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399 lines
11 KiB
C++
399 lines
11 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "stdafx.h"
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#include "Keyboard.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include <tier0/memdbgon.h>
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//
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// Defines key state bit masks.
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//
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#define KEYSTATE_DOWN 0x0000FFFF
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#define KEYSTATE_IMPULSE_DOWN 0x00010000
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#define KEYSTATE_IMPULSE_UP 0x00020000
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//
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// List of allowed modifier keys and their associated bit masks.
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//
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static KeyMap_t ModifierKeyTable[] =
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{
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{ VK_SHIFT, KEY_MOD_SHIFT, 0 },
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{ VK_CONTROL, KEY_MOD_CONTROL, 0 },
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{ VK_MENU, KEY_MOD_ALT, 0 }
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};
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//-----------------------------------------------------------------------------
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// Purpose: Constructor.
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//-----------------------------------------------------------------------------
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CKeyboard::CKeyboard(void)
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{
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g_uKeyMaps = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor.
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//-----------------------------------------------------------------------------
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CKeyboard::~CKeyboard(void)
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Adds a key binding to the
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// Input : uChar - The virtual keycode of the primary key that must be held down.
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// uModifierKeys - Bitflags specifying which modifier keys must be
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// held down along with the key specified by uChar.
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// uLogicalKey - An application-specific value that indicates which
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// logical function
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//-----------------------------------------------------------------------------
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void CKeyboard::AddKeyMap(unsigned int uChar, unsigned int uModifierKeys, unsigned int uLogicalKey)
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{
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g_uKeyMap[g_uKeyMaps].uChar = uChar;
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g_uKeyMap[g_uKeyMaps].uModifierKeys = uModifierKeys;
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g_uKeyMap[g_uKeyMaps].uLogicalKey = uLogicalKey;
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g_uKeyMaps++;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Clears the KEYSTATE_IMPULSE_UP and KEYSTATE_IMPULSE_DOWN flags from
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// all physical and logical keys.
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//-----------------------------------------------------------------------------
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void CKeyboard::ClearImpulseFlags(void)
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{
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int nKey;
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//
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// Clear the impulse flags for all the physical keys.
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//
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for (nKey = 0; nKey < sizeof(g_uPhysicalKeyState) / sizeof(g_uPhysicalKeyState[0]); nKey++)
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{
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g_uPhysicalKeyState[nKey] &= ~(KEYSTATE_IMPULSE_DOWN | KEYSTATE_IMPULSE_UP);
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}
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//
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// Clear the impulse flags for all the logical keys.
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//
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for (nKey = 0; nKey < sizeof(g_uLogicalKeyState) / sizeof(g_uLogicalKeyState[0]); nKey++)
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{
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g_uLogicalKeyState[nKey] &= ~(KEYSTATE_IMPULSE_DOWN | KEYSTATE_IMPULSE_UP);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Zeros out the key state for all physical and logical keys.
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//-----------------------------------------------------------------------------
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void CKeyboard::ClearKeyStates(void)
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{
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int nKey;
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//
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// Clear the physical key states.
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//
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for (nKey = 0; nKey < sizeof(g_uPhysicalKeyState) / sizeof(g_uPhysicalKeyState[0]); nKey++)
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{
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g_uPhysicalKeyState[nKey] = 0;
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}
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//
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// Clear the logical key states.
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//
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for (nKey = 0; nKey < sizeof(g_uLogicalKeyState) / sizeof(g_uLogicalKeyState[0]); nKey++)
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{
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g_uLogicalKeyState[nKey] = 0;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Gets a floating point value indicating about how long the logical
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// key has been held down during this sample period.
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// Input : uLogicalKey - Logical key to check.
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// Output : Returns one of the following values:
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// 0.25 if a key was pressed and released during the sample period,
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// 0.5 if it was pressed and held,
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// 0 if held then released, and
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// 1.0 if held for the entire time.
