Files
Client/Library/dxx8/samples/Multimedia/DirectInput/MultiMapper/MultiMapper.cpp
LGram16 e067522598 Initial commit: ROW Client source code
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>
2025-11-29 16:24:34 +09:00

1040 lines
40 KiB
C++

//-----------------------------------------------------------------------------
// File: MultiMapper.cpp
//
// Desc: This is a simple sample to demonstrate how to code using the DInput
// action mapper feature.
//
//-----------------------------------------------------------------------------
#define STRICT
#define DIRECTINPUT_VERSION 0x0800
#include <windows.h>
#include <basetsd.h>
#include <math.h>
#include <stdio.h>
#include <DXErr8.h>
#include <tchar.h>
#include <dinput.h>
#include "MultiDI.h"
#include "DXUtil.h"
#include "resource.h"
//-----------------------------------------------------------------------------
// Defines, and constants
//-----------------------------------------------------------------------------
#define SAMPLE_KEY TEXT("Software\\Microsoft\\DirectX SDK\\MultiMapper")
// This GUID must be unique for every game, and the same for
// every instance of this app. // {67131584-2938-4857-8A2E-D99DC2C82068}
// The GUID allows DirectInput to remember input settings
GUID g_guidApp = { 0x67131584, 0x2938, 0x4857, { 0x8a, 0x2e, 0xd9, 0x9d, 0xc2, 0xc8, 0x20, 0x68 } };
// DirectInput action mapper reports events only when buttons/axis change
// so we need to remember the present state of relevant axis/buttons for
// each DirectInput device. The CMultiplayerInputDeviceManager will store a
// pointer for each device that points to this struct
struct InputDeviceState
{
FLOAT fAxisMoveUD;
BOOL bButtonForwardThrust;
BOOL bButtonReverseThrust;
FLOAT fAxisRotateLR;
BOOL bButtonRotateLeft;
BOOL bButtonRotateRight;
BOOL bButtonFireWeapons;
BOOL bButtonEnableShield;
};
// Struct to store the current input state
struct UserInput
{
FLOAT fAxisMoveUD;
FLOAT fAxisRotateLR;
BOOL bButtonFireWeapons;
BOOL bButtonEnableShield;
BOOL bDoConfigureInput;
BOOL bDoQuitGame;
};
// Input semantics used by this app
enum INPUT_SEMANTICS
{
// Gameplay semantics
INPUT_ROTATE_AXIS_LR=1, INPUT_MOVE_AXIS_UD,
INPUT_FIREWEAPONS, INPUT_ENABLESHIELD,
INPUT_TURNLEFT, INPUT_TURNRIGHT,
INPUT_FORWARDTHRUST, INPUT_REVERSETHRUST,
INPUT_DISPLAYGAMEMENU, INPUT_QUITGAME,
};
// Actions used by this app
DIACTION g_rgGameAction[] =
{
// If DirectInput has already been given an action map for this GUID, it
// will have created a user map for this application
// (C:\Program Files\DirectX\DirectInput\User Maps\*.ini). If a user map
// exists, DirectInput will use the action map defined in the stored user
// map instead of the map defined in your program. This allows the user to
// customize controls without losing changes when the game restarts. If you
// wish to make changes to the default action map without changing the
// GUID, you will need to delete the stored user map from your hard drive
// for the system to detect your changes and recreate a stored user map.
// Device input (joystick, etc.) that is pre-defined by DInput, according
// to genre type. The genre for this app is space simulators.
{ INPUT_ROTATE_AXIS_LR, DIAXIS_SPACESIM_LATERAL, 0, TEXT("Turn left/right"), },
{ INPUT_MOVE_AXIS_UD, DIAXIS_SPACESIM_MOVE, 0, TEXT("Move"), },
{ INPUT_FIREWEAPONS, DIBUTTON_SPACESIM_FIRE, 0, TEXT("Shoot"), },
{ INPUT_ENABLESHIELD, DIBUTTON_SPACESIM_GEAR, 0, TEXT("Shield"), },
{ INPUT_DISPLAYGAMEMENU, DIBUTTON_SPACESIM_DISPLAY, 0, TEXT("Configure"), },
// Keyboard input mappings
{ INPUT_TURNLEFT, DIKEYBOARD_LEFT, 0, TEXT("Turn left"), },
{ INPUT_TURNRIGHT, DIKEYBOARD_RIGHT, 0, TEXT("Turn right"), },
{ INPUT_FORWARDTHRUST, DIKEYBOARD_UP, 0, TEXT("Move forward"), },
{ INPUT_REVERSETHRUST, DIKEYBOARD_DOWN, 0, TEXT("Move backward"), },
{ INPUT_FIREWEAPONS, DIKEYBOARD_F, 0, TEXT("Fire weapons"), },
{ INPUT_ENABLESHIELD, DIKEYBOARD_S, 0, TEXT("Enable shields"), },
{ INPUT_DISPLAYGAMEMENU, DIKEYBOARD_D, DIA_APPFIXED, TEXT("Configure"), },
{ INPUT_QUITGAME, DIKEYBOARD_ESCAPE, DIA_APPFIXED, TEXT("Quit game"), },
// Mouse input mappings
{ INPUT_ROTATE_AXIS_LR, DIMOUSE_XAXIS, 0, _T("Turn left/right"), },
{ INPUT_MOVE_AXIS_UD, DIMOUSE_YAXIS, 0, _T("Move"), },
{ INPUT_FIREWEAPONS, DIMOUSE_BUTTON0, 0, _T("Shoot"), },
{ INPUT_ENABLESHIELD, DIMOUSE_BUTTON1, 0, _T("Enable shields"), },
};
#define NUMBER_OF_GAMEACTIONS (sizeof(g_rgGameAction)/sizeof(DIACTION))
//-----------------------------------------------------------------------------
// Function prototypes
//-----------------------------------------------------------------------------
INT_PTR CALLBACK StaticMsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam );
//-----------------------------------------------------------------------------
// Name: class CMyApplication
// Desc: Application class.
