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>
619 lines
23 KiB
C++
619 lines
23 KiB
C++
//-----------------------------------------------------------------------------
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// File: keyboard.cpp
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//
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// Desc: The Keyboard sample show how to use a DirectInput keyboard device
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// and the differences between cooperative levels and data styles.
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//
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// Copyright (c) 1999-2001 Microsoft Corporation. All rights reserved.
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//-----------------------------------------------------------------------------
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#define STRICT
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#include <tchar.h>
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#include <windows.h>
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#include <basetsd.h>
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#include <dinput.h>
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#include "resource.h"
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//-----------------------------------------------------------------------------
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// Function-prototypes
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//-----------------------------------------------------------------------------
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INT_PTR CALLBACK MainDlgProc( HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam );
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HRESULT OnInitDialog( HWND hDlg );
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VOID UpdateUI( HWND hDlg );
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HRESULT OnCreateDevice( HWND hDlg );
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HRESULT ReadImmediateData( HWND hDlg );
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HRESULT ReadBufferedData( HWND hDlg );
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VOID FreeDirectInput();
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//-----------------------------------------------------------------------------
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// Defines, constants, and global variables
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//-----------------------------------------------------------------------------
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#define SAFE_DELETE(p) { if(p) { delete (p); (p)=NULL; } }
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#define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } }
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#define SAMPLE_BUFFER_SIZE 8 // arbitrary number of buffer elements
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LPDIRECTINPUT8 g_pDI = NULL;
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LPDIRECTINPUTDEVICE8 g_pKeyboard = NULL;
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//-----------------------------------------------------------------------------
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// Name: WinMain()
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// Desc: Entry point for the application. Since we use a simple dialog for
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// user interaction we don't need to pump messages.
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//-----------------------------------------------------------------------------
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int WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, int )
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{
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// Display the main dialog box.
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DialogBox( hInst, MAKEINTRESOURCE(IDD_KEYBOARD), NULL, MainDlgProc );
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return TRUE;
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}
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//-----------------------------------------------------------------------------
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// Name: MainDlgProc()
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// Desc: Handles dialog messages
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//-----------------------------------------------------------------------------
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INT_PTR CALLBACK MainDlgProc( HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam )
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{
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switch( msg )
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{
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case WM_INITDIALOG:
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OnInitDialog( hDlg );
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break;
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case WM_COMMAND:
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switch( LOWORD(wParam) )
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{
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case IDCANCEL:
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EndDialog( hDlg, 0 );
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break;
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case IDC_EXCLUSIVE:
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case IDC_NONEXCLUSIVE:
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case IDC_FOREGROUND:
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case IDC_BACKGROUND:
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case IDC_IMMEDIATE:
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case IDC_BUFFERED:
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case IDC_WINDOWSKEY:
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UpdateUI( hDlg );
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break;
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case IDC_CREATEDEVICE:
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if( NULL == g_pKeyboard )
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{
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if( FAILED( OnCreateDevice( hDlg ) ) )
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{
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MessageBox( hDlg, _T("CreateDevice() failed. ")
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_T("The sample will now exit."),
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_T("Keyboard"), MB_ICONERROR | MB_OK );
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FreeDirectInput();
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}
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}
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else
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{
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FreeDirectInput();
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}
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UpdateUI( hDlg );
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break;
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default:
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return FALSE; // Message not handled
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}
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break;
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case WM_ACTIVATE:
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if( WA_INACTIVE != wParam && g_pKeyboard )
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{
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// Make sure the device is acquired, if we are gaining focus.
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g_pKeyboard->Acquire();
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}
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break;
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case WM_TIMER:
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// Update the input device every timer message
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{
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BOOL bImmediate = ( IsDlgButtonChecked( hDlg, IDC_IMMEDIATE ) == BST_CHECKED );
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if( bImmediate )
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{
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if( FAILED( ReadImmediateData( hDlg ) ) )
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{
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KillTimer( hDlg, 0 );
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MessageBox( NULL, _T("Error reading input state. ")
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_T("The sample will now exit."),
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_T("Keyboard"), MB_ICONERROR | MB_OK );
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EndDialog( hDlg, TRUE );
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}
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}
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else
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{
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if( FAILED( ReadBufferedData( hDlg ) ) )
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{
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KillTimer( hDlg, 0 );
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MessageBox( NULL, _T("Error reading input state. ")
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_T("The sample will now exit."),
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_T("Keyboard"), MB_ICONERROR | MB_OK );
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EndDialog( hDlg, TRUE );
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}
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}
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}
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break;
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case WM_DESTROY:
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// Cleanup everything
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KillTimer( hDlg, 0 );
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FreeDirectInput();
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break;
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default:
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return FALSE; // Message not handled
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}
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return TRUE; // Message handled
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}
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//-----------------------------------------------------------------------------
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// Name: OnInitDialog()
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// Desc: Initialize the DirectInput variables.
