Team Fortress 2 Source Code as on 22/4/2020
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  1. //========= Copyright Valve Corporation, All rights reserved. ============//
  2. //
  3. //
  4. //
  5. //==================================================================================================
  6. #ifndef POSIX_WIN32STUBS_H
  7. #define POSIX_WIN32STUBS_H
  8. #ifdef _WIN32
  9. #pragma once
  10. #endif
  11. #include "tier0/basetypes.h"
  12. #include "tier0/platform.h"
  13. typedef int32 LRESULT;
  14. typedef void* HWND;
  15. typedef uint32 UINT;
  16. typedef uintp WPARAM;
  17. typedef uintp LPARAM;
  18. typedef uint8 BYTE;
  19. typedef int16 SHORT;
  20. typedef void* WNDPROC;
  21. typedef void* HANDLE;
  22. typedef char xKey_t;
  23. #define XUSER_MAX_COUNT 2
  24. #define XK_MAX_KEYS 5
  25. typedef struct joyinfoex_tag
  26. {
  27. DWORD dwSize;
  28. DWORD dwFlags;
  29. DWORD dwXpos;
  30. DWORD dwYpos;
  31. DWORD dwZpos;
  32. DWORD dwRpos;
  33. DWORD dwUpos;
  34. DWORD dwVpos;
  35. DWORD dwButtons;
  36. DWORD dwButtonNumber;
  37. DWORD dwPOV;
  38. DWORD dwReserved1;
  39. DWORD dwReserved2;
  40. } JOYINFOEX, *LPJOYINFOEX;
  41. typedef struct _XINPUT_GAMEPAD
  42. {
  43. WORD wButtons;
  44. BYTE bLeftTrigger;
  45. BYTE bRightTrigger;
  46. SHORT sThumbLX;
  47. SHORT sThumbLY;
  48. SHORT sThumbRX;
  49. SHORT sThumbRY;
  50. } XINPUT_GAMEPAD, *PXINPUT_GAMEPAD;
  51. typedef struct _XINPUT_STATE
  52. {
  53. DWORD dwPacketNumber;
  54. XINPUT_GAMEPAD Gamepad;
  55. } XINPUT_STATE, *PXINPUT_STATE;
  56. typedef struct _XINPUT_VIBRATION
  57. {
  58. WORD wLeftMotorSpeed;
  59. WORD wRightMotorSpeed;
  60. } XINPUT_VIBRATION, *PXINPUT_VIBRATION;
  61. #endif // POSIX_WIN32STUBS_H