759 lines
40 KiB
C++
759 lines
40 KiB
C++
/*
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** Command & Conquer Red Alert(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/* $Header: /CounterStrike/KEY.CPP 1 3/03/97 10:25a Joe_bostic $ */
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/***********************************************************************************************
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* *
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* Project Name : Westwood Keyboard Library *
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* *
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* File Name : KEYBOARD.CPP *
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* *
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* Programmer : Philip W. Gorrow *
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* *
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* Start Date : 10/16/95 *
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* *
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* Last Update : November 2, 1996 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* WWKeyboardClass::Buff_Get -- Lowlevel function to get a key from key buffer *
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* WWKeyboardClass::Check -- Checks to see if a key is in the buffer *
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* WWKeyboardClass::Clear -- Clears the keyboard buffer. *
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* WWKeyboardClass::Down -- Checks to see if the specified key is being held down. *
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* WWKeyboardClass::Fetch_Element -- Extract the next element in the keyboard buffer. *
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* WWKeyboardClass::Fill_Buffer_From_Syste -- Extract and process any queued windows messages*
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* WWKeyboardClass::Get -- Logic to get a metakey from the buffer *
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* WWKeyboardClass::Get_Mouse_X -- Returns the mouses current x position in pixels *
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* WWKeyboardClass::Get_Mouse_XY -- Returns the mouses x,y position via reference vars *
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* WWKeyboardClass::Get_Mouse_Y -- returns the mouses current y position in pixels *
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* WWKeyboardClass::Is_Buffer_Empty -- Checks to see if the keyboard buffer is empty. *
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* WWKeyboardClass::Is_Buffer_Full -- Determines if the keyboard buffer is full. *
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* WWKeyboardClass::Is_Mouse_Key -- Checks to see if specified key refers to the mouse. *
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* WWKeyboardClass::Message_Handler -- Process a windows message as it relates to the keyboar*
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* WWKeyboardClass::Peek_Element -- Fetches the next element in the keyboard buffer. *
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* WWKeyboardClass::Put -- Logic to insert a key into the keybuffer] *
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* WWKeyboardClass::Put_Element -- Put a keyboard data element into the buffer. *
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* WWKeyboardClass::Put_Key_Message -- Translates and inserts wParam into Keyboard Buffer *
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* WWKeyboardClass::To_ASCII -- Convert the key value into an ASCII representation. *
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* WWKeyboardClass::Available_Buffer_Room -- Fetch the quantity of free elements in the keybo*
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* WWKeyboardClass::Put_Mouse_Message -- Stores a mouse type message into the keyboard buffer*
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "key.h"
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#include "monoc.h"
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//void Message_Loop(void);
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//WWKeyboardClass * _Kbd = NULL;
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#define ARRAY_SIZE(x) int(sizeof(x)/sizeof(x[0]))
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/***********************************************************************************************
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* WWKeyboardClass::WWKeyBoardClass -- Construction for Westwood Keyboard Class *
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* *
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* INPUT: none *
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* *
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* OUTPUT: none *
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* *
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* HISTORY: *
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* 10/16/1995 PWG : Created. *
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*=============================================================================================*/
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WWKeyboardClass::WWKeyboardClass(void) :
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MouseQX(0),
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MouseQY(0),
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Head(0),
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Tail(0)
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{
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// _Kbd = this;
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memset(KeyState, '\0', sizeof(KeyState));
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}
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/***********************************************************************************************
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* WWKeyboardClass::Buff_Get -- Lowlevel function to get a key from key buffer *
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* *
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* INPUT: none *
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* *
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* OUTPUT: int - the key value that was pulled from buffer (includes bits) * *
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* *
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* WARNINGS: If the key was a mouse event MouseQX and MouseQY will be updated *
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* *
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* HISTORY: *
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* 10/17/1995 PWG : Created. *
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*=============================================================================================*/
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unsigned short WWKeyboardClass::Buff_Get(void)
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{
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while (!Check()) {} // wait for key in buffer
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unsigned short temp = Fetch_Element();
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if (Is_Mouse_Key(temp)) {
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MouseQX = Fetch_Element();
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MouseQY = Fetch_Element();
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}
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return(temp);
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}
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/***********************************************************************************************
