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