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>
672 lines
23 KiB
C++
672 lines
23 KiB
C++
//-----------------------------------------------------------------------------
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// File: ActionMapper.cpp
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//
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// Desc: This is a simple sample to demonstrate how to code using the DInput
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// action mapper feature.
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//
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//-----------------------------------------------------------------------------
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#define STRICT
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#include <windows.h>
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#include <basetsd.h>
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#include <math.h>
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#include <stdio.h>
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#include <DXErr8.h>
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#include <tchar.h>
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#include <dinput.h>
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#include "DIUtil.h"
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#include "DXUtil.h"
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#include "resource.h"
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//-----------------------------------------------------------------------------
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// Defines, and constants
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//-----------------------------------------------------------------------------
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// This GUID must be unique for every game, and the same for
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// every instance of this app. // {67131584-2938-4857-8A2E-D99DC2C82068}
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// The GUID allows DirectInput to remember input settings
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GUID g_guidApp = { 0x67131584, 0x2938, 0x4857, { 0x8a, 0x2e, 0xd9, 0x9d, 0xc2, 0xc8, 0x20, 0x68 } };
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// DirectInput action mapper reports events only when buttons/axis change
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// so we need to remember the present state of relevant axis/buttons for
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// each DirectInput device. The CInputDeviceManager will store a
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// pointer for each device that points to this struct
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struct InputDeviceState
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{
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FLOAT fAxisMoveUD;
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BOOL bButtonForwardThrust;
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BOOL bButtonReverseThrust;
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FLOAT fAxisRotateLR;
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BOOL bButtonRotateLeft;
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BOOL bButtonRotateRight;
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BOOL bButtonFireWeapons;
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BOOL bButtonEnableShield;
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};
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// Struct to store the current input state
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struct UserInput
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{
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FLOAT fAxisMoveUD;
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FLOAT fAxisRotateLR;
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BOOL bButtonFireWeapons;
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BOOL bButtonEnableShield;
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BOOL bDoConfigureInput;
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BOOL bDoQuitGame;
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};
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// Input semantics used by this app
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enum INPUT_SEMANTICS
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{
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// Gameplay semantics
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INPUT_ROTATE_AXIS_LR=1, INPUT_MOVE_AXIS_UD,
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INPUT_FIREWEAPONS, INPUT_ENABLESHIELD,
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INPUT_TURNLEFT, INPUT_TURNRIGHT,
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INPUT_FORWARDTHRUST, INPUT_REVERSETHRUST,
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INPUT_DISPLAYGAMEMENU, INPUT_QUITGAME,
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};
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// Actions used by this app
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DIACTION g_rgGameAction[] =
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{
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// (C:\Program Files\DirectX\DirectInput\User Maps\*.ini)
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// after changing this, otherwise settings won't reset and will be read
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// from the out of date ini files
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// Device input (joystick, etc.) that is pre-defined by DInput, according
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// to genre type. The genre for this app is space simulators.
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{ INPUT_ROTATE_AXIS_LR, DIAXIS_SPACESIM_LATERAL, 0, TEXT("Rotate left/right"), },
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{ INPUT_MOVE_AXIS_UD, DIAXIS_SPACESIM_MOVE, 0, TEXT("Move"), },
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{ INPUT_FIREWEAPONS, DIBUTTON_SPACESIM_FIRE, 0, TEXT("Fire weapons"), },
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{ INPUT_ENABLESHIELD, DIBUTTON_SPACESIM_GEAR, 0, TEXT("Enable shield"), },
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{ INPUT_DISPLAYGAMEMENU, DIBUTTON_SPACESIM_DISPLAY, 0, TEXT("Configure"), },
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// Keyboard input mappings
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{ INPUT_TURNLEFT, DIKEYBOARD_LEFT, 0, TEXT("Turn left"), },
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{ INPUT_TURNRIGHT, DIKEYBOARD_RIGHT, 0, TEXT("Turn right"), },
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{ INPUT_FORWARDTHRUST, DIKEYBOARD_UP, 0, TEXT("Forward thrust"), },
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{ INPUT_REVERSETHRUST, DIKEYBOARD_DOWN, 0, TEXT("Reverse thrust"), },
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{ INPUT_FIREWEAPONS, DIKEYBOARD_F, 0, TEXT("Fire weapons"), },
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{ INPUT_ENABLESHIELD, DIKEYBOARD_S, 0, TEXT("Enable shield"), },
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{ INPUT_DISPLAYGAMEMENU, DIKEYBOARD_D, DIA_APPFIXED, TEXT("Configure"), },
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{ INPUT_QUITGAME, DIKEYBOARD_ESCAPE, DIA_APPFIXED, TEXT("Quit game"), },
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};
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#define NUMBER_OF_GAMEACTIONS (sizeof(g_rgGameAction)/sizeof(DIACTION))
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//-----------------------------------------------------------------------------
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// Function prototypes
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//-----------------------------------------------------------------------------
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INT_PTR CALLBACK StaticMsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam );
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//-----------------------------------------------------------------------------
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// Name: class CMyApplication
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// Desc: Application class.