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* WWKeyboardClass::Is_Mouse_Key -- Checks to see if specified key refers to the mouse. *
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* *
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* This checks the specified key code to see if it refers to the mouse buttons. *
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* *
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* INPUT: key -- The key to check. *
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* *
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* OUTPUT: bool; Is the key a mouse button key? *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 09/30/1996 JLB : Created. *
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*=============================================================================================*/
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bool WWKeyboardClass::Is_Mouse_Key(unsigned short key)
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{
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key &= 0xFF;
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return (key == VK_LBUTTON || key == VK_MBUTTON || key == VK_RBUTTON);
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}
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/***********************************************************************************************
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* WWKeyboardClass::Check -- Checks to see if a key is in the buffer *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 10/16/1995 PWG : Created. *
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* 09/24/1996 JLB : Converted to new style keyboard system. *
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*=============================================================================================*/
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unsigned short WWKeyboardClass::Check(void) const
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{
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((WWKeyboardClass *)this)->Fill_Buffer_From_System();
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if (Is_Buffer_Empty()) return(false);
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return(Peek_Element());
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}
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/***********************************************************************************************
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* WWKeyboardClass::Get -- Logic to get a metakey from the buffer *
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* *
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* INPUT: none *
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* *
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* OUTPUT: int - the meta key taken from the buffer. *
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* *
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* WARNINGS: This routine will not return until a keypress is received *
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* *
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* HISTORY: *
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* 10/16/1995 PWG : Created. *
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*=============================================================================================*/
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unsigned short WWKeyboardClass::Get(void)
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{
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while (!Check()) {} // wait for key in buffer
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return (Buff_Get());
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}
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/***********************************************************************************************
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* WWKeyboardClass::Put -- Logic to insert a key into the keybuffer] *
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* *
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* INPUT: int - the key to insert into the buffer *
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* *
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* OUTPUT: bool - true if key is sucessfuly inserted. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 10/16/1995 PWG : Created. *
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*=============================================================================================*/
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bool WWKeyboardClass::Put(unsigned short key)
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{
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if (!Is_Buffer_Full()) {
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Put_Element(key);
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return(true);
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}
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return(false);
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}
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/***********************************************************************************************
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* WWKeyboardClass::Put_Key_Message -- Translates and inserts wParam into Keyboard Buffer *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 10/16/1995 PWG : Created. *
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*=============================================================================================*/
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bool WWKeyboardClass::Put_Key_Message(unsigned short vk_key, bool release)
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{
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/*
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** Get the status of all of the different keyboard modifiers. Note, only pay attention
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** to numlock and caps lock if we are dealing with a key that is affected by them. Note
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** that we do not want to set the shift, ctrl and alt bits for Mouse keypresses as this
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** would be incompatible with the dos version.
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*/
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if (!Is_Mouse_Key(vk_key)) {
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if (((GetKeyState(VK_SHIFT) & 0x8000) != 0) ||
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((GetKeyState(VK_CAPITAL) & 0x0008) != 0) ||
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((GetKeyState(VK_NUMLOCK) & 0x0008) != 0)) {
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vk_key |= WWKEY_SHIFT_BIT;
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}
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if ((GetKeyState(VK_CONTROL) & 0x8000) != 0) {
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vk_key |= WWKEY_CTRL_BIT;
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}
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if ((GetKeyState(VK_MENU) & 0x8000) != 0) {
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vk_key |= WWKEY_ALT_BIT;
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}
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}
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if (release) {
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vk_key |= WWKEY_RLS_BIT;
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}
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/*
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** Finally use the put command to enter the key into the keyboard
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** system.