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//-----------------------------------------------------------------------------
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float CKeyboard::GetKeyScale(unsigned int uLogicalKey)
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{
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if (uLogicalKey >= MAX_LOGICAL_KEYS)
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{
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return(0);
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}
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unsigned int uKeyState = g_uLogicalKeyState[uLogicalKey];
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bool bImpulseDown = (uKeyState & KEYSTATE_IMPULSE_DOWN) != 0;
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bool bImpulseUp = (uKeyState & KEYSTATE_IMPULSE_UP) != 0;
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bool bDown = (uKeyState & KEYSTATE_DOWN) != 0;
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float fValue = 0;
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//
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// If we have a leading edge and no trailing edge, the key should be down.
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//
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if (bImpulseDown && !bImpulseUp)
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{
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if (bDown)
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{
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//
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// Pressed and held this frame.
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//
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fValue = 0.5;
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}
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}
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//
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// If we have a trailing edge and no leading edge, the key should be up.
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//
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if (bImpulseUp && !bImpulseDown)
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{
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if (!bDown)
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{
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//
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// Released this frame.
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//
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fValue = 0;
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}
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}
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//
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// If we have neither a leading edge nor a trailing edge, the key was either
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// up the whole frame or down the whole frame.
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//
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if (!bImpulseDown && !bImpulseUp)
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{
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if (bDown)
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{
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//
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// Held the entire frame
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//
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fValue = 1.0;
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}
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else
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{
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//
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// Up the entire frame.
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//
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fValue = 0;
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}
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}
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//
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// If we have both a leading and trailing edge, it was either released and repressed
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// this frame, or pressed and released this frame.
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//
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if (bImpulseDown && bImpulseUp)
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{
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if (bDown)
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{
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//
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// Released and re-pressed this frame.
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//
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fValue = 0.75;
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}
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else
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{
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//
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// Pressed and released this frame.
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//
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fValue = 0.25;
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}
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}
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return fValue;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the bit mask associated with the given modifier key.
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// Input : uModifierKey - The virtual key code corresponding to the modifier key.
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// Output : The modifier key's bitmask.
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//-----------------------------------------------------------------------------
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unsigned int CKeyboard::GetModifierKeyBit(unsigned int uChar)
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{
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for (int nKey = 0; nKey < sizeof(ModifierKeyTable) / sizeof(ModifierKeyTable[0]); nKey++)
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{
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if (ModifierKeyTable[nKey].uChar == uChar)
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{
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return(ModifierKeyTable[nKey].uModifierKeys);
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}
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}
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return(0);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Checks to see if all of the modifier keys specified by bits in uModifierKeys
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// are currently held down.
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// Input : uModifierKeys - Contains bits indicating which modifier keys to check:
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// KEY_MOD_SHIFT
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// KEY_MOD_CONTROL
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// KEY_MOD_ALT
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CKeyboard::IsKeyPressed(unsigned int uChar, unsigned int uModifierKeys)
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{
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if (!(g_uPhysicalKeyState[uChar] & KEYSTATE_DOWN))
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{
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return(false);
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}
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bool bKeyPressed = true;
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for (int nKey = 0; nKey < sizeof(ModifierKeyTable) / sizeof(ModifierKeyTable[0]); nKey++)
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{
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if (g_uPhysicalKeyState[ModifierKeyTable[nKey].uChar] & KEYSTATE_DOWN)
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{
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if (!(uModifierKeys & ModifierKeyTable[nKey].uModifierKeys))
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{
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bKeyPressed = false;
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}
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}
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else if (uModifierKeys & ModifierKeyTable[nKey].uModifierKeys)
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{
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bKeyPressed = false;
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}
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}
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return(bKeyPressed);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Determines whether a key is an allowed modifier key, ie, whether it
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// can be used in conjunction with other keys when performing key
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// bindings.
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// Input : uChar - Virtual key to check.
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// Output : Returns true if this key is a modifier key, false if not.
