Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// $Header: $
// $NoKeywords: $
//
// Material editor
//=============================================================================
#include <windows.h>
#include "appframework/tier2app.h"
#include "inputsystem/iinputsystem.h"
#include "filesystem.h"
#include "filesystem_init.h"
#include "tier0/icommandline.h"
//-----------------------------------------------------------------------------
// Purpose: Warning/Msg call back through this API
// Input : type -
// *pMsg -
// Output : SpewRetval_t
//-----------------------------------------------------------------------------
SpewRetval_t SpewFunc( SpewType_t type, char const *pMsg )
{
OutputDebugString( pMsg );
return SPEW_CONTINUE;
}
//-----------------------------------------------------------------------------
// The application object
//-----------------------------------------------------------------------------
class CInputTestApp : public CTier2SteamApp
{
typedef CTier2SteamApp BaseClass;
public:
// Methods of IApplication
virtual bool Create();
virtual bool PreInit( );
virtual int Main();
virtual void PostShutdown( );
virtual void Destroy();
virtual const char *GetAppName() { return "InputTest"; }
virtual bool AppUsesReadPixels() { return false; }
private:
// Window management
bool CreateAppWindow( char const *pTitle, bool bWindowed, int w, int h );
// Sets up the game path
bool SetupSearchPaths();
HWND m_HWnd;
};
DEFINE_WINDOWED_STEAM_APPLICATION_OBJECT( CInputTestApp );
//-----------------------------------------------------------------------------
// Create all singleton systems
//-----------------------------------------------------------------------------
bool CInputTestApp::Create()
{
SpewOutputFunc( SpewFunc );
AppSystemInfo_t appSystems[] =
{
{ "inputsystem.dll", INPUTSYSTEM_INTERFACE_VERSION },
{ "", "" } // Required to terminate the list
};
if ( !AddSystems( appSystems ) )
return false;
return true;
}
void CInputTestApp::Destroy()
{
}
//-----------------------------------------------------------------------------
// Window management
//-----------------------------------------------------------------------------
bool CInputTestApp::CreateAppWindow( char const *pTitle, bool bWindowed, int w, int h )
{
WNDCLASSEX wc;
memset( &wc, 0, sizeof( wc ) );
wc.cbSize = sizeof( wc );
wc.style = CS_OWNDC | CS_DBLCLKS;
wc.lpfnWndProc = DefWindowProc;
wc.hInstance = (HINSTANCE)GetAppInstance();
wc.lpszClassName = "Valve001";
wc.hIcon = NULL; //LoadIcon( s_HInstance, MAKEINTRESOURCE( IDI_LAUNCHER ) );
wc.hIconSm = wc.hIcon;
RegisterClassEx( &wc );
// Note, it's hidden
DWORD style = WS_POPUP | WS_CLIPSIBLINGS;
if ( bWindowed )
{
// Give it a frame
style |= WS_OVERLAPPEDWINDOW;
style &= ~WS_THICKFRAME;
}
// Never a max box
style &= ~WS_MAXIMIZEBOX;
RECT windowRect;
windowRect.top = 0;
windowRect.left = 0;
windowRect.right = w;
windowRect.bottom = h;
// Compute rect needed for that size client area based on window style
AdjustWindowRectEx(&windowRect, style, FALSE, 0);
// Create the window
m_HWnd = CreateWindow( wc.lpszClassName, pTitle, style, 0, 0,
windowRect.right - windowRect.left, windowRect.bottom - windowRect.top,
NULL, NULL, (HINSTANCE)GetAppInstance(), NULL );
if (!m_HWnd)
return false;
int CenterX, CenterY;
CenterX = (GetSystemMetrics(SM_CXSCREEN) - w) / 2;
CenterY = (GetSystemMetrics(SM_CYSCREEN) - h) / 2;
CenterX = (CenterX < 0) ? 0: CenterX;
CenterY = (CenterY < 0) ? 0: CenterY;
// In VCR modes, keep it in the upper left so mouse coordinates are always relative to the window.
SetWindowPos (m_HWnd, NULL, CenterX, CenterY, 0, 0,
SWP_NOSIZE | SWP_NOZORDER | SWP_SHOWWINDOW | SWP_DRAWFRAME);
return true;
}
//-----------------------------------------------------------------------------
// Sets up the game path
//-----------------------------------------------------------------------------
bool CInputTestApp::SetupSearchPaths()
{
if ( !BaseClass::SetupSearchPaths( NULL, false, true ) )
return false;
g_pFullFileSystem->AddSearchPath( GetGameInfoPath(), "SKIN", PATH_ADD_TO_HEAD );
return true;
}
//-----------------------------------------------------------------------------
// PreInit, PostShutdown
//-----------------------------------------------------------------------------
bool CInputTestApp::PreInit( )
{
if ( !BaseClass::PreInit() )
return false;
if (!g_pFullFileSystem || !g_pInputSystem )
return false;
// Add paths...
if ( !SetupSearchPaths() )
return false;
const char *pArg;
int iWidth = 1024;
int iHeight = 768;
bool bWindowed = (CommandLine()->CheckParm( "-fullscreen" ) == NULL);
if (CommandLine()->CheckParm( "-width", &pArg ))
{
iWidth = atoi( pArg );
}
if (CommandLine()->CheckParm( "-height", &pArg ))
{
iHeight = atoi( pArg );
}
if (!CreateAppWindow( "InputTest", bWindowed, iWidth, iHeight ))
return false;
g_pInputSystem->AttachToWindow( m_HWnd );
return true;
}
void CInputTestApp::PostShutdown( )
{
g_pInputSystem->DetachFromWindow( );
BaseClass::PostShutdown();
}
//-----------------------------------------------------------------------------
// main application
//-----------------------------------------------------------------------------
int CInputTestApp::Main()
{
while( true )
{
g_pInputSystem->PollInputState();
int nEventCount = g_pInputSystem->GetEventCount();
const InputEvent_t* pEvents = g_pInputSystem->GetEventData( );
for ( int i = 0; i < nEventCount; ++i )
{
const InputEvent_t* pEvent = &pEvents[i];
switch( pEvent->m_nType )
{
case IE_ButtonPressed:
Msg("Button Pressed Event %d : Start tick %d\n", pEvent->m_nData, pEvent->m_nTick );
break;
case IE_ButtonReleased:
Msg("Button Released Event %d : End tick %d Start tick %d\n", pEvent->m_nData, pEvent->m_nTick, g_pInputSystem->GetButtonPressedTick( (ButtonCode_t)pEvent->m_nData ) );
break;
case IE_ButtonDoubleClicked:
Msg("Button Double clicked Event %d : Start tick %d\n", pEvent->m_nData, pEvent->m_nTick );
break;
case IE_AnalogValueChanged:
Msg("Analog Value Changed %d : Start tick %d Value %d\n", pEvent->m_nData, pEvent->m_nTick, pEvent->m_nData2 );
break;
case IE_Quit:
Msg("Quit");
return 1;
}
}
}
return 1;
}