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CodeBlocksPortable/WATCOM/samples/directx/cpp/dinput/dinput.cpp

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//---------------------------------------------------------------------------------------
//
// Simple Windows DirectInput Example Code
//
// Jim Shaw 15/3/2004
//
//---------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------------
// Always include windows.h for windows programs
//---------------------------------------------------------------------------------------
#include <windows.h>
#define DIRECTINPUT_VERSION 0x800
#include <dinput.h>
#include <stdio.h>
//---------------------------------------------------------------------------------------
// Window dimensions
//---------------------------------------------------------------------------------------
#define SCREEN_X 640
#define SCREEN_Y 480
//---------------------------------------------------------------------------------------
// Variable to hold the address of the Windows window
//---------------------------------------------------------------------------------------
HWND game_window;
//---------------------------------------------------------------------------------------
// Name of our window class. every class has a name. every window is one of a class.
// this can be pretty much anything
//---------------------------------------------------------------------------------------
char game_class[]="DICPPWindow";
static int quit = 0;
//---------------------------------------------------------------------------------------
// Function prototypes
//---------------------------------------------------------------------------------------
int init_dinput(HINSTANCE);
void shutdown_dinput(void);
void show_dinput_status(HDC hdc);
//---------------------------------------------------------------------------------------
// DirectInput Variables
//---------------------------------------------------------------------------------------
IDirectInput8 *dinput;
IDirectInputDevice8 *keyboard;
IDirectInputDevice8 *mouse;
IDirectInputDevice8 *joystick;
unsigned char keymap[256];
DIMOUSESTATE2 mousedata;
DIJOYSTATE2 joydata;
//---------------------------------------------------------------------------------------
// Every window has a WindowProc which handles messages Windows sends to them. These
// are things like key presses, mouse clicks, and thousands of other things you might
// be interested in.
//---------------------------------------------------------------------------------------
LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch (uMsg)
{
//this message gets sent to the window when you click the close box on it
case WM_DESTROY:
//tell Windows to close the app
PostQuitMessage(0);
quit = 1;
break;
case WM_PAINT:
{
PAINTSTRUCT ps;
BeginPaint(hwnd, &ps);
show_dinput_status(ps.hdc);
EndPaint(hwnd, &ps);
}
break;
case WM_TIMER:
InvalidateRect(hwnd, 0, TRUE);
break;
//this message gets sent when you press a key
case WM_KEYDOWN:
switch (wParam)
{
//pressed Escape key?
case VK_ESCAPE:
//tell Windows to close the app
PostQuitMessage(0);
quit = 1;
break;
}
break;
//any message you don't process gets passed to this function inside Windows.
default:
return DefWindowProc(hwnd, uMsg, wParam, lParam);
}
//any message you do process, return 0 (unless the message documentation says otherwise)
return 0;
}
//---------------------------------------------------------------------------------------
// WinMain is like main() in C programs, just for Windows apps.
//---------------------------------------------------------------------------------------
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
WNDCLASSEX clas;
MSG msg;
int style;
RECT rect;
//Here we create the Class we named above
clas.cbSize = sizeof(WNDCLASSEX);
clas.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
clas.lpfnWndProc = WindowProc;//<- tell it where the WindowProc is
clas.cbClsExtra = 0;
clas.cbWndExtra = 0;
clas.hInstance = hInstance;
clas.hIcon = NULL;
clas.hCursor = NULL;
clas.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);//<- background colour of window
clas.lpszMenuName = NULL;
clas.lpszClassName = game_class;//<- the class name
clas.hIconSm = 0;
//do it!
RegisterClassEx(&clas);
//style of the window - what boxes do we need (close minimised etc)
style = WS_CAPTION|WS_SYSMENU|WS_MAXIMIZEBOX|WS_MINIMIZEBOX;
//create the window
game_window = CreateWindowEx(0, game_class, "DirectInput", style, CW_USEDEFAULT, CW_USEDEFAULT, 1,1, NULL, NULL, hInstance, 0);
//adjust the window size so that a SCREEN_X x SCREEN_Y window will fit inside its frame
rect.left = rect.top = 0;
rect.right = SCREEN_X;
rect.bottom = SCREEN_Y;
AdjustWindowRectEx(&rect, style , FALSE, 0);
SetWindowPos(game_window, NULL, 0,0, rect.right - rect.left, rect.bottom - rect.top, SWP_NOMOVE|SWP_NOZORDER);
//show the window on the desktop
ShowWindow(game_window, nCmdShow);
if (init_dinput(hInstance) == 0)
{
MessageBox(NULL, "A problem occurred creating DirectInput.\nCheck your DirectX version.\n"
"This demo requires DirectX9.0 or better.", "DirectX Initialisation Error", MB_ICONWARNING|MB_OK);
shutdown_dinput();
return 0;
}
// Create a timer to refresh the window
SetTimer(game_window, 1, 1000/30, NULL);
//message processing loop
//all Windows programs have one of these. It receives the messages Windows sends to the program and
//passes them to the WindowProc in the Class we registered for the window.
