUAL_SPACESIM
|
|
|
|
Dim m_mapper As New CInputMapper
|
|
|
|
Private Sub DeviceList_Click(Index As Integer)
|
|
|
|
End Sub
|
|
|
|
Private Sub Form_Load()
|
|
Me.Show
|
|
DefineActions
|
|
|
|
Dim i As Long
|
|
For i = 1 To 15
|
|
Load Form1.GameStateList(i)
|
|
Form1.GameStateList(i).Top = i * 20
|
|
Form1.GameStateList(i).Visible = True
|
|
|
|
Next
|
|
|
|
If Not m_mapper.CreateDevicesFromMAP(Me.hWnd, kUserName, "Semantic Mapper VB Sample", kMapGuid, KGenre) Then
|
|
MsgBox "unable to find any mappable input devices"
|
|
End
|
|
End If
|
|
|
|
Do While InputLoop()
|
|
DoEvents
|
|
Loop
|
|
|
|
m_mapper.ClearMap
|
|
|
|
End
|
|
End Sub
|
|
|
|
|
|
' The following array is the global, app-defined game actions, which map real
|
|
' device input into a semantic. The first column is the app-defined semantics
|
|
' as defined above. These are the constants the game actually sees in its
|
|
' input loop. The second column is the physical action recieved by the device
|
|
' which is to be mapped to the app-defined semantic. For instance, in the
|
|
' array below, if the user hits the "Left" key on the keyboard, the app will
|
|
' recieve an input code equal to INPUT_TURNLEFT. The last column is a text
|
|
' string that DInput uses for displaying a configuration dialog box.
|
|
|
|
Sub DefineActions()
|
|
|
|
|
|
m_mapper.ClearMap
|
|
|
|
' Device input (joystick, etc.) that is pre-defined by DInput, according
|
|
' to genre type. The genre for this app is space simulators.
|
|
With m_mapper
|
|
.AddAction INPUT_LEFTRIGHT_AXIS, DIAXIS_SPACESIM_LATERAL, 0, "Turn"
|
|
.AddAction INPUT_UPDOWN_AXIS, DIAXIS_SPACESIM_MOVE, 0, "Move"
|
|
.AddAction INPUT_FIREWEAPONS, DIBUTTON_SPACESIM_FIRE, 0, "Shoot"
|
|
.AddAction INPUT_ENABLESHIELD, DIBUTTON_SPACESIM_GEAR, 0, "Shield"
|
|
.AddAction INPUT_DISPLAYGAMEMENU, DIBUTTON_SPACESIM_DISPLAY, 0, "Display"
|
|
.AddAction INPUT_QUITGAME, DIBUTTON_SPACESIM_MENU, 0, "Quit Game"
|
|
|
|
' Keyboard input mappings
|
|
.AddAction INPUT_FORWARDTHRUST, DIKEYBOARD_UP, 0, "Forward thrust"
|
|
.AddAction INPUT_REVERSETHRUST, DIKEYBOARD_DOWN, 0, "Reverse thrust"
|
|
.AddAction INPUT_FIREWEAPONS, DIKEYBOARD_F, 0, "Fire weapons"
|
|
.AddAction INPUT_ENABLESHIELD, DIKEYBOARD_S, 0, "Enable shields"
|
|
.AddAction INPUT_DISPLAYGAMEMENU, DIKEYBOARD_D, 0, "Display game menu"
|
|
.AddAction INPUT_QUITGAME, DIKEYBOARD_ESCAPE, 0, "Quit game"
|
|
.AddAction INPUT_TURNRIGHT, DIKEYBOARD_RIGHT, 0, "Right Turn"
|
|
.AddAction INPUT_TURNLEFT, DIKEYBOARD_LEFT, 0, "Left Turn"
|
|
|
|
' Mouse input mappings
|
|
.AddAction INPUT_LEFTRIGHT_AXIS, DIMOUSE_XAXIS, 0, "Turn"
|
|
.AddAction INPUT_UPDOWN_AXIS, DIMOUSE_YAXIS, 0, "Move"
|
|
.AddAction INPUT_FIREWEAPONS, DIMOUSE_BUTTON0, 0, "Fire weapons"
|
|
.AddAction INPUT_ENABLESHIELD, DIMOUSE_BUTTON1, 0, "Enable shields"
|
|
|
|
End With
|
|
|
|
|
|
End Sub
|
|
|
|
'-----------------------------------------------------------------------------
|
|
' Name: InputLoop()
|
|
' Desc: This is the input loop for the app. Input is gathered from the DInput
|
|
' devices, and output is displayed simply in the app's window.
|
|
'-----------------------------------------------------------------------------
|
|
Function InputLoop() As Boolean
|
|
|
|
Dim didObjData As DIDEVICEOBJECTDATA
|
|
Dim strOut As String
|
|
|
|
On Local Error Resume Next
|
|
|
|
'Static state of the app's input
|
|
Static bTurningRight As Boolean
|
|
Static bReverseThrust As Boolean
|
|
Static bTurningLeft As Boolean
|
|
Static bForwardThrust As Boolean
|
|
Static bFiringWeapons As Boolean
|
|
Static bEnableShields As Boolean
|
|
Static bDisplayingMenu As Boolean
|
|
Static dwLRAxisData As Long
|
|
Static dwUDAxisData As Long
|
|
|
|
Dim nItems As Long
|
|
Dim i As Long, j As Long
|
|
Dim adod(10) As DIDEVICEOBJECTDATA
|
|
Static nItemsSave(20) As Long
|
|
|
|
Dim dev As DirectInputDevice8
|
|
|
|
For i = 1 To m_mapper.GetNumDevices()
|
|
|
|
nItems = 10
|
|
Set dev = m_mapper.GetDevice(i)
|
|
|
|
' Need to ensure that the devices are acquired, and pollable devices
|
|
' are polled.
