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CGINPUT.H
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C/C++ Source or Header
|
1996-08-28
|
3KB
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75 lines
/*===========================================================================*\
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| File: cginput.h
|
| Description:
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|-----------------------------------------------------------------------------
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| Copyright (C) 1995-1996 Microsoft Corporation. All Rights Reserved.
|
| Written by Moss Bay Engineering, Inc. under contract to Microsoft Corporation
|
\*===========================================================================*/
/**************************************************************************
(C) Copyright 1995-1996 Microsoft Corp. All rights reserved.
You have a royalty-free right to use, modify, reproduce and
distribute the Sample Files (and/or any modified version) in
any way you find useful, provided that you agree that
Microsoft has no warranty obligations or liability for any
Sample Application Files which are modified.
we do not recomend you base your game on IKlowns, start with one of
the other simpler sample apps in the GDK
**************************************************************************/
/*
The CGameInput class serves as an abstraction layer on top of the
various input devices which may be attached to the machine.
*/
#define MOUSE_BUTTON_1 1
#define MOUSE_BUTTON_2 2
class CGameInput {
private:
int joyThere[16]; // 1 if joystick is plugged in, 0 otherwise
JOYCAPS caps [16];
JOYINFO cached_joyinfo[16];
public:
/*
Constructor/destructor. Allocate any threads or other resources
required by the object:
*/
CGameInput(void);
~CGameInput(void);
void Flush(void); // remove input (clean up...)
/*
HW Query functions: determine whether or not a device exists.
Return 0 if no such device, > 0 (depending on device) if it does.
*/
int QKeyboard(void); // 0= no keyboard, 1= exists
int QMouse(void); // 0=no, otherwise num buttons on mouse
int QJoystick(void); // 0=none, else number of joysticks
/*
Input functions: anyone wishing for input needs to call these:
*/
int GetKeyboard(int yourkey); // ret: 0=no key available
// pass number of keys to check, then array of VKEY codes for keys
// to check. If any key is *not* depressed, returns 0; else 1
int QKeyDepressed(int numkeys, int *keyarray);
// buttons is bitmap of MOUSE_... returns 0 if no mouse input avail
int GetMouse(int &xpos, int& ypos, int& buttons);
// joystick needs number of joystick to query
int GetJoystick(int joynum, JOYINFO *joypos);
void UpdateJoystick(void);
};