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//-----------------------------------------------------------------------------
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class CMyApplication
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{
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TCHAR* m_strWindowTitle; // Title for the app's window
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HWND m_hWnd; // The main app window
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FLOAT m_fTime; // Current time in seconds
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FLOAT m_fElapsedTime; // Time elapsed since last frame
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CInputDeviceManager* m_pInputDeviceManager; // DirectInput device manager
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DIACTIONFORMAT m_diafGame; // Action format for game play
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UserInput m_UserInput; // Struct for storing user input
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FLOAT m_fWorldRotX; // World rotation state X-axis
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FLOAT m_fWorldRotY; // World rotation state Y-axis
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protected:
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HRESULT OneTimeSceneInit();
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HRESULT Render();
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HRESULT FrameMove();
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HRESULT FinalCleanup();
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HRESULT InitInput( HWND hWnd );
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void UpdateInput( UserInput* pUserInput );
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void CleanupDirectInput();
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public:
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HRESULT Create( HINSTANCE hInstance );
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INT Run();
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INT_PTR MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
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CMyApplication();
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HRESULT InputAddDeviceCB( CInputDeviceManager::DeviceInfo* pDeviceInfo, const DIDEVICEINSTANCE* pdidi );
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static HRESULT CALLBACK StaticInputAddDeviceCB( CInputDeviceManager::DeviceInfo* pDeviceInfo, const DIDEVICEINSTANCE* pdidi, LPVOID pParam );
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};
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//-----------------------------------------------------------------------------
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// Global access to the app (needed for the global WndProc())
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//-----------------------------------------------------------------------------
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CMyApplication* g_pApp = NULL;
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HINSTANCE g_hInst = NULL;
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//-----------------------------------------------------------------------------
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// Name: WinMain()
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// Desc: Application entry point
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//-----------------------------------------------------------------------------
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INT WINAPI WinMain( HINSTANCE hInstance, HINSTANCE, LPSTR, int nCmdShow )
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{
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CMyApplication app;
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g_hInst = hInstance;
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if( FAILED( app.Create( hInstance ) ) )
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return 0;
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return app.Run();
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}
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//-----------------------------------------------------------------------------
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// Name: CMyApplication()
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// Desc: Constructor
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//-----------------------------------------------------------------------------
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CMyApplication::CMyApplication()
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{
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g_pApp = this;
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m_hWnd = NULL;
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m_strWindowTitle = TEXT( "DirectInput ActionMapper Sample" );
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m_pInputDeviceManager = NULL;
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ZeroMemory( &m_UserInput, sizeof(m_UserInput) );
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m_fWorldRotX = 0.0f;
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m_fWorldRotY = 0.0f;
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}
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//-----------------------------------------------------------------------------
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// Name: Create()
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// Desc: Creates the window
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//-----------------------------------------------------------------------------
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HRESULT CMyApplication::Create( HINSTANCE hInstance )
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{
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// Display the main dialog box.
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CreateDialog( hInstance, MAKEINTRESOURCE(IDD_MAIN),
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NULL, StaticMsgProc );
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if( NULL == m_hWnd )
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return E_FAIL;
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// Initialize the application timer
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DXUtil_Timer( TIMER_START );
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: Run()
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// Desc: Handles the message loop and calls FrameMove() and Render() when
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// idle.