//-----------------------------------------------------------------------------
class CMyApplication
{
TCHAR* m_strWindowTitle; // Title for the app's window
HWND m_hWnd; // The main app window
FLOAT m_fTime; // Current time in seconds
FLOAT m_fElapsedTime; // Time elapsed since last frame
CMultiplayerInputDeviceManager* m_pInputDeviceManager; // DirectInput multiplayer device manager
DIACTIONFORMAT m_diafGame; // Action format for game play
UserInput m_UserInput[4]; // Struct for storing user input
DWORD m_dwNumPlayers; // Number of players in the game
FLOAT m_fWorldRotX; // World rotation state X-axis
FLOAT m_fWorldRotY; // World rotation state Y-axis
protected:
HRESULT OneTimeSceneInit();
HRESULT Render();
HRESULT FrameMove();
HRESULT FinalCleanup();
HRESULT EnableUI();
HRESULT RenderText();
HRESULT InitInput();
HRESULT ChangeNumPlayers( DWORD dwNumPlayers, BOOL bResetOwnership, BOOL bResetMappings );
VOID ConfigInput();
void UpdateInput();
void CleanupDirectInput();
void CleanupDeviceStateStructs();
public:
HRESULT Create( HINSTANCE hInstance );
INT Run();
INT_PTR MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
CMyApplication();
HRESULT InputAddDeviceCB( CMultiplayerInputDeviceManager::PlayerInfo* pPlayerInfo, CMultiplayerInputDeviceManager::DeviceInfo* pDeviceInfo, const DIDEVICEINSTANCE* pdidi );
static HRESULT CALLBACK StaticInputAddDeviceCB( CMultiplayerInputDeviceManager::PlayerInfo* pPlayerInfo, CMultiplayerInputDeviceManager::DeviceInfo* pDeviceInfo, const DIDEVICEINSTANCE* pdidi, LPVOID pParam );
};
//-----------------------------------------------------------------------------
// Global access to the app (needed for the global WndProc())
//-----------------------------------------------------------------------------
CMyApplication* g_pApp = NULL;
HINSTANCE g_hInst = NULL;
//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: Application entry point
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInstance, HINSTANCE, LPSTR, int nCmdShow )
{
CMyApplication app;
g_hInst = hInstance;
if( FAILED( app.Create( hInstance ) ) )
return 0;
return app.Run();
}
//-----------------------------------------------------------------------------
// Name: CMyApplication()
// Desc: Constructor
//-----------------------------------------------------------------------------
CMyApplication::CMyApplication()
{
g_pApp = this;
m_hWnd = NULL;
m_strWindowTitle = TEXT( "DirectInput MultiMapper Sample" );
m_pInputDeviceManager = NULL;
ZeroMemory( m_UserInput, sizeof(UserInput)*4 );
m_fWorldRotX = 0.0f;
m_fWorldRotY = 0.0f;
m_dwNumPlayers = 1;
}
//-----------------------------------------------------------------------------
// Name: Create()
// Desc: Creates the window
//-----------------------------------------------------------------------------
HRESULT CMyApplication::Create( HINSTANCE hInstance )
{
// Display the main dialog box.
CreateDialog( hInstance, MAKEINTRESOURCE(IDD_MAIN),
NULL, StaticMsgProc );
if( NULL == m_hWnd )
return E_FAIL;
// Initialize the application timer
DXUtil_Timer( TIMER_START );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: Run()
// Desc: Handles the message loop and calls FrameMove() and Render() when
// idle.
//-----------------------------------------------------------------------------
INT CMyApplication::Run()
{
MSG msg;
// Message loop to run the app
while( TRUE )
{
if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
{
// Skip WM_KEYDOWN so they aren't handled by the dialog
if( msg.message == WM_KEYDOWN )
continue;
if( !IsDialogMessage( m_hWnd, &msg ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
if( msg.message == WM_QUIT )
{
DestroyWindow( m_hWnd );
break;
}
}
else
{
// Update the time variables
m_fTime = DXUtil_Timer( TIMER_GETAPPTIME );
m_fElapsedTime = DXUtil_Timer( TIMER_GETELAPSEDTIME );
// This app uses idle time processing for the game loop
if( FAILED( FrameMove() ) )
SendMessage( m_hWnd, WM_DESTROY, 0, 0 );
if( FAILED( Render() ) )
SendMessage( m_hWnd, WM_DESTROY, 0, 0 );
Sleep( 20 );
}
}
FinalCleanup();
return (INT)msg.wParam;
}
//-----------------------------------------------------------------------------
// Name: OneTimeSceneInit()
// Desc: Called during initial app startup, this function performs all the
// permanent initialization.