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//-----------------------------------------------------------------------------
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HRESULT OnInitDialog( HWND hDlg )
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{
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// Load the icon
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HICON hIcon = LoadIcon( GetModuleHandle(NULL), MAKEINTRESOURCE( IDI_MAIN ) );
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// Set the icon for this dialog.
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PostMessage( hDlg, WM_SETICON, ICON_BIG, (LPARAM) hIcon ); // Set big icon
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PostMessage( hDlg, WM_SETICON, ICON_SMALL, (LPARAM) hIcon ); // Set small icon
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// Check the 'exclusive', 'foreground', and 'immediate' buttons by default.
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CheckRadioButton( hDlg, IDC_EXCLUSIVE, IDC_NONEXCLUSIVE, IDC_EXCLUSIVE );
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CheckRadioButton( hDlg, IDC_FOREGROUND, IDC_BACKGROUND, IDC_FOREGROUND );
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CheckRadioButton( hDlg, IDC_IMMEDIATE, IDC_BUFFERED, IDC_IMMEDIATE );
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UpdateUI( hDlg );
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: UpdateUI()
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// Desc: Enables/disables the UI, and sets the dialog behavior text based on the UI
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//-----------------------------------------------------------------------------
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VOID UpdateUI( HWND hDlg )
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{
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TCHAR strExcepted[2048];
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BOOL bExclusive;
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BOOL bForeground;
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BOOL bImmediate;
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BOOL bDisableWindowsKey;
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// Detrimine where the buffer would like to be allocated
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bExclusive = ( IsDlgButtonChecked( hDlg, IDC_EXCLUSIVE ) == BST_CHECKED );
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bForeground = ( IsDlgButtonChecked( hDlg, IDC_FOREGROUND ) == BST_CHECKED );
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bImmediate = ( IsDlgButtonChecked( hDlg, IDC_IMMEDIATE ) == BST_CHECKED );
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bDisableWindowsKey = ( IsDlgButtonChecked( hDlg, IDC_WINDOWSKEY ) == BST_CHECKED );
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if( g_pKeyboard )
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{
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SetDlgItemText( hDlg, IDC_CREATEDEVICE, TEXT("Release Device") );
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SetDlgItemText( hDlg, IDC_DATA, TEXT("") );
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EnableWindow( GetDlgItem( hDlg, IDC_EXCLUSIVE ), FALSE );
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EnableWindow( GetDlgItem( hDlg, IDC_NONEXCLUSIVE ), FALSE );
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EnableWindow( GetDlgItem( hDlg, IDC_FOREGROUND ), FALSE );
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EnableWindow( GetDlgItem( hDlg, IDC_BACKGROUND ), FALSE );
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EnableWindow( GetDlgItem( hDlg, IDC_IMMEDIATE ), FALSE );
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EnableWindow( GetDlgItem( hDlg, IDC_BUFFERED ), FALSE );
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EnableWindow( GetDlgItem( hDlg, IDC_WINDOWSKEY ), FALSE );
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}
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else
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{
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SetDlgItemText( hDlg, IDC_CREATEDEVICE, TEXT("&Create Device") );
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SetDlgItemText( hDlg, IDC_DATA,
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TEXT("Device not created. Choose settings and click 'Create Device' then type to see results") );
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EnableWindow( GetDlgItem( hDlg, IDC_EXCLUSIVE ), TRUE );
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EnableWindow( GetDlgItem( hDlg, IDC_NONEXCLUSIVE ), TRUE );
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EnableWindow( GetDlgItem( hDlg, IDC_FOREGROUND ), TRUE );
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EnableWindow( GetDlgItem( hDlg, IDC_BACKGROUND ), TRUE );
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EnableWindow( GetDlgItem( hDlg, IDC_IMMEDIATE ), TRUE );
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EnableWindow( GetDlgItem( hDlg, IDC_BUFFERED ), TRUE );
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if( !bExclusive && bForeground )
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EnableWindow( GetDlgItem( hDlg, IDC_WINDOWSKEY ), TRUE );
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else
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EnableWindow( GetDlgItem( hDlg, IDC_WINDOWSKEY ), FALSE );
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}
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// Figure what the user should expect based on the dialog choice
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if( !bForeground && bExclusive )
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{
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_tcscpy( strExcepted, TEXT("For security reasons, background exclusive ") \
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TEXT("keyboard access is not allowed.\n\n") );
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}
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else
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{
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if( bForeground )
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{
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_tcscpy( strExcepted, TEXT("Foreground cooperative level means that the ") \
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TEXT("application has access to data only when in the ") \
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TEXT("foreground or, in other words, has the input focus. ") \
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TEXT("If the application moves to the background, ") \
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TEXT("the device is automatically unacquired, or made ") \
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TEXT("unavailable.\n\n") );
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}
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else
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{
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_tcscpy( strExcepted, TEXT("Background cooperative level really means ") \
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TEXT("foreground and background. A device with a ") \
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TEXT("background cooperative level can be acquired ") \
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TEXT("and used by an application at any time.\n\n") );
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}
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if( bExclusive )
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{
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_tcscat( strExcepted, TEXT("Exclusive mode prevents other applications from ") \