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//-----------------------------------------------------------------------------
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INT CMyApplication::Run()
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{
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MSG msg;
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// Message loop to run the app
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while( TRUE )
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{
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if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
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{
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// Skip WM_KEYDOWN so they aren't handled by the dialog
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if( msg.message == WM_KEYDOWN )
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continue;
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if( !IsDialogMessage( m_hWnd, &msg ) )
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{
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TranslateMessage( &msg );
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DispatchMessage( &msg );
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}
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if( msg.message == WM_QUIT )
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{
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DestroyWindow( m_hWnd );
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break;
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}
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}
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else
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{
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// Update the time variables
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m_fTime = DXUtil_Timer( TIMER_GETAPPTIME );
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m_fElapsedTime = DXUtil_Timer( TIMER_GETELAPSEDTIME );
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// This app uses idle time processing for the game loop
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if( FAILED( FrameMove() ) )
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SendMessage( m_hWnd, WM_DESTROY, 0, 0 );
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if( FAILED( Render() ) )
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SendMessage( m_hWnd, WM_DESTROY, 0, 0 );
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Sleep( 20 );
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}
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}
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FinalCleanup();
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return (INT)msg.wParam;
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}
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//-----------------------------------------------------------------------------
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// Name: OneTimeSceneInit()
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// Desc: Called during initial app startup, this function performs all the
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// permanent initialization.
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//-----------------------------------------------------------------------------
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HRESULT CMyApplication::OneTimeSceneInit()
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{
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// Initialize DirectInput
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InitInput( m_hWnd );
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: StaticInputAddDeviceCB()
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// Desc: Static callback helper to call into CMyApplication class
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//-----------------------------------------------------------------------------
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HRESULT CALLBACK CMyApplication::StaticInputAddDeviceCB(
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CInputDeviceManager::DeviceInfo* pDeviceInfo,
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const DIDEVICEINSTANCE* pdidi,
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LPVOID pParam )
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{
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CMyApplication* pApp = (CMyApplication*) pParam;
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return pApp->InputAddDeviceCB( pDeviceInfo, pdidi );
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}
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//-----------------------------------------------------------------------------
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// Name: InputAddDeviceCB()
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// Desc: Called from CInputDeviceManager whenever a device is added.
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// Set the dead zone, and creates a new InputDeviceState for each device
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//-----------------------------------------------------------------------------
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HRESULT CMyApplication::InputAddDeviceCB( CInputDeviceManager::DeviceInfo* pDeviceInfo,
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const DIDEVICEINSTANCE* pdidi )
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{
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// Setup the deadzone
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DIPROPDWORD dipdw;
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dipdw.diph.dwSize = sizeof(DIPROPDWORD);
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dipdw.diph.dwHeaderSize = sizeof(DIPROPHEADER);
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dipdw.diph.dwObj = 0;
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dipdw.diph.dwHow = DIPH_DEVICE;
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dipdw.dwData = 500;
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pDeviceInfo->pdidDevice->SetProperty( DIPROP_DEADZONE, &dipdw.diph );
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// Create a new InputDeviceState for each device so the
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// app can record its state
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InputDeviceState* pNewInputDeviceState = new InputDeviceState;
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if (!pNewInputDeviceState)
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return E_FAIL;
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ZeroMemory( pNewInputDeviceState, sizeof(InputDeviceState) );
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pDeviceInfo->pParam = (LPVOID) pNewInputDeviceState;
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: InitInput()
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// Desc: Initialize DirectInput objects
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//-----------------------------------------------------------------------------
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HRESULT CMyApplication::InitInput( HWND hWnd )
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{
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HRESULT hr;
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// Setup action format for the actual gameplay
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ZeroMemory( &m_diafGame, sizeof(DIACTIONFORMAT) );
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m_diafGame.dwSize = sizeof(DIACTIONFORMAT);
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m_diafGame.dwActionSize = sizeof(DIACTION);
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m_diafGame.dwDataSize = NUMBER_OF_GAMEACTIONS * sizeof(DWORD);
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m_diafGame.guidActionMap = g_guidApp;
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m_diafGame.dwGenre = DIVIRTUAL_SPACESIM;
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m_diafGame.dwNumActions = NUMBER_OF_GAMEACTIONS;
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m_diafGame.rgoAction = g_rgGameAction;
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m_diafGame.lAxisMin = -100;
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m_diafGame.lAxisMax = 100;
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m_diafGame.dwBufferSize = 16;
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_tcscpy( m_diafGame.tszActionMap, _T("ActionMapper Sample") );
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// Create a new input device manager
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m_pInputDeviceManager = new CInputDeviceManager();
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if( FAILED( hr = m_pInputDeviceManager->Create( hWnd, NULL, m_diafGame,
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StaticInputAddDeviceCB, this ) ) )
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return DXTRACE_ERR_NOMSGBOX( TEXT("m_pInputDeviceManager->Create"), hr );
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: FrameMove()
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// Desc: Called once per frame, the call is the entry point for animating
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// the scene.