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*/
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return(Put(vk_key));
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}
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/***********************************************************************************************
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* WWKeyboardClass::Put_Mouse_Message -- Stores a mouse type message into the keyboard buffer. *
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* *
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* This routine will store the mouse type event into the keyboard buffer. It also checks *
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* to ensure that there is enough room in the buffer so that partial mouse events won't *
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* be recorded. *
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* *
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* INPUT: vk_key -- The mouse key message itself. *
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* *
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* x,y -- The mouse coordinates at the time of the event. *
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* *
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* release -- Is this a mouse button release? *
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* *
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* OUTPUT: bool; Was the event stored sucessfully into the keyboard buffer? *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 11/02/1996 JLB : Created. *
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*=============================================================================================*/
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bool WWKeyboardClass::Put_Mouse_Message(unsigned short vk_key, int x, int y, bool release)
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{
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if (Available_Buffer_Room() >= 3 && Is_Mouse_Key(vk_key)) {
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Put_Key_Message(vk_key, release);
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Put((unsigned short)x);
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Put((unsigned short)y);
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return(true);
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}
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return(false);
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}
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/***********************************************************************************************
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* WWKeyboardClass::To_ASCII -- Convert the key value into an ASCII representation. *
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* *
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* This routine will convert the key code specified into an ASCII value. This takes into *
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* consideration the language and keyboard mapping of the host Windows system. *
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* *
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* INPUT: key -- The key code to convert into ASCII. *
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* *
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* OUTPUT: Returns with the key converted into ASCII. If the key has no ASCII equivalent, *
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* then '\0' is returned. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 09/30/1996 JLB : Created. *
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*=============================================================================================*/
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char WWKeyboardClass::To_ASCII(unsigned short key)
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{
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/*
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** Released keys never translate into an ASCII value.
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*/
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if (key & WWKEY_RLS_BIT) {
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return('\0');
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}
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/*
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** Set the KeyState buffer to reflect the shift bits stored in the key value.
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*/
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if (key & WWKEY_SHIFT_BIT) {
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KeyState[VK_SHIFT] = 0x80;
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}
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if (key & WWKEY_CTRL_BIT) {
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KeyState[VK_CONTROL] = 0x80;
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}
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if (key & WWKEY_ALT_BIT) {
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KeyState[VK_MENU] = 0x80;
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}
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/*
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** Ask windows to translate the key into an ASCII equivalent.
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*/
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char buffer[10];
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int result = 1;
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int scancode = 0;
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scancode = MapVirtualKey(key & 0xFF, 0);
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result = ToAscii((UINT)(key & 0xFF), (UINT)scancode, (PBYTE)KeyState, (LPWORD)buffer, (UINT)0);
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/*
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** Restore the KeyState buffer back to pristine condition.
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*/
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if (key & WWKEY_SHIFT_BIT) {
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KeyState[VK_SHIFT] = 0;
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}
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if (key & WWKEY_CTRL_BIT) {
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KeyState[VK_CONTROL] = 0;
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}
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if (key & WWKEY_ALT_BIT) {
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KeyState[VK_MENU] = 0;
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}
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/*
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** If Windows could not perform the translation as expected, then
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** return with a null ASCII value.