//-----------------------------------------------------------------------------
HRESULT CMyApplication::OneTimeSceneInit()
{
HRESULT hr;
// Load the icon
HICON hIcon = LoadIcon( GetModuleHandle(NULL), MAKEINTRESOURCE( IDI_MAIN ) );
// Set the icon for this dialog.
SendMessage( m_hWnd, WM_SETICON, ICON_BIG, (LPARAM) hIcon ); // Set big icon
SendMessage( m_hWnd, WM_SETICON, ICON_SMALL, (LPARAM) hIcon ); // Set small icon
// Initialize DirectInput
if( FAILED( hr = InitInput() ) )
return DXTRACE_ERR( TEXT("InitInput"), hr );
HWND hNumPlayers = GetDlgItem( m_hWnd, IDC_NUM_PLAYERS_COMBO );
SendMessage( hNumPlayers, CB_ADDSTRING, 0, (LPARAM) TEXT("1") );
SendMessage( hNumPlayers, CB_ADDSTRING, 0, (LPARAM) TEXT("2") );
SendMessage( hNumPlayers, CB_ADDSTRING, 0, (LPARAM) TEXT("3") );
SendMessage( hNumPlayers, CB_ADDSTRING, 0, (LPARAM) TEXT("4") );
SendMessage( hNumPlayers, CB_SETCURSEL, m_dwNumPlayers-1, 0 );
EnableUI();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InitInput()
// Desc: Initialize DirectInput objects
//-----------------------------------------------------------------------------
HRESULT CMyApplication::InitInput()
{
HRESULT hr;
// Setup action format for the actual gameplay
ZeroMemory( &m_diafGame, sizeof(DIACTIONFORMAT) );
m_diafGame.dwSize = sizeof(DIACTIONFORMAT);
m_diafGame.dwActionSize = sizeof(DIACTION);
m_diafGame.dwDataSize = NUMBER_OF_GAMEACTIONS * sizeof(DWORD);
m_diafGame.guidActionMap = g_guidApp;
m_diafGame.dwGenre = DIVIRTUAL_SPACESIM;
m_diafGame.dwNumActions = NUMBER_OF_GAMEACTIONS;
m_diafGame.rgoAction = g_rgGameAction;
m_diafGame.lAxisMin = -100;
m_diafGame.lAxisMax = 100;
m_diafGame.dwBufferSize = 16;
_tcscpy( m_diafGame.tszActionMap, _T("MultiMapper Sample") );
// Create a new input device manager
m_pInputDeviceManager = new CMultiplayerInputDeviceManager( SAMPLE_KEY );
if( FAILED( hr = ChangeNumPlayers( 1, FALSE, FALSE ) ) )
return DXTRACE_ERR( TEXT("ChangeNumPlayers"), hr );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: StaticInputAddDeviceCB()
// Desc: Static callback helper to call into CMyApplication class
//-----------------------------------------------------------------------------
HRESULT CALLBACK CMyApplication::StaticInputAddDeviceCB(
CMultiplayerInputDeviceManager::PlayerInfo* pPlayerInfo,
CMultiplayerInputDeviceManager::DeviceInfo* pDeviceInfo,
const DIDEVICEINSTANCE* pdidi,
LPVOID pParam )
{
CMyApplication* pApp = (CMyApplication*) pParam;
return pApp->InputAddDeviceCB( pPlayerInfo, pDeviceInfo, pdidi );
}
//-----------------------------------------------------------------------------
// Name: InputAddDeviceCB()
// Desc: Called from CMultiplayerInputDeviceManager whenever a device is added.
// Set the dead zone, and creates a new InputDeviceState for each device
//-----------------------------------------------------------------------------
HRESULT CMyApplication::InputAddDeviceCB( CMultiplayerInputDeviceManager::PlayerInfo* pPlayerInfo,
CMultiplayerInputDeviceManager::DeviceInfo* pDeviceInfo,
const DIDEVICEINSTANCE* pdidi )
{
if( (GET_DIDEVICE_TYPE(pdidi->dwDevType) != DI8DEVTYPE_KEYBOARD) &&
(GET_DIDEVICE_TYPE(pdidi->dwDevType) != DI8DEVTYPE_MOUSE) )
{
// Setup the deadzone
DIPROPDWORD dipdw;
dipdw.diph.dwSize = sizeof(DIPROPDWORD);
dipdw.diph.dwHeaderSize = sizeof(DIPROPHEADER);
dipdw.diph.dwObj = 0;
dipdw.diph.dwHow = DIPH_DEVICE;
dipdw.dwData = 500;
pDeviceInfo->pdidDevice->SetProperty( DIPROP_DEADZONE, &dipdw.diph );
}
// Create a new InputDeviceState for each device so the
// app can record its state
InputDeviceState* pNewInputDeviceState = new InputDeviceState;
ZeroMemory( pNewInputDeviceState, sizeof(InputDeviceState) );
pDeviceInfo->pParam = (LPVOID) pNewInputDeviceState;
HWND hPlayerDevice;
switch( pPlayerInfo->dwPlayerIndex )
{
case 0:
hPlayerDevice = GetDlgItem( m_hWnd, IDC_DEVICE_ASSIGNED_P1 );
break;
case 1:
hPlayerDevice = GetDlgItem( m_hWnd, IDC_DEVICE_ASSIGNED_P2 );
break;
case 2:
hPlayerDevice = GetDlgItem( m_hWnd, IDC_DEVICE_ASSIGNED_P3 );
break;
case 3:
hPlayerDevice = GetDlgItem( m_hWnd, IDC_DEVICE_ASSIGNED_P4 );
break;
}
SendMessage( hPlayerDevice, LB_ADDSTRING, 0, (LPARAM) pdidi->tszProductName );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: ChangeNumPlayers()
// Desc: Signals a change in the number of players. It is also called to reset
// ownership and mapping data.
