MuckyFoot-UrbanChaos/fallen/DDLibrary/Source/GKeyboard.cpp

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2017-05-20 03:14:17 +02:00
// Keyboard.cpp
// Guy Simmons, 11th February 1997.
#include "DDLib.h"
#ifdef TARGET_DC
volatile UBYTE Keys[256],
LastKey;
#else
volatile UBYTE AltFlag,
ControlFlag,
ShiftFlag;
volatile UBYTE Keys[256],
LastKey;
#endif
UBYTE key_turn[256];
#define MAX_RELEASE 10
UBYTE Released[MAX_RELEASE];
SWORD release_count=0;
UBYTE game_turn=0;
HHOOK KeyboardHook;
LRESULT CALLBACK KeyboardProc(int code, WPARAM wParam, LPARAM lParam);
//---------------------------------------------------------------
BOOL SetupKeyboard(void)
{
#ifndef TARGET_DC
AltFlag = 0;
ControlFlag = 0;
ShiftFlag = 0;
#endif
LastKey = 0;
memset((char*)&Keys[0],0,256);
memset((char*)&key_turn[0],0,256);
#ifdef _RELEASE
KeyboardHook = NULL;
/*
KeyboardHook = SetWindowsHookEx(
WH_KEYBOARD,
(HOOKPROC)KeyboardProc,
NULL,
0
);
ERROR_MSG(KeyboardHook,"Can't setup the keyboard.")
if(KeyboardHook==NULL)
{
// Unable to set up keyboard.
return FALSE;
}
*/
#endif
return TRUE;
}
//---------------------------------------------------------------
void ResetKeyboard(void)
{
#if defined(_RELEASE) && !defined(TARGET_DC)
if(KeyboardHook)
UnhookWindowsHookEx(KeyboardHook);
#endif
}
//---------------------------------------------------------------
#define KEYMASK_REPEAT (0x0000ffff)
#define KEYMASK_SCAN (0x00ff0000)
#define KEYMASK_EXTENDED (0x01000000)
#define KEYMASK_RESERVED (0x1e000000)
#define KEYMASK_CONTEXT (0x20000000)
#define KEYMASK_PSTATE (0x40000000)
#define KEYMASK_TSTATE (0x80000000)
//
// set game flags from keyboard state array
//
inline void SetFlagsFromKeyArray()
{
#ifndef TARGET_DC
AltFlag = Keys[KB_LALT] || Keys[KB_RALT];
ControlFlag = Keys[KB_LCONTROL];// || Keys[KB_RCONTROL];
ShiftFlag = Keys[KB_LSHIFT] || Keys[KB_RSHIFT];
#endif
}
//
// KeyboardProc for WM_KEYUP & WM_KEYDOWN
//
LRESULT CALLBACK KeyboardProc(int code, WPARAM wParam, LPARAM lParam)
{
UBYTE key_code;
ULONG virtual_keycode = wParam;
#ifndef TARGET_DC
if(code<0)
{
return CallNextHookEx(KeyboardHook,code,wParam,lParam);
}
#endif
// Get key scan code.
key_code = (UBYTE)((lParam&KEYMASK_SCAN)>>16);
// Extended key press?
if(lParam&KEYMASK_EXTENDED)
{
key_code += 0x80;
}
// Key up?
if(lParam&KEYMASK_TSTATE)
{
if(key_turn[key_code]==game_turn && release_count<MAX_RELEASE)
{
//
// released the same game turn it was pressed (1 in 256 chance of doing this in error)
//
//
// remember which keys have been release so you can clear them next gameturn
//
Released[release_count++]=key_code;
}
else
{
Keys[key_code] = 0;
}
}
// No ,down.
else
{
#if 0
// only set key down bit if it's been pressed, rather than
// autorepeating
if (!(lParam & KEYMASK_PSTATE))
{
key_turn[key_code] = game_turn;
Keys[key_code] = 1;
LastKey = key_code;
}
#else // oops ... the level editor needs autorepeat keys
// better get Mark to fix his own bugs from now on
key_turn[key_code] = game_turn;
Keys[key_code] = 1;
LastKey = key_code;
#endif
}
SetFlagsFromKeyArray();
return FALSE;
}
//
// clear any latched keys
//
void ClearLatchedKeys()
{
game_turn++;
while(release_count)
{
release_count--;
Keys[Released[release_count]]=0;
}
ASSERT(release_count == 0);
SetFlagsFromKeyArray();
}