Esempio n. 1
0
bool Input::RBUTTONPressed()
{
   //Check the mouse right button is pressed or not
	if (BUTTONDOWN(m_MouseState, 1))
	{
		ButtonWasDown[1] = true;
		return false;
	}
	
	if (!BUTTONDOWN(m_MouseState,1) && ButtonWasDown[1])
	{
		ButtonWasDown[1] = false;
		return true;
	}

	return false;
}
Esempio n. 2
0
bool Input::LBUTTONPressed()
{
	//Check the mouse left button is pressed or not
	if (BUTTONDOWN(m_MouseState, 0))
	{
		ButtonWasDown[0] = true;
		return false;
	}
	
	if (!BUTTONDOWN(m_MouseState,0) && ButtonWasDown[0])
	{
		ButtonWasDown[0] = false;
		return true;
	}

	return false;
}
Esempio n. 3
0
void KeyboardDemo::Update( float dt )
{
	keyboardDevice_->GetDeviceState( sizeof( keyboardKeys_ ), ( LPVOID )&keyboardKeys_ );
	mouseDevice_->GetDeviceState( sizeof ( mouseState_ ), ( LPVOID ) &mouseState_ );
    
    if( GetAsyncKeyState( VK_ESCAPE ) )
	{ 
		PostQuitMessage( 0 );
	}

    
	if( KEYDOWN( prevKeyboardKeys_, DIK_DOWN ) && !KEYDOWN( keyboardKeys_, DIK_DOWN ) )
	{ 
		selectedColor_--;
	}

    
	if( KEYDOWN( prevKeyboardKeys_, DIK_UP ) && !KEYDOWN( keyboardKeys_, DIK_UP ) )
	{ 
		selectedColor_++;
	}

        if( BUTTONDOWN( mouseState_, 0 ) && !BUTTONDOWN( prevMouseState_, 0 ) ) 
    {
        selectedColor_++;
    }

    if( BUTTONDOWN( mouseState_, 1 ) && !BUTTONDOWN( prevMouseState_, 1 ) )
    { 
        selectedColor_--;
    } 

    mousePosX_ += mouseState_.lX;
    mousePosY_ += mouseState_.lY;
    mouseWheel_ += mouseState_.lZ;


    memcpy( prevKeyboardKeys_, keyboardKeys_, sizeof( keyboardKeys_ ) );
    memcpy( &prevMouseState_, &mouseState_, sizeof( mouseState_ ) );

    if( selectedColor_ < 0 ) selectedColor_ = 2;
    if( selectedColor_ > 2 ) selectedColor_ = 0;
}
bool FNX_GUIBaseElement::Update(FNX_Input* Input)
{
	if(!Active)return false;

///focus
	for(int i=0;i<(int)Elements.size();++i)Elements[i]->SetFocus(false);
	SetFocus(false);

	if(!None)
	{
		if(Choosen!=NULL)Choosen->SetFocus(true);
		else
			SetFocus(true);
	};
///focus



if(!Input->LastFramePressed && BUTTONDOWN(Input->MouseState,0))
{
None=true;//none is choosen

	for(int i=0;i<(int)Elements.size();++i)
	{
		if(Elements[i]->Update(Input)){None=false;Choosen=Elements[i];return true;}//if interaction with this element then stop updating;
	};
	
	bool r=Update_This(Input);
	if(r){Choosen=NULL;None=false;};//self
	return r;
};



if(Input->LastFramePressed && !None)
{
 if(Choosen!=NULL)
	return Choosen->Update(Input);
 else
	return Update_This(Input);
};


if(!None)
{
 if(Choosen!=NULL)
	return Choosen->Update(Input);
 else
	return Update_This(Input,false);//keyboard update of selected item
};


return false;
};
bool FNX_GUIComboBox::Update_This(FNX_Input *Input, bool ByMouse)
{
	if(ByMouse)
	{
	
		
		if(!Input->LastFramePressed)
			{
				if(Button->TouchesPoint(Input->MousePos))
				{
					temp=true;
					return true;
				};
			};


	if(Input->LastFramePressed)
	{
		if(!BUTTONDOWN(Input->MouseState,0))
		{
			if(Button->TouchesPoint(Input->MousePos))
			{
				temp=false;
				
				DropedDown=!DropedDown;
				EventOccured(FNX_GUIEvent_OnClick);

				return true;
			};

			temp=false;
		};

	};

return false;
};




	
	return false;
};
void SplashScreen::Update( float dt, DIMOUSESTATE mouseState, long mousePosX, long mousePosY, long mouseWheel )
{
	// update the mouse position
	mouseCursor_->GetSprite( )->SetPosition( XMFLOAT2( ( float ) mousePosX, ( float ) mousePosY ) );

	switch( screenState_ )
	{
		case START:
			if( mousePosX > play_.x && mousePosX < play_.y && mousePosY > play_.z && mousePosY < play_.w )
			{
				sprite_.SetCurrentAnimation( "menu_play" );

				// get intput and update accordingly
				if( BUTTONDOWN( mouseState, 0 ) )
				{
					// if button clicks...
					game_->PlaySound( "thud" );

					game_->SetGameState(GAME);
				}
			}
			else if( mousePosX > instructions_.x && mousePosX < instructions_.y && mousePosY > instructions_.z && mousePosY < instructions_.w )
			{
				sprite_.SetCurrentAnimation( "menu_instructions" );