//-----------------------------------------------------------------------------
HRESULT CMyApplication::ChangeNumPlayers( DWORD dwNumPlayers, BOOL bResetOwnership,
BOOL bResetMappings )
{
HRESULT hr;
m_dwNumPlayers = dwNumPlayers;
// Just pass in stock names. Real games may want to ask the user for a name, etc.
TCHAR* strUserNames[4] = { TEXT("Player 1"), TEXT("Player 2"),
TEXT("Player 3"), TEXT("Player 4") };
BOOL bSuccess = FALSE;
while( !bSuccess )
{
// Update UI
EnableUI();
SendMessage( GetDlgItem(m_hWnd,IDC_DEVICE_ASSIGNED_P1), LB_RESETCONTENT, 0, 0 );
SendMessage( GetDlgItem(m_hWnd,IDC_DEVICE_ASSIGNED_P2), LB_RESETCONTENT, 0, 0 );
SendMessage( GetDlgItem(m_hWnd,IDC_DEVICE_ASSIGNED_P3), LB_RESETCONTENT, 0, 0 );
SendMessage( GetDlgItem(m_hWnd,IDC_DEVICE_ASSIGNED_P4), LB_RESETCONTENT, 0, 0 );
hr = m_pInputDeviceManager->Create( m_hWnd, strUserNames, m_dwNumPlayers, &m_diafGame,
StaticInputAddDeviceCB, this,
bResetOwnership, bResetMappings );
if( FAILED(hr) )
{
switch( hr )
{
case E_DIUTILERR_DEVICESTAKEN:
{
// It's possible that a single user could "own" too many devices for the other
// players to get into the game. If so, we reinit the manager class to provide
// each user with a device that has a default configuration.
bResetOwnership = TRUE;
MessageBox( m_hWnd, TEXT("You have entered more users than there are suitable ") \
TEXT("devices, or some users are claiming too many devices.\n") \
TEXT("Press OK to give each user a default device"),
TEXT("Devices Are Taken"), MB_OK | MB_ICONEXCLAMATION );
break;
}
case E_DIUTILERR_TOOMANYUSERS:
{
// Another common error is if more users are attempting to play than there are devices
// attached to the machine. In this case, the number of players is automatically
// lowered to make playing the game possible.
DWORD dwNumDevices = m_pInputDeviceManager->GetNumDevices();
m_dwNumPlayers = dwNumDevices;
SendMessage( GetDlgItem( m_hWnd, IDC_NUM_PLAYERS_COMBO ),
CB_SETCURSEL, m_dwNumPlayers-1, 0 );
TCHAR sz[256];
wsprintf( sz, TEXT("There are not enough devices attached to the ") \
TEXT("system for the number of users you entered.\nThe ") \
TEXT("number of users has been automatically changed to ") \
TEXT("%i (the number of devices available on the system)."),
m_dwNumPlayers );
MessageBox( m_hWnd, sz, _T("Too Many Users"), MB_OK | MB_ICONEXCLAMATION );
break;
}
default:
return DXTRACE_ERR( TEXT("m_pInputDeviceManager->Create"), hr );
break;
}
m_pInputDeviceManager->Cleanup();
}
else
{
bSuccess = TRUE;
}
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: FrameMove()
// Desc: Called once per frame, the call is the entry point for animating
// the scene.
