1 | /*
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2 | -----------------------------------------------------------------------------
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3 | This source file is part of OGRE
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4 | (Object-oriented Graphics Rendering Engine)
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5 | For the latest info, see http://www.ogre3d.org/
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6 |
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7 | Copyright (c) 2000-2005 The OGRE Team
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8 | Also see acknowledgements in Readme.html
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9 |
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10 | This program is free software; you can redistribute it and/or modify it under
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11 | the terms of the GNU Lesser General Public License as published by the Free Software
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12 | Foundation; either version 2 of the License, or (at your option) any later
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13 | version.
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14 |
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15 | This program is distributed in the hope that it will be useful, but WITHOUT
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16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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18 |
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19 | You should have received a copy of the GNU Lesser General Public License along with
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20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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22 | http://www.gnu.org/copyleft/lesser.txt.
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23 | -----------------------------------------------------------------------------
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24 | */
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25 | #ifndef __Win32Input_H__
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26 | #define __Win32Input_H__
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27 |
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28 |
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29 | #include "OgreWin32Prerequisites.h"
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30 |
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31 | #ifndef OGRE_NO_DX_INPUT
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32 |
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33 | #ifdef DX7INPUTONLY
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34 | #include "OgreInput.h"
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35 |
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36 |
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37 |
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38 | #include <dinput.h>
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39 |
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40 | namespace Ogre {
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41 |
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42 | /** Utility class for dealing with user input on a Win32 system.
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43 | Note that this is a basic implementation only at the moment.
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44 | */
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45 | class Win32Input : public InputReader
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46 | {
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47 | public:
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48 |
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49 | Win32Input();
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50 | ~Win32Input();
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51 |
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52 | /** Initialise the input system.
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53 | @param pWindow The window to capture input for
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54 | @param useKeyboard If true, keyboard input will be supported.
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55 | @param useMouse If true, mouse input will be supported.
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56 | @param useGameController If true, joysticks/gamepads will be supported.
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57 | */
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58 | void initialise(RenderWindow* pWindow, bool useKeyboard = true, bool useMouse = true, bool useGameController = false);
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59 |
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60 | /** Captures the state of all the input devices.
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61 | This method captures the state of all input devices and stores it internally for use when
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62 | the enquiry methods are next called. This is done to ensure that all input is captured at once
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63 | and therefore combinations of input are not subject to time differences when methods are called.
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64 |
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65 | */
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66 | void capture(void);
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67 |
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68 |
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69 | /*
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70 | * Mouse getters.
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71 | */
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72 | virtual long getMouseRelX() const;
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73 | virtual long getMouseRelY() const;
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74 | virtual long getMouseRelZ() const{return 0;};
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75 |
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76 | virtual long getMouseAbsX() const{return 0;};
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77 | virtual long getMouseAbsY() const{return 0;};
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78 | virtual long getMouseAbsZ() const{return 0;};
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79 |
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80 | virtual void getMouseState( MouseState& state ) const{};
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81 |
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82 | virtual bool getMouseButton( uchar button ) const{return false;};
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83 |
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84 | // void setBufferedInput(bool keys, bool mouse) ;
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85 | // void flushAllBuffers() ;
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86 |
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87 |
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88 | protected:
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89 | /** Determines if the specified key is currently depressed.
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90 | Note that this enquiry method uses the state of the keyboard at the last 'capture' call.
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91 | */
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92 | bool isKeyDownImmediate(KeyCode kc) const ;
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93 |
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94 |
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95 | private:
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96 | // Input device details
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97 | LPDIRECTINPUT7 mlpDI;
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98 | LPDIRECTINPUTDEVICE7 mlpDIKeyboard;
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99 | LPDIRECTINPUTDEVICE7 mlpDIMouse;
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100 |
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101 | HWND mHWnd;
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102 |
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103 |
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104 | // State of keyboard at last 'capture' call
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105 | char mKeyboardBuffer[256];
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106 | int mMouseX, mMouseY;
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107 | int mMouseCenterX, mMouseCenterY;
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108 | bool mLMBDown, mRMBDown;
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109 | };
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110 |
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111 |
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112 |
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113 | }
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114 |
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115 | #endif
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116 | #endif
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117 | #endif
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