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*/
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if (result != 1) {
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return('\0');
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}
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return(buffer[0]);
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}
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/***********************************************************************************************
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* WWKeyboardClass::Down -- Checks to see if the specified key is being held down. *
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* *
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* This routine will examine the key specified to see if it is currently being held down. *
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* *
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* INPUT: key -- The key to check. *
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* *
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* OUTPUT: bool; Is the specified key currently being held down? *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 09/30/1996 JLB : Created. *
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*=============================================================================================*/
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WWKeyboardClass::Down(unsigned short key)
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{
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return(GetAsyncKeyState(key & 0xFF));
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}
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extern "C" {
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void __cdecl Stop_Execution (void);
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}
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/***********************************************************************************************
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* WWKeyboardClass::Fetch_Element -- Extract the next element in the keyboard buffer. *
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* *
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* This routine will extract the next pending element in the keyboard queue. If there is *
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* no element available, then NULL is returned. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: Returns with the element extracted from the queue. An empty queue is signified *
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* by a 0 return value. *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 09/30/1996 JLB : Created. *
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*=============================================================================================*/
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unsigned short WWKeyboardClass::Fetch_Element(void)
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{
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unsigned short val = 0;
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if (Head != Tail) {
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val = Buffer[Head];
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Head = (Head + 1) % ARRAY_SIZE(Buffer);
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}
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return(val);
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}
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/***********************************************************************************************
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* WWKeyboardClass::Peek_Element -- Fetches the next element in the keyboard buffer. *
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* *
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* This routine will examine and return with the next element in the keyboard buffer but *
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* it will not alter or remove that element. Use this routine to see what is pending in *
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* the keyboard queue. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: Returns with the next element in the keyboard queue. If the keyboard buffer is *
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* empty, then 0 is returned. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 09/30/1996 JLB : Created. *
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*=============================================================================================*/
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unsigned short WWKeyboardClass::Peek_Element(void) const
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{
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if (!Is_Buffer_Empty()) {
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return(Buffer[Head]);
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}
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return(0);
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}
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/***********************************************************************************************
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* WWKeyboardClass::Put_Element -- Put a keyboard data element into the buffer. *
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* *
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* This will put one keyboard data element into the keyboard buffer. Typically, this data *
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* is a key code, but it might be mouse coordinates. *
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* *
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* INPUT: val -- The data element to add to the keyboard buffer. *
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* *
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* OUTPUT: bool; Was the keyboard element added successfully? A failure would indicate that *
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* the keyboard buffer is full. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 09/30/1996 JLB : Created. *
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*=============================================================================================*/
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bool WWKeyboardClass::Put_Element(unsigned short val)
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{
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if (!Is_Buffer_Full()) {
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int temp = (Tail+1) % ARRAY_SIZE(Buffer);
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Buffer[Tail] = val;
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Tail = temp;
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return(true);
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}
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return(false);
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}
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/***********************************************************************************************
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* WWKeyboardClass::Is_Buffer_Full -- Determines if the keyboard buffer is full. *
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* *
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* This routine will examine the keyboard buffer to determine if it is completely *
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* full of queued keyboard events. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: bool; Is the keyboard buffer completely full? *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 09/30/1996 JLB : Created. *
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*=============================================================================================*/
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bool WWKeyboardClass::Is_Buffer_Full(void) const
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{
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if ((Tail + 1) % ARRAY_SIZE(Buffer) == Head) {
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return(true);
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}
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return(false);
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}
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/***********************************************************************************************
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* WWKeyboardClass::Is_Buffer_Empty -- Checks to see if the keyboard buffer is empty. *
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* *
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* This routine will examine the keyboard buffer to see if it contains no events at all. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: bool; Is the keyboard buffer currently without any pending events queued? *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 09/30/1996 JLB : Created. *
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*=============================================================================================*/
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bool WWKeyboardClass::Is_Buffer_Empty(void) const
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{
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if (Head == Tail) {
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return(true);
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}
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return(false);
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}
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/***********************************************************************************************
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* WWKeyboardClass::Fill_Buffer_From_Syste -- Extract and process any queued windows messages. *
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* *
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* This routine will extract and process any windows messages in the windows message *
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* queue. It is presumed that the normal message handler will call the keyboard *
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* message processing function. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 09/30/1996 JLB : Created. *
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*=============================================================================================*/
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void WWKeyboardClass::Fill_Buffer_From_System(void)
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{
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if (!Is_Buffer_Full()) {
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MSG msg;
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while (PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE)) {
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if (!GetMessage( &msg, NULL, 0, 0 )) {
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return;
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}
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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}
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}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* WWKeyboardClass::Clear -- Clears the keyboard buffer. *
|
|
* *
|
|
* This routine will clear the keyboard buffer of all pending keyboard events. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 09/30/1996 JLB : Created. *
|
|
*=============================================================================================*/
|
|
void WWKeyboardClass::Clear(void)