quit = 0;
do
{
//Are there any messages waiting?
while (GetMessage(&msg, game_window, 0,0) > 0 && !quit)
{
//pass the message to WindowProc
TranslateMessage(&msg);
DispatchMessage(&msg);
}
} while (!quit);
// Close everything down
KillTimer(game_window, 1);
shutdown_dinput();
return 0;
}
//---------------------------------------------------------------------------------------
// Callback to look at DirectInput devices to see if we're interested in them
//---------------------------------------------------------------------------------------
BOOL CALLBACK dinput_enum_callback(LPCDIDEVICEINSTANCE lpddi, LPVOID pvRef)
{
HRESULT err;
err = dinput->CreateDevice(lpddi->guidInstance, &joystick, NULL);
if (err != DI_OK)
return DIENUM_STOP;
err = joystick->SetDataFormat(&c_dfDIJoystick2);
if (err != DI_OK)
{
joystick->Release();
joystick = NULL;
return DIENUM_STOP;
}
err = joystick->SetCooperativeLevel(game_window, DISCL_NONEXCLUSIVE|DISCL_FOREGROUND);
err = joystick->Acquire();
return DIENUM_STOP;
}
//---------------------------------------------------------------------------------------
// Create the DirectInput interface and access mouse, keyboard and joystick
//---------------------------------------------------------------------------------------
int init_dinput(HINSTANCE hInst)
{
HRESULT err;
// Create the DirectInput interface
err = DirectInput8Create(hInst, DIRECTINPUT_VERSION, IID_IDirectInput8, (void **)&dinput, NULL);
if (err != DI_OK)
return 0;
// Create the Keyboard device
err = dinput->CreateDevice(GUID_SysKeyboard, &keyboard, NULL);
err = keyboard->SetDataFormat(&c_dfDIKeyboard);
err = keyboard->SetCooperativeLevel(game_window, DISCL_NONEXCLUSIVE|DISCL_FOREGROUND);
err = keyboard->Acquire();
// Create the mouse device
err = dinput->CreateDevice(GUID_SysMouse, &mouse, NULL);
err = mouse->SetDataFormat(&c_dfDIMouse2);
err = mouse->SetCooperativeLevel(game_window, DISCL_NONEXCLUSIVE|DISCL_FOREGROUND);
err = mouse->Acquire();
// Check for a joystick device, and create it if one exists
err = dinput->EnumDevices(DI8DEVCLASS_GAMECTRL, dinput_enum_callback, 0, DIEDFL_ALLDEVICES);
return 1;
}
//---------------------------------------------------------------------------------------
// Shutdown DirectInput
//---------------------------------------------------------------------------------------
void shutdown_dinput(void)
{
if (joystick)
{
joystick->Unacquire();
joystick->Release();
}
if (mouse)
{
mouse->Unacquire();
mouse->Release();
}
if (keyboard)
{
keyboard->Unacquire();
keyboard->Release();
}
if (dinput) dinput->Release();
}
//---------------------------------------------------------------------------------------
// Read data back from the controllers
//---------------------------------------------------------------------------------------
void read_dinput_status(void)
{
HRESULT err;
// Read the keyboard
err = keyboard->Poll();
err = keyboard->GetDeviceState(256, keymap);
// Read the mouse
err = mouse->Poll();
err = mouse->GetDeviceState(sizeof mousedata, &mousedata);
// Read the joystick
if (joystick)
{
err = joystick->Poll();
err = joystick->GetDeviceState(sizeof joydata, &joydata);
}
}
//---------------------------------------------------------------------------------------
// Display current device inputs
//---------------------------------------------------------------------------------------
void show_dinput_status(HDC hdc)
{
int x, y;
char text[256];
read_dinput_status();
// Keymap status
TextOut(hdc, 0,0, "Keyboard", 8);
for (y = 0; y < 16; y++)
{
for (x = 0; x < 16; x++)
{
if (keymap[x+16*y])
TextOut(hdc, x*10, (y+1)*16, "1", 1);
else
TextOut(hdc, x*10, (y+1)*16, "0", 1);
}
}
// Mouse status
TextOut(hdc, 260,0, "Mouse", 5);
sprintf(text, "XYZ %d,%d,%d", mousedata.lX, mousedata.lY, mousedata.lZ);
TextOut(hdc, 260, 16, text, strlen(text));
for (x = 0; x < 8; x++)
{
if (mousedata.rgbButtons[x])
TextOut(hdc, 260+x*10,32, "1", 1);
else
TextOut(hdc, 260+x*10,32, "0", 1);
}
//Joystick status
TextOut(hdc, 400, 0, "Joystick", 8);
if (joystick)
{
sprintf(text, "XYZ %d,%d,%d", joydata.lX, joydata.lY, joydata.lZ);
TextOut(hdc, 400, 16, text, strlen(text));
}
else
{
TextOut(hdc, 400, 16, "Unattached", 10);
}
}