khanat-opennel-code/code/nel/src/misc/di_game_device.h
acemtp@users.sourceforge.net d5c601ffa5 initial version
2010-05-06 02:08:41 +02:00

170 lines
4.5 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef NL_DI_GAME_DEVICE_H
#define NL_DI_GAME_DEVICE_H
#include "nel/misc/types_nl.h"
#ifdef NL_OS_WINDOWS
#include "nel/misc/di_event_emitter.h"
#include "nel/misc/game_device.h"
namespace NLMISC
{
//
typedef DIJOYSTATE2 CDIJoyState;
const DIDATAFORMAT * const pJoyDataFormat = &c_dfDIJoystick2;
const uint MaxNumSliders = 2;
const uint MaxNumPOVs = 4;
const uint MaxNumButtons = 128;
//
struct EDirectInputGameDeviceNotCreated : EDirectInput
{
EDirectInputGameDeviceNotCreated() : EDirectInput("Unable to create a game device") {}
};
/**
* Direct input implementation of a game device.
*/
class CDIGameDevice : public IGameDevice
{
public:
/// Create a direct input game device from the given RGUID. Destroy it with delete
static CDIGameDevice *createGameDevice(IDirectInput8 *di8,
HWND hwnd,
CDIEventEmitter *diEventEmitter,
const CGameDeviceDesc &desc,
REFGUID rguid) throw(EDirectInput);
~CDIGameDevice();
///\name From IInputDevice
//@{
virtual bool setBufferSize(uint size);
virtual uint getBufferSize() const;
//@}
///\name From IGameDevice
//@{
virtual const CGameDeviceDesc &getDescription() const { return _Desc; }
//
virtual uint getNumButtons() const;
virtual bool hasAxis(TAxis axis) const;
virtual uint getNumSliders() const;
virtual uint getNumPOV() const;
//
virtual const char *getButtonName(uint index) const;
virtual const char *getAxisName(TAxis axis) const;
virtual const char *getSliderName(uint index) const;
virtual const char *getPOVName(uint index) const;
//
virtual bool getButtonState(uint index) const;
virtual float getAxisValue(TAxis axis) const;
virtual float getSliderPos(uint index) const;
virtual float getPOVAngle(uint index) const;
//@}
///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
private:
// base class for controls
struct CCtrl
{
std::string Name;
};
// a button
struct CButton : public CCtrl
{
bool Pushed;
CButton() : Pushed(false) {}
};
// an axis. Its value either gives its position (-1 .. 1) or its angle (CCW in radians)
struct CAxis : public CCtrl
{
bool Present; // is this axis used ?
// min and max values from Direct Input
sint Min, Max;
float Value;
CAxis() : Value(0.f), Present(false) {}
};
// a slider
struct CSlider : public CCtrl
{
sint Min, Max;
float Pos;
CSlider() : Pos(0.f) {}
};
// a POV
struct CPOV : public CCtrl
{
bool Centered;
float Angle;
CPOV() : Angle(0.f), Centered(true) {}
};
private:
// ctor
CDIGameDevice();
///\name From IInputDevice
//@{
virtual void begin(CEventServer *server);
virtual void poll(CInputDeviceServer *dev);
virtual void submit(IInputDeviceEvent *deviceEvent, CEventServer *server);
//@}
/** Get the controls (buttons, slider..) of this device from the Direct Input interface to build this object infos.
*/
void querryControls();
/// Called during EnumObject
BOOL processEnumObject(LPCDIDEVICEOBJECTINSTANCE lpddoi);
friend BOOL CALLBACK DIEnumDeviceObjectsCallback(LPCDIDEVICEOBJECTINSTANCE lpddoi, LPVOID pvRef);
private:
LPDIRECTINPUTDEVICE8 _Device;
CGameDeviceDesc _Desc;
CDIEventEmitter *_EventEmitter;
///\name Device infos
//@{
CAxis _Axis[MaxNumAxis];
std::vector<CButton> _Buttons;
std::vector<CSlider> _Sliders;
std::vector<CPOV> _POVs;
//@}
CDIJoyState _CurrentState;
};
} // NLMISC
#endif // NL_OS_WINDOWS
#endif // NL_DI_GAME_DEVICE_H
/* End of di_play_device.h */