//-----------------------------------------------------------------------------
HRESULT CMyApplication::FrameMove()
{
// Update user input state
UpdateInput();
for( DWORD iPlayer=0; iPlayer<m_dwNumPlayers; iPlayer++ )
{
// Respond to input
if( m_UserInput[iPlayer].bDoConfigureInput )
{
// One-shot per keypress
m_UserInput[iPlayer].bDoConfigureInput = FALSE;
ConfigInput();
}
// Update the world state according to user input
if( m_UserInput[iPlayer].fAxisMoveUD )
m_fWorldRotY += m_fElapsedTime * m_UserInput[iPlayer].fAxisMoveUD;
if( m_UserInput[iPlayer].fAxisRotateLR )
m_fWorldRotX += m_fElapsedTime * m_UserInput[iPlayer].fAxisRotateLR;
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: UpdateInput()
// Desc: Update the user input. Called once per frame
//-----------------------------------------------------------------------------
void CMyApplication::UpdateInput()
{
if( NULL == m_pInputDeviceManager )
return;
CMultiplayerInputDeviceManager::DeviceInfo* pDeviceInfos;
DWORD dwNumDevices;
// Get access to the list of semantically-mapped input devices
m_pInputDeviceManager->GetDevices( &pDeviceInfos, &dwNumDevices );
// Loop through all devices and check game input
for( DWORD i=0; i<dwNumDevices; i++ )
{
// skip past any devices that aren't assigned,
// since we don't care about them
if( pDeviceInfos[i].pPlayerInfo == NULL )
continue;
DIDEVICEOBJECTDATA rgdod[10];
DWORD dwItems = 10;
HRESULT hr;
LPDIRECTINPUTDEVICE8 pdidDevice = pDeviceInfos[i].pdidDevice;
InputDeviceState* pInputDeviceState = (InputDeviceState*) pDeviceInfos[i].pParam;
FLOAT fScale = 1.0f;
if( pDeviceInfos[i].bRelativeAxis )
{
// For relative axis data, the action mapper only informs us when
// the delta data is non-zero, so we need to zero its state
// out each frame
pInputDeviceState->fAxisMoveUD = 0.0f;
pInputDeviceState->fAxisRotateLR = 0.0f;
// Scale the relative axis data to make it more equal to
// absolute joystick data
fScale = 5.0f;
}
hr = pdidDevice->Acquire();
hr = pdidDevice->Poll();
hr = pdidDevice->GetDeviceData( sizeof(DIDEVICEOBJECTDATA),
rgdod, &dwItems, 0 );
if( FAILED(hr) )
continue;
// Get the sematics codes for the game menu
for( DWORD j=0; j<dwItems; j++ )
{
BOOL bButtonState = (rgdod[j].dwData==0x80) ? TRUE : FALSE;
FLOAT fButtonState = (rgdod[j].dwData==0x80) ? 1.0f : 0.0f;
FLOAT fAxisState = (FLOAT)((int)rgdod[j].dwData)/100.0f * fScale;
switch( rgdod[j].uAppData )
{
// Handle relative axis data
case INPUT_ROTATE_AXIS_LR:
pInputDeviceState->fAxisRotateLR = fAxisState;
break;
case INPUT_MOVE_AXIS_UD:
pInputDeviceState->fAxisMoveUD = -fAxisState;
break;
// Handle buttons separately so the button state data
// doesn't overwrite the axis state data, and handle
// each button separately so they don't overwrite each other
case INPUT_TURNLEFT: pInputDeviceState->bButtonRotateLeft = bButtonState; break;
case INPUT_TURNRIGHT: pInputDeviceState->bButtonRotateRight = bButtonState; break;
case INPUT_FORWARDTHRUST: pInputDeviceState->bButtonForwardThrust = bButtonState; break;
case INPUT_REVERSETHRUST: pInputDeviceState->bButtonReverseThrust = bButtonState; break;
case INPUT_FIREWEAPONS: pInputDeviceState->bButtonFireWeapons = bButtonState; break;
case INPUT_ENABLESHIELD: pInputDeviceState->bButtonEnableShield = bButtonState; break;
// Handle one-shot buttons
case INPUT_DISPLAYGAMEMENU: if( bButtonState ) m_UserInput[0].bDoConfigureInput = TRUE; break;
case INPUT_QUITGAME: if( bButtonState ) m_UserInput[0].bDoQuitGame = TRUE; break;
}
}
}
for( DWORD iPlayer=0; iPlayer<m_dwNumPlayers; iPlayer++ )
{
// Process user input and store result into pUserInput struct
m_UserInput[iPlayer].fAxisRotateLR = 0.0f;
m_UserInput[iPlayer].fAxisMoveUD = 0.0f;
m_UserInput[iPlayer].bButtonFireWeapons = FALSE;
m_UserInput[iPlayer].bButtonEnableShield = FALSE;
// Concatinate the data from all the DirectInput devices