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//-----------------------------------------------------------------------------
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HRESULT CMyApplication::FrameMove()
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{
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// Update user input state
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UpdateInput( &m_UserInput );
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// Respond to input
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if( m_UserInput.bDoConfigureInput )
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{
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// One-shot per keypress
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m_UserInput.bDoConfigureInput = FALSE;
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// Get access to the list of semantically-mapped input devices
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// to delete all InputDeviceState structs before calling ConfigureDevices()
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CInputDeviceManager::DeviceInfo* pDeviceInfos;
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DWORD dwNumDevices;
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m_pInputDeviceManager->GetDevices( &pDeviceInfos, &dwNumDevices );
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for( DWORD i=0; i<dwNumDevices; i++ )
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{
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InputDeviceState* pInputDeviceState = (InputDeviceState*) pDeviceInfos[i].pParam;
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SAFE_DELETE( pInputDeviceState );
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pDeviceInfos[i].pParam = NULL;
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}
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// Configure the devices (with edit capability)
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m_pInputDeviceManager->ConfigureDevices( m_hWnd, NULL, NULL, DICD_EDIT, NULL );
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}
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// Update the world state according to user input
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if( m_UserInput.fAxisRotateLR )
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m_fWorldRotY += m_fElapsedTime * m_UserInput.fAxisRotateLR;
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if( m_UserInput.fAxisMoveUD )
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m_fWorldRotX += m_fElapsedTime * m_UserInput.fAxisMoveUD;
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: UpdateInput()
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// Desc: Update the user input. Called once per frame
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//-----------------------------------------------------------------------------
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void CMyApplication::UpdateInput( UserInput* pUserInput )
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{
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if( NULL == m_pInputDeviceManager )
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return;
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// Get access to the list of semantically-mapped input devices
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CInputDeviceManager::DeviceInfo* pDeviceInfos;
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DWORD dwNumDevices;
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m_pInputDeviceManager->GetDevices( &pDeviceInfos, &dwNumDevices );
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// Loop through all devices and check game input
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for( DWORD i=0; i<dwNumDevices; i++ )
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{
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DIDEVICEOBJECTDATA rgdod[10];
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DWORD dwItems = 10;
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HRESULT hr;
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LPDIRECTINPUTDEVICE8 pdidDevice = pDeviceInfos[i].pdidDevice;
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InputDeviceState* pInputDeviceState = (InputDeviceState*) pDeviceInfos[i].pParam;
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hr = pdidDevice->Acquire();
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hr = pdidDevice->Poll();
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hr = pdidDevice->GetDeviceData( sizeof(DIDEVICEOBJECTDATA),
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rgdod, &dwItems, 0 );
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if( FAILED(hr) )
