132 lines
2.3 KiB
C++
132 lines
2.3 KiB
C++
#include "dinput.h"
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namespace fallout {
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static int gMouseWheelDeltaX = 0;
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static int gMouseWheelDeltaY = 0;
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// 0x4E0400
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bool directInputInit()
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{
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if (SDL_InitSubSystem(SDL_INIT_EVENTS) != 0) {
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return false;
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}
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if (!mouseDeviceInit()) {
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goto err;
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}
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if (!keyboardDeviceInit()) {
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goto err;
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}
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return true;
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err:
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directInputFree();
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return false;
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}
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// 0x4E0478
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void directInputFree()
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{
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SDL_QuitSubSystem(SDL_INIT_EVENTS);
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}
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// 0x4E04E8
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bool mouseDeviceAcquire()
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{
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return true;
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}
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// 0x4E0514
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bool mouseDeviceUnacquire()
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{
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return true;
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}
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// 0x4E053C
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bool mouseDeviceGetData(MouseData* mouseState)
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{
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// CE: This function is sometimes called outside loops calling `get_input`
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// and subsequently `GNW95_process_message`, so mouse events might not be
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// handled by SDL yet.
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//
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// TODO: Move mouse events processing into `GNW95_process_message` and
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// update mouse position manually.
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SDL_PumpEvents();
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Uint32 buttons = SDL_GetRelativeMouseState(&(mouseState->x), &(mouseState->y));
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mouseState->buttons[0] = (buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0;
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mouseState->buttons[1] = (buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
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mouseState->wheelX = gMouseWheelDeltaX;
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mouseState->wheelY = gMouseWheelDeltaY;
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gMouseWheelDeltaX = 0;
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gMouseWheelDeltaY = 0;
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return true;
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}
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// 0x4E05A8
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bool keyboardDeviceAcquire()
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{
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return true;
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}
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// 0x4E05D4
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bool keyboardDeviceUnacquire()
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{
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return true;
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}
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// 0x4E05FC
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bool keyboardDeviceReset()
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{
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SDL_FlushEvents(SDL_KEYDOWN, SDL_TEXTINPUT);
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return true;
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}
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// 0x4E0650
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bool keyboardDeviceGetData(KeyboardData* keyboardData)
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{
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return true;
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}
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// 0x4E070C
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bool mouseDeviceInit()
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{
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return SDL_SetRelativeMouseMode(SDL_TRUE) == 0;
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}
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// 0x4E078C
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void mouseDeviceFree()
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{
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}
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// 0x4E07B8
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bool keyboardDeviceInit()
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{
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return true;
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}
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// 0x4E0874
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void keyboardDeviceFree()
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{
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}
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void handleMouseEvent(SDL_Event* event)
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{
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// Mouse movement and buttons are accumulated in SDL itself and will be
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// processed later in `mouseDeviceGetData` via `SDL_GetRelativeMouseState`.
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if (event->type == SDL_MOUSEWHEEL) {
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gMouseWheelDeltaX += event->wheel.x;
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gMouseWheelDeltaY += event->wheel.y;
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}
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}
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} // namespace fallout
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