for( i=0; i<dwNumDevices; i++ )
{
// Only look at devices that are assigned to this player
if( pDeviceInfos[i].pPlayerInfo == NULL ||
pDeviceInfos[i].pPlayerInfo->dwPlayerIndex != iPlayer )
continue;
InputDeviceState* pInputDeviceState = (InputDeviceState*) pDeviceInfos[i].pParam;
// Use the axis data that is furthest from zero
if( fabs(pInputDeviceState->fAxisRotateLR) > fabs(m_UserInput[iPlayer].fAxisRotateLR) )
m_UserInput[iPlayer].fAxisRotateLR = pInputDeviceState->fAxisRotateLR;
if( fabs(pInputDeviceState->fAxisMoveUD) > fabs(m_UserInput[iPlayer].fAxisMoveUD) )
m_UserInput[iPlayer].fAxisMoveUD = pInputDeviceState->fAxisMoveUD;
// Process the button data
if( pInputDeviceState->bButtonRotateLeft )
m_UserInput[iPlayer].fAxisRotateLR = -1.0f;
else if( pInputDeviceState->bButtonRotateRight )
m_UserInput[iPlayer].fAxisRotateLR = 1.0f;
if( pInputDeviceState->bButtonForwardThrust )
m_UserInput[iPlayer].fAxisMoveUD = 1.0f;
else if( pInputDeviceState->bButtonReverseThrust )
m_UserInput[iPlayer].fAxisMoveUD = -1.0f;
if( pInputDeviceState->bButtonFireWeapons )
m_UserInput[iPlayer].bButtonFireWeapons = TRUE;
if( pInputDeviceState->bButtonEnableShield )
m_UserInput[iPlayer].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];
// Update Player 1
_stprintf( szMsg, TEXT("%0.2f"), m_UserInput[0].fAxisMoveUD );
GetWindowText( GetDlgItem(m_hWnd,IDC_UD_AXIS_STATE_P1), szMsgCurrent, MAX_PATH );
if( lstrcmp( szMsgCurrent, szMsg ) != 0 )
SetWindowText( GetDlgItem(m_hWnd,IDC_UD_AXIS_STATE_P1), szMsg );
_stprintf( szMsg, TEXT("%0.2f"), m_UserInput[0].fAxisRotateLR );
GetWindowText( GetDlgItem(m_hWnd,IDC_LR_AXIS_STATE_P1), szMsgCurrent, MAX_PATH );
if( lstrcmp( szMsgCurrent, szMsg ) != 0 )
SetWindowText( GetDlgItem(m_hWnd,IDC_LR_AXIS_STATE_P1), szMsg );
if( !m_UserInput[0].bButtonEnableShield && !m_UserInput[0].bButtonFireWeapons )
_stprintf( szMsg, TEXT("None") );
else
_stprintf( szMsg, TEXT("%s%s"), m_UserInput[0].bButtonEnableShield ? TEXT("Shield ") : TEXT(""),
m_UserInput[0].bButtonFireWeapons ? TEXT("Fire ") : TEXT("") );
GetWindowText( GetDlgItem(m_hWnd,IDC_BUTTON_STATE_P1), szMsgCurrent, MAX_PATH );
if( lstrcmp( szMsgCurrent, szMsg ) != 0 )
SetWindowText( GetDlgItem(m_hWnd,IDC_BUTTON_STATE_P1), szMsg );
// Update Player 2
_stprintf( szMsg, TEXT("%0.2f"), m_UserInput[1].fAxisMoveUD );
GetWindowText( GetDlgItem(m_hWnd,IDC_UD_AXIS_STATE_P2), szMsgCurrent, MAX_PATH );
if( lstrcmp( szMsgCurrent, szMsg ) != 0 )
SetWindowText( GetDlgItem(m_hWnd,IDC_UD_AXIS_STATE_P2), szMsg );
_stprintf( szMsg, TEXT("%0.2f"), m_UserInput[1].fAxisRotateLR );
GetWindowText( GetDlgItem(m_hWnd,IDC_LR_AXIS_STATE_P2), szMsgCurrent, MAX_PATH );
if( lstrcmp( szMsgCurrent, szMsg ) != 0 )
SetWindowText( GetDlgItem(m_hWnd,IDC_LR_AXIS_STATE_P2), szMsg );
if( !m_UserInput[1].bButtonEnableShield && !m_UserInput[1].bButtonFireWeapons )
_stprintf( szMsg, TEXT("None") );
else
_stprintf( szMsg, TEXT("%s%s"), m_UserInput[1].bButtonEnableShield ? TEXT("Shield ") : TEXT(""),
m_UserInput[1].bButtonFireWeapons ? TEXT("Fire ") : TEXT("") );
GetWindowText( GetDlgItem(m_hWnd,IDC_BUTTON_STATE_P2), szMsgCurrent, MAX_PATH );
if( lstrcmp( szMsgCurrent, szMsg ) != 0 )
SetWindowText( GetDlgItem(m_hWnd,IDC_BUTTON_STATE_P2), szMsg );
// Update Player 3
_stprintf( szMsg, TEXT("%0.2f"), m_UserInput[2].fAxisMoveUD );
GetWindowText( GetDlgItem(m_hWnd,IDC_UD_AXIS_STATE_P3), szMsgCurrent, MAX_PATH );
if( lstrcmp( szMsgCurrent, szMsg ) != 0 )
SetWindowText( GetDlgItem(m_hWnd,IDC_UD_AXIS_STATE_P3), szMsg );
_stprintf( szMsg, TEXT("%0.2f"), m_UserInput[2].fAxisRotateLR );
GetWindowText( GetDlgItem(m_hWnd,IDC_LR_AXIS_STATE_P3), szMsgCurrent, MAX_PATH );
if( lstrcmp( szMsgCurrent, szMsg ) != 0 )
SetWindowText( GetDlgItem(m_hWnd,IDC_LR_AXIS_STATE_P3), szMsg );
if( !m_UserInput[2].bButtonEnableShield && !m_UserInput[2].bButtonFireWeapons )