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//-----------------------------------------------------------------------------
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bool CKeyboard::IsModifierKey(unsigned int uChar)
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{
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return((uChar == VK_SHIFT) || (uChar == VK_CONTROL) || (uChar == VK_MENU));
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}
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//-----------------------------------------------------------------------------
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// Purpose: Given a key press/release event, updates the status of all logical
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// keys.
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// Input : uChar - The key whose state has changed.
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// bPressed - True if the key was pressed, false if it was released.
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//-----------------------------------------------------------------------------
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void CKeyboard::UpdateLogicalKeys(unsigned int uChar, bool bPressed)
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{
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//
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// Determine whether the key is a modifier key. If so, find its modifier bit.
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//
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bool bIsModifierKey = IsModifierKey(uChar);
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unsigned int uModifierKeyBit = 0;
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if (bIsModifierKey)
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{
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uModifierKeyBit = GetModifierKeyBit(uChar);
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}
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//
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// For every key in the keymap that depends upon this physical key, update
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// the state of the corresponding logical key based on this event.
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//
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for (unsigned int nKey = 0; nKey < g_uKeyMaps; nKey++)
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{
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unsigned int uPhysicalKey = g_uKeyMap[nKey].uChar;
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unsigned int uLogicalKey = g_uKeyMap[nKey].uLogicalKey;
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unsigned int uModifierKeys = g_uKeyMap[nKey].uModifierKeys;
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if ((uPhysicalKey == uChar) || (uModifierKeys & uModifierKeyBit))
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{
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//
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// Check the state of all modifier keys to which this logical key
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// is bound to determine whether the logical key is pressed or not.
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//
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bool bLogicalKeyPressed = IsKeyPressed(g_uKeyMap[nKey].uChar, g_uKeyMap[nKey].uModifierKeys);
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//
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// Update the logical key state.
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//
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if (bPressed)
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{
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if (bLogicalKeyPressed)
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{
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if (!(g_uLogicalKeyState[uLogicalKey] & KEYSTATE_DOWN))
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{
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g_uLogicalKeyState[uLogicalKey] |= KEYSTATE_IMPULSE_DOWN;
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}
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g_uLogicalKeyState[uLogicalKey]++;
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}
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}
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else
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{
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if (g_uLogicalKeyState[uLogicalKey] & KEYSTATE_DOWN)
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{
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g_uLogicalKeyState[uLogicalKey]--;
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}
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if (!(g_uLogicalKeyState[uLogicalKey] & KEYSTATE_DOWN))
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{
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g_uLogicalKeyState[uLogicalKey] |= KEYSTATE_IMPULSE_UP;
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}
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called by the client when a WM_KEYDOWN message is received.
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// Input : Per CWnd::OnKeyDown.
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//-----------------------------------------------------------------------------
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void CKeyboard::OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags)
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{
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if ((!(nFlags & 0x4000)) || (!(g_uPhysicalKeyState[nChar] & KEYSTATE_DOWN)))
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{
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g_uPhysicalKeyState[nChar] |= KEYSTATE_DOWN;
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g_uPhysicalKeyState[nChar] |= KEYSTATE_IMPULSE_DOWN;
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UpdateLogicalKeys(nChar, true);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called by the client when a WM_KEYUP message is received.
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// Input : Per CWnd::OnKeyDown.
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//-----------------------------------------------------------------------------
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void CKeyboard::OnKeyUp(UINT nChar, UINT nRepCnt, UINT nFlags)
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{
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if (g_uPhysicalKeyState[nChar] & KEYSTATE_DOWN)
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{
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g_uPhysicalKeyState[nChar] &= ~KEYSTATE_DOWN;
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}
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g_uPhysicalKeyState[nChar] |= KEYSTATE_IMPULSE_UP;
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UpdateLogicalKeys(nChar, false);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Deletes all key bindings.
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//-----------------------------------------------------------------------------
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void CKeyboard::RemoveAllKeyMaps(void)
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{
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g_uKeyMaps = 0;
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}
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