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continue;
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// Get the sematics codes for the game menu
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for( DWORD j=0; j<dwItems; j++ )
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{
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BOOL bButtonState = (rgdod[j].dwData==0x80) ? TRUE : FALSE;
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FLOAT fButtonState = (rgdod[j].dwData==0x80) ? 1.0f : 0.0f;
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FLOAT fAxisState = (FLOAT)((int)rgdod[j].dwData)/100.0f;
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switch( rgdod[j].uAppData )
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{
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// Handle relative axis data
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case INPUT_ROTATE_AXIS_LR:
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pInputDeviceState->fAxisRotateLR = fAxisState;
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break;
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case INPUT_MOVE_AXIS_UD:
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pInputDeviceState->fAxisMoveUD = -fAxisState;
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break;
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// Handle buttons separately so the button state data
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// doesn't overwrite the axis state data, and handle
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// each button separately so they don't overwrite each other
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case INPUT_TURNLEFT: pInputDeviceState->bButtonRotateLeft = bButtonState; break;
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case INPUT_TURNRIGHT: pInputDeviceState->bButtonRotateRight = bButtonState; break;
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case INPUT_FORWARDTHRUST: pInputDeviceState->bButtonForwardThrust = bButtonState; break;
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case INPUT_REVERSETHRUST: pInputDeviceState->bButtonReverseThrust = bButtonState; break;
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case INPUT_FIREWEAPONS: pInputDeviceState->bButtonFireWeapons = bButtonState; break;
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case INPUT_ENABLESHIELD: pInputDeviceState->bButtonEnableShield = bButtonState; break;
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// Handle one-shot buttons
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case INPUT_DISPLAYGAMEMENU: if( bButtonState ) pUserInput->bDoConfigureInput = TRUE; break;
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case INPUT_QUITGAME: if( bButtonState ) pUserInput->bDoQuitGame = TRUE; break;
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}
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}
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}
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// Process user input and store result into pUserInput struct
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pUserInput->fAxisRotateLR = 0.0f;
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pUserInput->fAxisMoveUD = 0.0f;
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pUserInput->bButtonFireWeapons = FALSE;
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pUserInput->bButtonEnableShield = FALSE;
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// Concatinate the data from all the DirectInput devices
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for( i=0; i<dwNumDevices; i++ )
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{
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InputDeviceState* pInputDeviceState = (InputDeviceState*) pDeviceInfos[i].pParam;
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// Use the axis data that is furthest from zero
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if( fabs(pInputDeviceState->fAxisRotateLR) > fabs(pUserInput->fAxisRotateLR) )
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pUserInput->fAxisRotateLR = pInputDeviceState->fAxisRotateLR;
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if( fabs(pInputDeviceState->fAxisMoveUD) > fabs(pUserInput->fAxisMoveUD) )
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pUserInput->fAxisMoveUD = pInputDeviceState->fAxisMoveUD;
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// Process the button data
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if( pInputDeviceState->bButtonRotateLeft )
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pUserInput->fAxisRotateLR = -1.0f;
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else if( pInputDeviceState->bButtonRotateRight )