_stprintf( szMsg, TEXT("None") );
else
_stprintf( szMsg, TEXT("%s%s"), m_UserInput[2].bButtonEnableShield ? TEXT("Shield ") : TEXT(""),
m_UserInput[2].bButtonFireWeapons ? TEXT("Fire ") : TEXT("") );
GetWindowText( GetDlgItem(m_hWnd,IDC_BUTTON_STATE_P3), szMsgCurrent, MAX_PATH );
if( lstrcmp( szMsgCurrent, szMsg ) != 0 )
SetWindowText( GetDlgItem(m_hWnd,IDC_BUTTON_STATE_P3), szMsg );
// Update Player 4
_stprintf( szMsg, TEXT("%0.2f"), m_UserInput[3].fAxisMoveUD );
GetWindowText( GetDlgItem(m_hWnd,IDC_UD_AXIS_STATE_P4), szMsgCurrent, MAX_PATH );
if( lstrcmp( szMsgCurrent, szMsg ) != 0 )
SetWindowText( GetDlgItem(m_hWnd,IDC_UD_AXIS_STATE_P4), szMsg );
_stprintf( szMsg, TEXT("%0.2f"), m_UserInput[3].fAxisRotateLR );
GetWindowText( GetDlgItem(m_hWnd,IDC_LR_AXIS_STATE_P4), szMsgCurrent, MAX_PATH );
if( lstrcmp( szMsgCurrent, szMsg ) != 0 )
SetWindowText( GetDlgItem(m_hWnd,IDC_LR_AXIS_STATE_P4), szMsg );
if( !m_UserInput[3].bButtonEnableShield && !m_UserInput[3].bButtonFireWeapons )
_stprintf( szMsg, TEXT("None") );
else
_stprintf( szMsg, TEXT("%s%s"), m_UserInput[3].bButtonEnableShield ? TEXT("Shield ") : TEXT(""),
m_UserInput[3].bButtonFireWeapons ? TEXT("Fire ") : TEXT("") );
GetWindowText( GetDlgItem(m_hWnd,IDC_BUTTON_STATE_P4), szMsgCurrent, MAX_PATH );
if( lstrcmp( szMsgCurrent, szMsg ) != 0 )
SetWindowText( GetDlgItem(m_hWnd,IDC_BUTTON_STATE_P4), szMsg );
// Update world state
_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 IDC_NUM_PLAYERS_COMBO:
{
if( HIWORD(wParam) == CBN_SELCHANGE )
{
TCHAR strItem[MAX_PATH];
HWND hNumPlayers = GetDlgItem( m_hWnd, IDC_NUM_PLAYERS_COMBO );
int nCurSel = (int) SendMessage( hNumPlayers, CB_GETCURSEL, 0, 0 );
SendMessage( hNumPlayers, CB_GETLBTEXT, nCurSel, (LPARAM) strItem );
DWORD dwNumPlayers = _ttoi( strItem );
if( FAILED( hr = ChangeNumPlayers( dwNumPlayers, FALSE, FALSE ) ) )
{
PostQuitMessage( IDCANCEL );
}
}
break;
}
case IDC_RESET_OWNERSHIP:
ChangeNumPlayers( m_dwNumPlayers, TRUE, FALSE );
break;
case IDC_RESET_MAPPINGS:
ChangeNumPlayers( m_dwNumPlayers, FALSE, TRUE );
break;
case IDCANCEL:
PostQuitMessage( IDCANCEL );
break;
case IDM_CONFIGINPUT:
m_UserInput[0].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;
CleanupDeviceStateStructs();
// Cleanup DirectX input objects
SAFE_DELETE( m_pInputDeviceManager );
}
//-----------------------------------------------------------------------------
// Name: CleanupDeviceStateStructs()
// Desc:
//-----------------------------------------------------------------------------
VOID CMyApplication::CleanupDeviceStateStructs()
{
// Get access to the list of semantically-mapped input devices
// to delete all InputDeviceState structs before calling ConfigureDevices()
CMultiplayerInputDeviceManager::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;
}
}
//-----------------------------------------------------------------------------
// Name: ConfigInput()
// Desc:
//-----------------------------------------------------------------------------
VOID CMyApplication::ConfigInput()
{
HRESULT hr;
EnableWindow( m_hWnd, FALSE );
CleanupDeviceStateStructs();
// Update UI
EnableUI();
SendMessage( GetDlgItem(m_hWnd,IDC_DEVICE_ASSIGNED_P1), LB_RESETCONTENT, 0, 0 );
SendMessage( GetDlgItem(m_hWnd,IDC_DEVICE_ASSIGNED_P2), LB_RESETCONTENT, 0, 0 );
SendMessage( GetDlgItem(m_hWnd,IDC_DEVICE_ASSIGNED_P3), LB_RESETCONTENT, 0, 0 );
SendMessage( GetDlgItem(m_hWnd,IDC_DEVICE_ASSIGNED_P4), LB_RESETCONTENT, 0, 0 );
// Configure the devices (with edit capability)
hr = m_pInputDeviceManager->ConfigureDevices( m_hWnd, NULL, NULL, DICD_EDIT, NULL );
if( FAILED(hr) )
{
if( hr == E_DIUTILERR_PLAYERWITHOUTDEVICE )
{
// There's a player that hasn't been assigned a device. Some games may
// want to handle this by reducing the number of players, or auto-assigning
// a device, or warning the user, etc.
