Rewrote texture loading actor and sprite

This commit is contained in:
Chris Danford
2001-11-25 04:31:44 +00:00
parent c52c818881
commit c679ec7956
24 changed files with 511 additions and 446 deletions
+10 -10
View File
@@ -21,15 +21,15 @@
// Includes
//-----------------------------------------------------------------------------
#include <windows.h>
#include <dinput.h>
#include "RageInput.h"
#include <dinput.h>
#include "RageUtil.h"
LPRageInput INPUT = NULL;
BOOL RageRawInput::LookupChar( TCHAR &char_out ) const
BOOL DeviceInput::LookupChar( TCHAR &char_out ) const
{
switch( button )
{
@@ -103,7 +103,7 @@ BOOL RageRawInput::LookupChar( TCHAR &char_out ) const
}
CString RageRawInput::GetDescription() const
CString DeviceInput::GetDescription() const
{
CString sReturn;
@@ -486,7 +486,7 @@ VOID RageInput::Release()
}
HRESULT RageInput::GetRawInput( RageRawInputList &listRawInput )
HRESULT RageInput::GetDeviceInputs( DeviceInputArray &listDeviceInputs )
{
// macros for reading DI state structures
#define IS_PRESSED(b) (b & 0x80)
@@ -536,7 +536,7 @@ HRESULT RageInput::GetRawInput( RageRawInputList &listRawInput )
{
// check if key is depressed this update and was not depressed last update
if( IS_PRESSED( m_keys[k] ) && !IS_PRESSED( m_oldKeys[k] ) )
listRawInput.AddTail( RageRawInput( DEVICE_KEYBOARD, 1, k, FALSE ) );
listDeviceInputs.Add( DeviceInput( DEVICE_KEYBOARD, 1, k, FALSE ) );
}
@@ -618,25 +618,25 @@ HRESULT RageInput::GetRawInput( RageRawInputList &listRawInput )
// check if key is depressed this update and was not depressed last update
if( IS_LEFT( m_joyState[i].lX ) &&
!IS_LEFT( m_oldJoyState[i].lX ) )
listRawInput.AddTail( RageRawInput( DEVICE_JOYSTICK, i+1, JOY_LEFT, FALSE ) );
listDeviceInputs.Add( DeviceInput( DEVICE_JOYSTICK, i+1, JOY_LEFT, FALSE ) );
if( IS_RIGHT( m_joyState[i].lX ) &&
!IS_RIGHT( m_oldJoyState[i].lX ) )
listRawInput.AddTail( RageRawInput( DEVICE_JOYSTICK, i+1, JOY_RIGHT, FALSE ) );
listDeviceInputs.Add( DeviceInput( DEVICE_JOYSTICK, i+1, JOY_RIGHT, FALSE ) );
if( IS_UP( m_joyState[i].lY ) &&
!IS_UP( m_oldJoyState[i].lY ) )
listRawInput.AddTail( RageRawInput( DEVICE_JOYSTICK, i+1, JOY_UP, FALSE ) );
listDeviceInputs.Add( DeviceInput( DEVICE_JOYSTICK, i+1, JOY_UP, FALSE ) );
if( IS_DOWN( m_joyState[i].lY ) &&
!IS_DOWN( m_oldJoyState[i].lY ) )
listRawInput.AddTail( RageRawInput( DEVICE_JOYSTICK, i+1, JOY_DOWN, FALSE ) );
listDeviceInputs.Add( DeviceInput( DEVICE_JOYSTICK, i+1, JOY_DOWN, FALSE ) );
for( BYTE b=0; b<10; b++ )
{
if( IS_PRESSED(m_joyState[i].rgbButtons[b]) && !IS_PRESSED(m_oldJoyState[i].rgbButtons[b]) )
listRawInput.AddTail( RageRawInput( DEVICE_JOYSTICK, i+1, b+1, FALSE ) );
listDeviceInputs.Add( DeviceInput( DEVICE_JOYSTICK, i+1, b+1, FALSE ) );
}
}
}