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TEXT("also acquiring the device exclusively. The fact ") \
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TEXT("that your application is using a device at the ") \
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TEXT("exclusive level does not mean that other ") \
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TEXT("applications cannot get data from the device. ") \
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TEXT("When an application has exclusive access to the ") \
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TEXT("keyboard, DirectInput suppresses all keyboard ") \
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TEXT("messages including the Windows key except ") \
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TEXT("CTRL+ALT+DEL and ALT+TAB\n\n") );
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}
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else
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{
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_tcscat( strExcepted, TEXT("Nonexclusive mode means that other applications ") \
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TEXT("can acquire device in exclusive or nonexclusive mode. ") );
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if( bDisableWindowsKey )
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{
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_tcscat( strExcepted, TEXT("The Windows key will also be disabled so that ") \
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TEXT("users cannot inadvertently break out of the ") \
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TEXT("application. ") );
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}
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_tcscat( strExcepted, TEXT("\n\n") );
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}
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if( bImmediate )
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{
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_tcscat( strExcepted, TEXT("Immediate data is a snapshot of the current ") \
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TEXT("state of a device. It provides no data about ") \
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TEXT("what has happened with the device since the ") \
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TEXT("last call, apart from implicit information that ") \
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TEXT("you can derive by comparing the current state with ") \
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TEXT("the last one. Events in between calls are lost.\n\n") );
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}
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else
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{
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_tcscat( strExcepted, TEXT("Buffered data is a record of events that are stored ") \
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TEXT("until an application retrieves them. With buffered ") \
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TEXT("data, events are stored until you are ready to deal ") \
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TEXT("with them. If the buffer overflows, new data is lost.\n\n") );
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}
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_tcscat( strExcepted, TEXT("The sample will read the keyboard 12 times a second. ") \
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TEXT("Typically an application would poll the keyboard ") \
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TEXT("much faster than this, but this slow rate is simply ") \
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TEXT("for the purposes of demonstration.") );
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}
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// Tell the user what to expect
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SetDlgItemText( hDlg, IDC_BEHAVIOR, strExcepted );
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}
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//-----------------------------------------------------------------------------
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// Name: OnCreateDevice()
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// Desc: Setups a the keyboard device using the flags from the dialog.
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//-----------------------------------------------------------------------------
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HRESULT OnCreateDevice( HWND hDlg )
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{
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HRESULT hr;
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BOOL bExclusive;
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BOOL bForeground;
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BOOL bImmediate;
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BOOL bDisableWindowsKey;
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DWORD dwCoopFlags;
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#ifdef _WIN64
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HINSTANCE hInst = (HINSTANCE) GetWindowLongPtr( hDlg, GWLP_HINSTANCE );
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#else
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HINSTANCE hInst = (HINSTANCE) GetWindowLong( hDlg, GWL_HINSTANCE );
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#endif
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// Cleanup any previous call first
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KillTimer( hDlg, 0 );
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FreeDirectInput();
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// Detrimine where the buffer would like to be allocated
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bExclusive = ( IsDlgButtonChecked( hDlg, IDC_EXCLUSIVE ) == BST_CHECKED );
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bForeground = ( IsDlgButtonChecked( hDlg, IDC_FOREGROUND ) == BST_CHECKED );
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bImmediate = ( IsDlgButtonChecked( hDlg, IDC_IMMEDIATE ) == BST_CHECKED );
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bDisableWindowsKey = ( IsDlgButtonChecked( hDlg, IDC_WINDOWSKEY ) == BST_CHECKED );
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if( bExclusive )
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dwCoopFlags = DISCL_EXCLUSIVE;
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else
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dwCoopFlags = DISCL_NONEXCLUSIVE;
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if( bForeground )
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dwCoopFlags |= DISCL_FOREGROUND;
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else
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dwCoopFlags |= DISCL_BACKGROUND;
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// Disabling the windows key is only allowed only if we are in foreground nonexclusive
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if( bDisableWindowsKey && !bExclusive && bForeground )
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dwCoopFlags |= DISCL_NOWINKEY;
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// Create a DInput object
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if( FAILED( hr = DirectInput8Create( GetModuleHandle(NULL), DIRECTINPUT_VERSION,
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IID_IDirectInput8, (VOID**)&g_pDI, NULL ) ) )
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return hr;
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// Obtain an interface to the system keyboard device.
