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MouseController.cpp
Go to the documentation of this file.
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/* Project nGenEx
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Destroyer Studios LLC
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Copyright © 1997-2004. All Rights Reserved.
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SUBSYSTEM: nGenEx.lib
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FILE: MouseController.cpp
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AUTHOR: John DiCamillo
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OVERVIEW
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========
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MouseController Input class
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*/
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#include "
MemDebug.h
"
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#include "
MouseController.h
"
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#include "
Keyboard.h
"
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#include "
Mouse.h
"
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#include "
Game.h
"
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#include "
Video.h
"
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// +--------------------------------------------------------------------+
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static
MouseController
* instance = 0;
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static
DWORD rbutton_latch = 0;
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static
DWORD mbutton_latch = 0;
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static
DWORD active_latch = 0;
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// +--------------------------------------------------------------------+
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MouseController::MouseController
()
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: p(0), r(0), w(0), dx(0), dy(0), t(0)
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{
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instance =
this
;
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select
= 0;
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sensitivity
= 10;
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swapped
= 0;
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active
=
false
;
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active_key
= 20;
// caps lock
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rbutton_latch = 0;
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for
(
int
i = 0; i <
MotionController::MaxActions
; i++)
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action
[i] = 0;
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}
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MouseController::~MouseController
()
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{
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instance = 0;
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}
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MouseController
*
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MouseController::GetInstance
()
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{
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return
instance;
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}
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// +--------------------------------------------------------------------+
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void
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MouseController::MapKeys
(
KeyMapEntry
* mapping,
int
nkeys)
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{
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for
(
int
i = 0; i < nkeys; i++) {
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KeyMapEntry
k = mapping[i];
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if
(k.
act
>=
KEY_MAP_FIRST
&& k.
act
<=
KEY_MAP_LAST
) {
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if
(k.
act
==
KEY_MOUSE_SENSE
)
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sensitivity
= k.
key
;
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else
if
(k.
act
==
KEY_MOUSE_SWAP
)
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swapped
= k.
key
;
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else
if
(k.
act
==
KEY_MOUSE_INVERT
)
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inverted
= k.
key
;
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else
if
(k.
act
==
KEY_MOUSE_SELECT
)
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select
= k.
key
;
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else
if
(k.
act
==
KEY_MOUSE_ACTIVE
)
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active_key
= k.
key
;
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}
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}
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}
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// +--------------------------------------------------------------------+
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static
inline
double
sqr(
double
a) {
return
a*a; }
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void
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MouseController::Acquire
()
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{
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p
=
r
=
w
= 0;
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action
[0] = 0;
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action
[1] = 0;
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action
[2] = 0;
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action
[3] = 0;
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if
(
active_key
&&
Keyboard::KeyDown
(
active_key
)) {
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active_latch = 1;
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}
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else
{
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if
(active_latch) {
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active_latch = 0;
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active
= !
active
;
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}
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}
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if
(!
select
|| !
active
)
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return
;
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action
[0] =
Mouse::LButton
();
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int
roll_enable = 0;
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if
(
Mouse::RButton
()) {
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roll_enable = 1;
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if
(!rbutton_latch)
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rbutton_latch =
Game::RealTime
();
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}
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else
{
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if
(rbutton_latch) {
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rbutton_latch =
Game::RealTime
() - rbutton_latch;
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if
(rbutton_latch < 250)
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action
[1] = 1;
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}
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rbutton_latch = 0;
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}
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if
(
Mouse::MButton
()) {
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if
(!mbutton_latch)
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mbutton_latch =
Game::RealTime
();
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}
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else
{
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if
(mbutton_latch) {
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action
[3] = 1;
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}
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mbutton_latch = 0;
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}
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double
step = 0;
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int
cx =
Video::GetInstance
()->Width()/2;
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int
cy =
Video::GetInstance
()->Height()/2;
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dx
+=
Mouse::X
() - cx;
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dy
+=
Mouse::Y
() - cy;
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step = fabs(
dx
)/cx;
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if
(roll_enable ||
select
== 1)
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step *= 3 *
sensitivity
;
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else
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step *= step *
sensitivity
/4;
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if
(roll_enable) {
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if
(
dx
> 0)
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r
= -step;
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else
if
(
dx
< 0)
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r
= step;
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}
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else
{
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if
(
dx
> 0)
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w
= step;
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else
if
(
dx
< 0)
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w
= -step;
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}
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step = fabs(
dy
)/cy;
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if
(
select
== 1)
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step *= 2 *
sensitivity
;
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else
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step *= step *
sensitivity
/4;
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if
(
inverted
) {
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step *= -1;
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}
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if
(
dy
> 0)
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p
= step;
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else
if
(
dy
< 0)
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p
= -step;
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if
(
select
== 1) {
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::SetCursorPos(cx, cy);
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double
drain = cx * 4 *
Game::FrameTime
();
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if
(
dx
> drain) {
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dx
-= drain;
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}
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else
if
(
dx
< -drain) {
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dx
+= drain;
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}
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else
{
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dx
= 0;
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}
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if
(
dy
> drain) {
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dy
-= drain;
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}
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else
if
(
dy
< -drain) {
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dy
+= drain;
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}
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else
{
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dy
= 0;
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}
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}
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else
{
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dx
= 0;
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dy
= 0;
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}
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if
(
Mouse::Wheel
() > 0) {
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if
(
t
< 0.25)
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t
+= 0.025;
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else
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t
+= 0.1;
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if
(
t
> 1)
t
= 1;
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}
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else
if
(
Mouse::Wheel
() < 0) {
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if
(
t
< 0.25)
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t
-= 0.025;
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else
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t
-= 0.1;
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if
(
t
< 0)
t
= 0;
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}
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}
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// +--------------------------------------------------------------------+
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int
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MouseController::ActionMap
(
int
n)
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{
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if
(n >=
KEY_ACTION_0
&& n <=
KEY_ACTION_3
)
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return
action
[n -
KEY_ACTION_0
];
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return
0;
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}
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nGenEx
MouseController.cpp
Generated on Thu May 31 2012 16:30:56 for Starshatter_Open by
1.8.1