|
|
{
|
|
/*
|
|
** Extract any windows pending keyboard message events and then clear out the keyboard
|
|
** buffer.
|
|
*/
|
|
Fill_Buffer_From_System();
|
|
Head = Tail;
|
|
|
|
/*
|
|
** Perform a second clear to handle the rare case of the keyboard buffer being full and there
|
|
** still remains keyboard related events in the windows message queue.
|
|
*/
|
|
Fill_Buffer_From_System();
|
|
Head = Tail;
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* WWKeyboardClass::Message_Handler -- Process a windows message as it relates to the keyboard *
|
|
* *
|
|
* This routine will examine the Windows message specified. If the message relates to an *
|
|
* event that the keyboard input system needs to process, then it will be processed *
|
|
* accordingly. *
|
|
* *
|
|
* INPUT: window -- Handle to the window receiving the message. *
|
|
* *
|
|
* message -- The message number of this event. *
|
|
* *
|
|
* wParam -- The windows specific word parameter (meaning depends on message). *
|
|
* *
|
|
* lParam -- The windows specific long word parameter (meaning is message dependant)*
|
|
* *
|
|
* OUTPUT: bool; Was this keyboard message recognized and processed? A 'false' return value *
|
|
* means that the message should be processed normally. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 09/30/1996 JLB : Created. *
|
|
*=============================================================================================*/
|
|
bool WWKeyboardClass::Message_Handler(HWND window, UINT message, UINT wParam, LONG lParam)
|
|
{
|
|
bool processed = false;
|
|
|
|
/*
|
|
** Examine the message to see if it is one that should be processed. Only keyboard and
|
|
** pertinant mouse messages are processed.
|
|
*/
|
|
switch (message) {
|
|
|
|
/*
|
|
** System key has been pressed. This is the normal keyboard event message.
|
|
*/
|
|
case WM_SYSKEYDOWN:
|
|
case WM_KEYDOWN:
|
|
if (wParam == VK_SCROLL) {
|
|
Stop_Execution();
|
|
} else {
|
|
Put_Key_Message((unsigned short)wParam);
|
|
}
|
|
processed = true;
|
|
break;
|
|
|
|
/*
|
|
** The key has been released. This is the normal key release message.
|
|
*/
|
|
case WM_SYSKEYUP:
|
|
case WM_KEYUP:
|
|
Put_Key_Message((unsigned short)wParam, true);
|
|
processed = true;
|
|
break;
|
|
|
|
/*
|
|
** Press of the left mouse button.
|
|
*/
|
|
case WM_LBUTTONDOWN:
|
|
Put_Mouse_Message(VK_LBUTTON, LOWORD(lParam), HIWORD(lParam));
|
|
processed = true;
|
|
break;
|
|
|
|
/*
|
|
** Release of the left mouse button.
|
|
*/
|
|
case WM_LBUTTONUP:
|
|
Put_Mouse_Message(VK_LBUTTON, LOWORD(lParam), HIWORD(lParam), true);
|
|
processed = true;
|
|
break;
|
|
|
|
/*
|
|
** Double click of the left mouse button. Fake this into being
|
|
** just a rapid click of the left button twice.
|
|
*/
|
|
case WM_LBUTTONDBLCLK:
|
|
Put_Mouse_Message(VK_LBUTTON, LOWORD(lParam), HIWORD(lParam));
|
|
Put_Mouse_Message(VK_LBUTTON, LOWORD(lParam), HIWORD(lParam), true);
|
|
Put_Mouse_Message(VK_LBUTTON, LOWORD(lParam), HIWORD(lParam));
|
|
Put_Mouse_Message(VK_LBUTTON, LOWORD(lParam), HIWORD(lParam), true);
|
|
processed = true;
|
|
break;