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if( FAILED( hr = g_pDI->CreateDevice( GUID_SysKeyboard, &g_pKeyboard, NULL ) ) )
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return hr;
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// Set the data format to "keyboard format" - a predefined data format
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//
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// A data format specifies which controls on a device we
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// are interested in, and how they should be reported.
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//
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// This tells DirectInput that we will be passing an array
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// of 256 bytes to IDirectInputDevice::GetDeviceState.
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if( FAILED( hr = g_pKeyboard->SetDataFormat( &c_dfDIKeyboard ) ) )
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return hr;
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// Set the cooperativity level to let DirectInput know how
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// this device should interact with the system and with other
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// DirectInput applications.
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hr = g_pKeyboard->SetCooperativeLevel( hDlg, dwCoopFlags );
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if( hr == DIERR_UNSUPPORTED && !bForeground && bExclusive )
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{
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FreeDirectInput();
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MessageBox( hDlg, _T("SetCooperativeLevel() returned DIERR_UNSUPPORTED.\n")
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_T("For security reasons, background exclusive keyboard\n")
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_T("access is not allowed."), _T("Keyboard"), MB_OK );
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return S_OK;
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}
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if( FAILED(hr) )
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return hr;
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if( !bImmediate )
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{
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// IMPORTANT STEP TO USE BUFFERED DEVICE DATA!
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//
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// DirectInput uses unbuffered I/O (buffer size = 0) by default.
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// If you want to read buffered data, you need to set a nonzero
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// buffer size.
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//
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// Set the buffer size to DINPUT_BUFFERSIZE (defined above) elements.
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//
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// The buffer size is a DWORD property associated with the device.
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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 = SAMPLE_BUFFER_SIZE; // Arbitary buffer size
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if( FAILED( hr = g_pKeyboard->SetProperty( DIPROP_BUFFERSIZE, &dipdw.diph ) ) )
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return hr;
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}
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// Acquire the newly created device
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g_pKeyboard->Acquire();
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// Set a timer to go off 12 times a second, to read input
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// Note: Typically an application would poll the keyboard
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// much faster than this, but this slow rate is simply
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// for the purposes of demonstration
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SetTimer( hDlg, 0, 1000 / 12, NULL );
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: ReadImmediateData()
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// Desc: Read the input device's state when in immediate mode and display it.
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//-----------------------------------------------------------------------------
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HRESULT ReadImmediateData( HWND hDlg )
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{
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HRESULT hr;
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TCHAR strNewText[256*5 + 1] = TEXT("");
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TCHAR strElement[10];
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BYTE diks[256]; // DirectInput keyboard state buffer
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int i;
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if( NULL == g_pKeyboard )
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return S_OK;
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// Get the input's device state, and put the state in dims
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ZeroMemory( &diks, sizeof(diks) );
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hr = g_pKeyboard->GetDeviceState( sizeof(diks), &diks );
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if( FAILED(hr) )
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{
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// DirectInput may be telling us that the input stream has been
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// interrupted. We aren't tracking any state between polls, so
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// we don't have any special reset that needs to be done.
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// We just re-acquire and try again.