|
|
dev.Acquire
|
|
If Err.Number <> 0 Then GoTo skipDevice
|
|
|
|
dev.Poll
|
|
If Err.Number <> 0 Then GoTo skipDevice
|
|
|
|
|
|
' This call gets the data from the i'th device
|
|
nItems = 0
|
|
nItems = dev.GetDeviceData(adod, 0)
|
|
|
|
|
|
|
|
' Get the sematics codes. The number of input events is stored in
|
|
' "nItems", and all the events are stored in the "adod" array. Each
|
|
' event has a type stored in "uAppDate", and actual data stored in
|
|
' "nData".
|
|
For j = 0 To nItems - 1
|
|
|
|
If (adod(j).lUserData = INPUT_LEFTRIGHT_AXIS) Then ' Left-right axis
|
|
' Parse the left-right axis data
|
|
dwLRAxisData = adod(j).lData
|
|
bTurningRight = False
|
|
bTurningLeft = False
|
|
Debug.Print "AXIS"
|
|
If (dwLRAxisData > 0) Then bTurningRight = True
|
|
If (dwLRAxisData < -0) Then bTurningLeft = True
|
|
|
|
ElseIf (adod(j).lUserData = INPUT_UPDOWN_AXIS) Then ' Up-down axis
|
|
' Parse the up-down axis data
|
|
dwUDAxisData = adod(j).lData
|
|
bReverseThrust = False
|
|
bForwardThrust = False
|
|
|
|
If (dwUDAxisData > 0) Then bReverseThrust = True
|
|
If (dwUDAxisData < -0) Then bForwardThrust = True
|
|
Else
|
|
' Non-axis stuff
|
|
|
|
' Non-axis data is recieved as "button pressed" or "button
|
|
' released". Parse input as such.
|
|
Dim bState As Boolean
|
|
If (adod(j).lData = &H80) Then bState = True
|
|
Debug.Print "BUTTON"
|
|
Select Case adod(j).lUserData
|
|
|
|
Case INPUT_TURNLEFT:
|
|
bTurningLeft = bState
|
|
Case INPUT_TURNRIGHT:
|
|
bTurningRight = bState
|
|
Case INPUT_FORWARDTHRUST:
|
|
bForwardThrust = bState
|
|
Case INPUT_REVERSETHRUST:
|
|
bReverseThrust = bState
|
|
Case INPUT_FIREWEAPONS:
|
|
bFiringWeapons = bState
|
|
Case INPUT_ENABLESHIELD:
|
|
bEnableShields = bState
|
|
Case INPUT_DISPLAYGAMEMENU:
|
|
bDisplayingMenu = bState
|
|
|
|
Case INPUT_QUITGAME:
|
|
InputLoop = False
|
|
Exit Function
|
|
End Select
|
|
End If
|
|
Next
|
|
|
|
skipDevice:
|
|
Err.Clear
|
|
Next
|
|
|
|
' Remove conflicts (in a game, you couldn't go left and right at the same
|
|
' time. Actual conflicts depend on the game logic, and not on the DInput
|
|
' semantic mappings.)
|
|
If (bTurningLeft And bTurningRight) Then
|
|
bTurningLeft = False: bTurningRight = False
|
|
End If
|
|
If (bForwardThrust And bReverseThrust) Then
|
|
bForwardThrust = False: bReverseThrust = False
|
|
End If
|
|
If (bFiringWeapons And bEnableShields) Then bFiringWeapons = False
|
|
|
|
' The remainder of the this function is simply to output the results of
|
|
' gathering the input.
|
|
GameStateList(1).Caption = "Turning Left " + Str(bTurningLeft)
|
|
GameStateList(2).Caption = "Turning Right " + Str(bTurningRight)
|
|
GameStateList(3).Caption = "Forward thrust " + Str(bForwardThrust)
|
|
GameStateList(4).Caption = "Backward thrust " + Str(bReverseThrust)
|
|
GameStateList(5).Caption = "Firing Weapons " + Str(bFiringWeapons)
|
|
GameStateList(6).Caption = "Enable Shields" + Str(bEnableShields)
|
|
GameStateList(7).Caption = "LR Axis " + Str(dwLRAxisData)
|
|
GameStateList(8).Caption = "UD Axis " + Str(dwUDAxisData)
|
|
|
|
If (bDisplayingMenu) Then
|
|
|
|
m_mapper.ConfigureDevices True
|
|
bDisplayingMenu = False
|
|
End If
|
|
|
|
InputLoop = True
|
|
|
|
End Function
|
|
|
|
|
|
Private Sub Form_Unload(Cancel As Integer)
|
|
End
|
|
End Sub
|
|
|
|
|