|
|
|
|
/*
|
|
** Press of the middle mouse button.
|
|
*/
|
|
case WM_MBUTTONDOWN:
|
|
Put_Mouse_Message(VK_MBUTTON, LOWORD(lParam), HIWORD(lParam));
|
|
processed = true;
|
|
break;
|
|
|
|
/*
|
|
** Release of the middle mouse button.
|
|
*/
|
|
case WM_MBUTTONUP:
|
|
Put_Mouse_Message(VK_MBUTTON, LOWORD(lParam), HIWORD(lParam), true);
|
|
processed = true;
|
|
break;
|
|
|
|
/*
|
|
** Middle button double click gets translated into two
|
|
** regular middle button clicks.
|
|
*/
|
|
case WM_MBUTTONDBLCLK:
|
|
Put_Mouse_Message(VK_MBUTTON, LOWORD(lParam), HIWORD(lParam));
|
|
Put_Mouse_Message(VK_MBUTTON, LOWORD(lParam), HIWORD(lParam), true);
|
|
Put_Mouse_Message(VK_MBUTTON, LOWORD(lParam), HIWORD(lParam));
|
|
Put_Mouse_Message(VK_MBUTTON, LOWORD(lParam), HIWORD(lParam), true);
|
|
processed = true;
|
|
break;
|
|
|
|
/*
|
|
** Right mouse button press.
|
|
*/
|
|
case WM_RBUTTONDOWN:
|
|
Put_Mouse_Message(VK_RBUTTON, LOWORD(lParam), HIWORD(lParam));
|
|
processed = true;
|
|
break;
|
|
|
|
/*
|
|
** Right mouse button release.
|
|
*/
|
|
case WM_RBUTTONUP:
|
|
Put_Mouse_Message(VK_RBUTTON, LOWORD(lParam), HIWORD(lParam), true);
|
|
processed = true;
|
|
break;
|
|
|
|
/*
|
|
** Translate a double click of the right button
|
|
** into being just two regular right button clicks.
|
|
*/
|
|
case WM_RBUTTONDBLCLK:
|
|
Put_Mouse_Message(VK_RBUTTON, LOWORD(lParam), HIWORD(lParam));
|
|
Put_Mouse_Message(VK_RBUTTON, LOWORD(lParam), HIWORD(lParam), true);
|
|
Put_Mouse_Message(VK_RBUTTON, LOWORD(lParam), HIWORD(lParam));
|
|
Put_Mouse_Message(VK_RBUTTON, LOWORD(lParam), HIWORD(lParam), true);
|
|
processed = true;
|
|
break;
|
|
|
|
/*
|
|
** If the message is not pertinant to the keyboard system,
|
|
** then do nothing.
|
|
*/
|
|
default:
|
|
break;
|
|
}
|
|
|
|
/*
|
|
** If this message has been processed, then pass it on to the system
|
|
** directly.
|
|
*/
|
|
if (processed) {
|
|
DefWindowProc(window, message, wParam, lParam);
|
|
return(true);
|
|
}
|
|
return(false);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* WWKeyboardClass::Available_Buffer_Room -- Fetch the quantity of free elements in the keyboa *
|
|
* *
|
|
* This examines the keyboard buffer queue and determine how many elements are available *
|
|
* for use before the buffer becomes full. Typical use of this would be when inserting *
|
|
* mouse events that require more than one element. Such an event must detect when there *
|
|
* would be insufficient room in the buffer and bail accordingly. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: Returns with the number of elements that may be stored in to the keyboard buffer *
|
|
* before it becomes full and cannot accept any more elements. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 11/02/1996 JLB : Created. *
|
|
*=============================================================================================*/
|
|
int WWKeyboardClass::Available_Buffer_Room(void) const
|
|
{
|
|
int avail;
|
|
if (Head == Tail) {
|
|
avail = ARRAY_SIZE(Buffer);
|
|
}
|
|
if (Head < Tail) {
|
|
avail = Tail - Head;
|
|
}
|
|
if (Head > Tail) {
|
|
avail = (Tail + ARRAY_SIZE(Buffer)) - Head;
|
|
}
|
|
return(avail);
|
|
}
|