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// If input is lost then acquire and keep trying
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hr = g_pKeyboard->Acquire();
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while( hr == DIERR_INPUTLOST )
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hr = g_pKeyboard->Acquire();
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// Update the dialog text
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if( hr == DIERR_OTHERAPPHASPRIO || hr == DIERR_NOTACQUIRED )
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SetDlgItemText( hDlg, IDC_DATA, TEXT("Unacquired") );
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// hr may be DIERR_OTHERAPPHASPRIO or other errors. This
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// may occur when the app is minimized or in the process of
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// switching, so just try again later
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return S_OK;
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}
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// Make a string of the index values of the keys that are down
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for( i = 0; i < 256; i++ )
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{
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if( diks[i] & 0x80 )
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{
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wsprintf( strElement, TEXT("0x%02x "), i );
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_tcscat( strNewText, strElement );
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}
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}
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// Get the old text in the text box
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TCHAR strOldText[128];
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GetDlgItemText( hDlg, IDC_DATA, strOldText, 127 );
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// If nothing changed then don't repaint - avoid flicker
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if( 0 != lstrcmp( strOldText, strNewText ) )
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SetDlgItemText( hDlg, IDC_DATA, strNewText );
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: ReadBufferedData()
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// Desc: Read the input device's state when in buffered mode and display it.
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//-----------------------------------------------------------------------------
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HRESULT ReadBufferedData( HWND hDlg )
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{
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TCHAR strNewText[256*5 + 1] = TEXT("");
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TCHAR strLetter[10];
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DIDEVICEOBJECTDATA didod[ SAMPLE_BUFFER_SIZE ]; // Receives buffered data
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DWORD dwElements;
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DWORD i;
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HRESULT hr;
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if( NULL == g_pKeyboard )
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return S_OK;
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dwElements = SAMPLE_BUFFER_SIZE;
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hr = g_pKeyboard->GetDeviceData( sizeof(DIDEVICEOBJECTDATA),
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didod, &dwElements, 0 );
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if( hr != DI_OK )
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{
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// We got an error or we got DI_BUFFEROVERFLOW.
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//
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// Either way, it means that continuous contact with the
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// device has been lost, either due to an external
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// interruption, or because the buffer overflowed
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// and some events were lost.
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//
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// Consequently, if a button was pressed at the time
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// the buffer overflowed or the connection was broken,
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// the corresponding "up" message might have been lost.
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//
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// But since our simple sample doesn't actually have
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// any state associated with button up or down events,
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// there is no state to reset. (In a real game, ignoring
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// the buffer overflow would result in the game thinking
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// a key was held down when in fact it isn't; it's just
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// that the "up" event got lost because the buffer
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// overflowed.)
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//
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// If we want to be cleverer, we could do a
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// GetDeviceState() and compare the current state
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// against the state we think the device is in,
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// and process all the states that are currently
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// different from our private state.
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hr = g_pKeyboard->Acquire();
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while( hr == DIERR_INPUTLOST )
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hr = g_pKeyboard->Acquire();
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// Update the dialog text
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if( hr == DIERR_OTHERAPPHASPRIO ||
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hr == DIERR_NOTACQUIRED )
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SetDlgItemText( hDlg, IDC_DATA, TEXT("Unacquired") );
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// hr may be DIERR_OTHERAPPHASPRIO or other errors. This
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// may occur when the app is minimized or in the process of
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// switching, so just try again later
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return S_OK;
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}
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if( FAILED(hr) )
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return hr;
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// Study each of the buffer elements and process them.
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//
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// Since we really don't do anything, our "processing"
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// consists merely of squirting the name into our
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// local buffer.
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for( i = 0; i < dwElements; i++ )
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{
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// this will display then scan code of the key
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// plus a 'D' - meaning the key was pressed
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// or a 'U' - meaning the key was released
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wsprintf( strLetter, TEXT("0x%02x%s "), didod[ i ].dwOfs,
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(didod[ i ].dwData & 0x80) ? TEXT("D") : TEXT("U"));
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_tcscat( strNewText, strLetter );
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}
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// Get the old text in the text box
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TCHAR strOldText[128];
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GetDlgItemText( hDlg, IDC_DATA, strOldText, 127 );
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// If nothing changed then don't repaint - avoid flicker
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if( 0 != lstrcmp( strOldText, strNewText ) )
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SetDlgItemText( hDlg, IDC_DATA, strNewText );
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: FreeDirectInput()
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// Desc: Initialize the DirectInput variables.
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//-----------------------------------------------------------------------------
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VOID FreeDirectInput()
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{
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// Unacquire the device one last time just in case
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// the app tried to exit while the device is still acquired.
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if( g_pKeyboard )
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g_pKeyboard->Unacquire();
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// Release any DirectInput objects.
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SAFE_RELEASE( g_pKeyboard );
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SAFE_RELEASE( g_pDI );
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}
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