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pUserInput->fAxisRotateLR = 1.0f;
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if( pInputDeviceState->bButtonForwardThrust )
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pUserInput->fAxisMoveUD = 1.0f;
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else if( pInputDeviceState->bButtonReverseThrust )
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pUserInput->fAxisMoveUD = -1.0f;
|
|
|
|
if( pInputDeviceState->bButtonFireWeapons )
|
|
pUserInput->bButtonFireWeapons = TRUE;
|
|
if( pInputDeviceState->bButtonEnableShield )
|
|
pUserInput->bButtonEnableShield = TRUE;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: Render()
|
|
// Desc: Called once per frame, the call is the entry point for rendering the
|
|
// world.
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT CMyApplication::Render()
|
|
{
|
|
TCHAR szMsg[MAX_PATH];
|
|
TCHAR szMsgCurrent[MAX_PATH];
|
|
|
|
_stprintf( szMsg, TEXT("%0.2f"), m_UserInput.fAxisMoveUD );
|
|
GetWindowText( GetDlgItem(m_hWnd,IDC_UD_AXIS_STATE), szMsgCurrent, MAX_PATH );
|
|
if( lstrcmp( szMsgCurrent, szMsg ) != 0 )
|
|
SetWindowText( GetDlgItem(m_hWnd,IDC_UD_AXIS_STATE), szMsg );
|
|
|
|
_stprintf( szMsg, TEXT("%0.2f"), m_UserInput.fAxisRotateLR );
|
|
GetWindowText( GetDlgItem(m_hWnd,IDC_LR_AXIS_STATE), szMsgCurrent, MAX_PATH );
|
|
if( lstrcmp( szMsgCurrent, szMsg ) != 0 )
|
|
SetWindowText( GetDlgItem(m_hWnd,IDC_LR_AXIS_STATE), szMsg );
|
|
|
|
if( !m_UserInput.bButtonEnableShield && !m_UserInput.bButtonFireWeapons )
|
|
{
|
|
_stprintf( szMsg, TEXT("None") );
|
|
}
|
|
else
|
|
{
|
|
_stprintf( szMsg, TEXT("%s%s"), m_UserInput.bButtonEnableShield ? TEXT("Shield ") : TEXT(""),
|
|
m_UserInput.bButtonFireWeapons ? TEXT("Fire ") : TEXT("") );
|
|
}
|
|
|
|
GetWindowText( GetDlgItem(m_hWnd,IDC_BUTTON_STATE), szMsgCurrent, MAX_PATH );
|
|
if( lstrcmp( szMsgCurrent, szMsg ) != 0 )
|
|
SetWindowText( GetDlgItem(m_hWnd,IDC_BUTTON_STATE), szMsg );
|
|
|
|
_stprintf( szMsg, TEXT("%0.3f, %0.3f"), m_fWorldRotX, m_fWorldRotY );
|
|
GetWindowText( GetDlgItem(m_hWnd,IDC_WORLD_STATE), szMsgCurrent, MAX_PATH );
|
|
if( lstrcmp( szMsgCurrent, szMsg ) != 0 )
|
|
SetWindowText( GetDlgItem(m_hWnd,IDC_WORLD_STATE), szMsg );
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: StaticMsgProc()
|
|
// Desc: Static msg handler which passes messages to the application class.
|
|
//-----------------------------------------------------------------------------
|
|
INT_PTR CALLBACK StaticMsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam )
|
|
{
|
|
return g_pApp->MsgProc( hWnd, uMsg, wParam, lParam );
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: MsgProc()
|
|
// Desc: Callback for all Windows messages
|
|
//-----------------------------------------------------------------------------
|
|
INT_PTR CMyApplication::MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
|
|
{
|
|
HRESULT hr;
|
|
|
|
switch( msg )
|
|
{
|
|
case WM_INITDIALOG:
|
|
m_hWnd = hWnd;
|
|
|
|
// Initialize the app's custom scene stuff
|
|
if( FAILED( hr = OneTimeSceneInit() ) )
|
|
{
|
|
DXTRACE_ERR( TEXT("OneTimeSceneInit"), hr );
|
|
MessageBox( hWnd, TEXT("Error initializing DirectInput. Sample will now exit."),
|
|
TEXT("DirectInput Sample"), MB_OK | MB_ICONERROR );
|
|
PostQuitMessage( IDCANCEL );
|
|
return TRUE;
|
|
}
|
|
break;
|
|
|
|
case WM_COMMAND:
|
|
{
|
|
switch( LOWORD(wParam) )
|
|
{
|
|
case IDCANCEL:
|
|
PostQuitMessage( IDCANCEL );
|
|
break;
|
|
|
|
case IDM_CONFIGINPUT:
|
|
m_UserInput.bDoConfigureInput = TRUE;
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: FinalCleanup()
|
|
// Desc: Called before the app exits, this function gives the app the chance
|
|
// to cleanup after itself.
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT CMyApplication::FinalCleanup()
|
|
{
|
|
// Cleanup DirectInput
|
|
CleanupDirectInput();
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: CleanupDirectInput()
|
|
// Desc: Cleanup DirectInput
|
|
//-----------------------------------------------------------------------------
|
|
VOID CMyApplication::CleanupDirectInput()
|
|
{
|
|
if( NULL == m_pInputDeviceManager )
|
|
return;
|
|
|
|
// Get access to the list of semantically-mapped input devices
|
|
// to delete all InputDeviceState structs
|
|
CInputDeviceManager::DeviceInfo* pDeviceInfos;
|
|
DWORD dwNumDevices;
|
|
m_pInputDeviceManager->GetDevices( &pDeviceInfos, &dwNumDevices );
|
|
|
|
for( DWORD i=0; i<dwNumDevices; i++ )
|
|
{
|
|
InputDeviceState* pInputDeviceState = (InputDeviceState*) pDeviceInfos[i].pParam;
|
|
SAFE_DELETE( pInputDeviceState );
|
|
pDeviceInfos[i].pParam = NULL;
|
|
}
|
|
|
|
// Cleanup DirectX input objects
|
|
SAFE_DELETE( m_pInputDeviceManager );
|
|
}
|
|
|
|
|
|
|
|
|