MessageBox( m_hWnd, TEXT("There is at least one player that wasn't assigned ") \
TEXT("a device\n") \
TEXT("Press OK to auto-assign a device to these users"),
TEXT("Player Without Device"), MB_OK | MB_ICONEXCLAMATION );
}
// Auto-reassign every player a device.
ChangeNumPlayers( m_dwNumPlayers, FALSE, FALSE );
}
EnableWindow( m_hWnd, TRUE );
SetForegroundWindow( m_hWnd );
}
//-----------------------------------------------------------------------------
// Name: EnableUI()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CMyApplication::EnableUI()
{
BOOL bEnablePlayer4 = ( m_dwNumPlayers > 3 );
BOOL bEnablePlayer3 = ( m_dwNumPlayers > 2 );
BOOL bEnablePlayer2 = ( m_dwNumPlayers > 1 );
// Enable/disable the player 2 ui
EnableWindow( GetDlgItem(m_hWnd,IDC_TEXT1_P2), bEnablePlayer2 );
EnableWindow( GetDlgItem(m_hWnd,IDC_TEXT2_P2), bEnablePlayer2 );
EnableWindow( GetDlgItem(m_hWnd,IDC_TEXT3_P2), bEnablePlayer2 );
EnableWindow( GetDlgItem(m_hWnd,IDC_PLAYER2_GROUP), bEnablePlayer2 );
EnableWindow( GetDlgItem(m_hWnd,IDC_UD_AXIS_STATE_P2), bEnablePlayer2 );
EnableWindow( GetDlgItem(m_hWnd,IDC_LR_AXIS_STATE_P2), bEnablePlayer2 );
EnableWindow( GetDlgItem(m_hWnd,IDC_BUTTON_STATE_P2), bEnablePlayer2 );
EnableWindow( GetDlgItem(m_hWnd,IDC_DEVICE_ASSIGNED_P2), bEnablePlayer2 );
if( !bEnablePlayer2 )
{
SetWindowText( GetDlgItem(m_hWnd,IDC_UD_AXIS_STATE_P2), TEXT("n/a") );
SetWindowText( GetDlgItem(m_hWnd,IDC_LR_AXIS_STATE_P2), TEXT("n/a") );
SetWindowText( GetDlgItem(m_hWnd,IDC_BUTTON_STATE_P2), TEXT("n/a") );
}
// Enable/disable the player 3 ui
EnableWindow( GetDlgItem(m_hWnd,IDC_TEXT1_P3), bEnablePlayer3 );
EnableWindow( GetDlgItem(m_hWnd,IDC_TEXT2_P3), bEnablePlayer3 );
EnableWindow( GetDlgItem(m_hWnd,IDC_TEXT3_P3), bEnablePlayer3 );
EnableWindow( GetDlgItem(m_hWnd,IDC_PLAYER3_GROUP), bEnablePlayer3 );
EnableWindow( GetDlgItem(m_hWnd,IDC_UD_AXIS_STATE_P3), bEnablePlayer3 );
EnableWindow( GetDlgItem(m_hWnd,IDC_LR_AXIS_STATE_P3), bEnablePlayer3 );
EnableWindow( GetDlgItem(m_hWnd,IDC_BUTTON_STATE_P3), bEnablePlayer3 );
EnableWindow( GetDlgItem(m_hWnd,IDC_DEVICE_ASSIGNED_P3), bEnablePlayer3 );
if( !bEnablePlayer4 )
{
SetWindowText( GetDlgItem(m_hWnd,IDC_UD_AXIS_STATE_P3), TEXT("n/a") );
SetWindowText( GetDlgItem(m_hWnd,IDC_LR_AXIS_STATE_P3), TEXT("n/a") );
SetWindowText( GetDlgItem(m_hWnd,IDC_BUTTON_STATE_P3), TEXT("n/a") );
}
// Enable/disable the player 4 ui
EnableWindow( GetDlgItem(m_hWnd,IDC_TEXT1_P4), bEnablePlayer4 );
EnableWindow( GetDlgItem(m_hWnd,IDC_TEXT2_P4), bEnablePlayer4 );
EnableWindow( GetDlgItem(m_hWnd,IDC_TEXT3_P4), bEnablePlayer4 );
EnableWindow( GetDlgItem(m_hWnd,IDC_PLAYER4_GROUP), bEnablePlayer4 );
EnableWindow( GetDlgItem(m_hWnd,IDC_UD_AXIS_STATE_P4), bEnablePlayer4 );
EnableWindow( GetDlgItem(m_hWnd,IDC_LR_AXIS_STATE_P4), bEnablePlayer4 );
EnableWindow( GetDlgItem(m_hWnd,IDC_BUTTON_STATE_P4), bEnablePlayer4 );
EnableWindow( GetDlgItem(m_hWnd,IDC_DEVICE_ASSIGNED_P4), bEnablePlayer4 );
if( !bEnablePlayer4 )
{
SetWindowText( GetDlgItem(m_hWnd,IDC_UD_AXIS_STATE_P4), TEXT("n/a") );
SetWindowText( GetDlgItem(m_hWnd,IDC_LR_AXIS_STATE_P4), TEXT("n/a") );
SetWindowText( GetDlgItem(m_hWnd,IDC_BUTTON_STATE_P4), TEXT("n/a") );
}
return S_OK;
}