				// get intput and update accordingly
				if( BUTTONDOWN( mouseState, 0 ) )
				{
					// if button clicks...
					game_->PlaySound( "thud" );

					sprite_.SetCurrentAnimation( "instructions" );
					screenState_ = INSTRUCTIONS;
				}
			}
			else if( mousePosX > credits_.x && mousePosX < credits_.y && mousePosY > credits_.z && mousePosY < credits_.w )
			{
				sprite_.SetCurrentAnimation( "menu_credits" );

				// get intput and update accordingly
				if( BUTTONDOWN( mouseState, 0 ) )
				{
					// if button clicks...
					game_->PlaySound( "thud" );

					sprite_.SetCurrentAnimation( "credits" );
					screenState_ = CREDITS;
				}
			}
			else if( mousePosX > exit_.x && mousePosX < exit_.y && mousePosY > exit_.z && mousePosY < exit_.w )
			{
				sprite_.SetCurrentAnimation( "menu_exit" );

				// get intput and update accordingly
				if( BUTTONDOWN( mouseState, 0 ) )
				{
					game_->PlaySound( "thud" );

					// if button clicks...
					PostQuitMessage(0);
				}
			}
			else
			{
				sprite_.SetCurrentAnimation( "menu" );
			}

			break;

		case INSTRUCTIONS:
			if( mousePosX > back_.x && mousePosX < back_.y && mousePosY > back_.z && mousePosY < back_.w )
			{
				sprite_.SetCurrentAnimation( "instructions_back" );

				// get intput and update accordingly
				if( BUTTONDOWN( mouseState, 0 ) )
				{
					// if button clicks...
					game_->PlaySound( "thud" );

					sprite_.SetCurrentAnimation( "menu" );
					screenState_ = START;
				}
			}
			else
			{
				sprite_.SetCurrentAnimation( "instructions" );
			}

			break;

		case CREDITS:
			if( mousePosX > back_.x && mousePosX < back_.y && mousePosY > back_.z && mousePosY < back_.w )
			{
				sprite_.SetCurrentAnimation( "credits_back" );

				// get intput and update accordingly
				if( BUTTONDOWN( mouseState, 0 ) )
				{
					// if button clicks...
					game_->PlaySound( "thud" );

					sprite_.SetCurrentAnimation( "menu" );
					screenState_ = START;
				}
			}
			else
			{
				sprite_.SetCurrentAnimation( "credits" );
			}

			break;

		case END:
			if( mousePosX > replay_.x && mousePosX < replay_.y && mousePosY > replay_.z && mousePosY < replay_.w )
			{
				sprite_.SetCurrentAnimation( "game_over_replay" );

				// get intput and update accordingly
				if( BUTTONDOWN( mouseState, 0 ) )
				{
					// if button clicks...
					game_->PlaySound( "thud" );

					HINSTANCE h = game_->GetInstance();
					HWND hw = game_->GetWindow();
					GameTimer* gt = game_->GetTimer();

					game_->Reset( );
					game_->SetGameState(GAME);
				}
			}
			else if( mousePosX > menu_.x && mousePosX < menu_.y && mousePosY > menu_.z && mousePosY < menu_.w )
			{
				sprite_.SetCurrentAnimation( "game_over_menu" );

				// get intput and update accordingly
				if( BUTTONDOWN( mouseState, 0 ) )
				{
					// if button clicks...
					game_->PlaySound( "thud" );

					HINSTANCE h = game_->GetInstance();
					HWND hw = game_->GetWindow();
					GameTimer* gt = game_->GetTimer();
					
					game_->Reset( );
					game_->SetGameState(MENU);
				}
			}
			else
			{
				sprite_.SetCurrentAnimation( "game_over" );
			}

			break;
		case VICTORY:
			//back button
			if( mousePosX > back_.x && mousePosX < back_.y && mousePosY > back_.z && mousePosY < back_.w )
			{
				sprite_.SetCurrentAnimation( "victory_back" );

				// get intput and update accordingly
				if( BUTTONDOWN( mouseState, 0 ) )
				{
					// if button clicks...
					game_->PlaySound( "thud" );

					HINSTANCE h = game_->GetInstance();
					HWND hw = game_->GetWindow();
					GameTimer* gt = game_->GetTimer();

					game_->Reset( );
					game_->SetGameState(MENU);
				}
			}

			else if( mousePosX > replay_.x && mousePosX < replay_.y && mousePosY > replay_.z && mousePosY < replay_.w )
			{
				sprite_.SetCurrentAnimation( "victory_replay" );

				// get intput and update accordingly
				if( BUTTONDOWN( mouseState, 0 ) )
				{
					// if button clicks...
					game_->PlaySound( "thud" );

					HINSTANCE h = game_->GetInstance();
					HWND hw = game_->GetWindow();
					GameTimer* gt = game_->GetTimer();

					game_->Reset( );
					game_->SetGameState(GAME);
				}
			}

			else
			{
				sprite_.SetCurrentAnimation( "victory" );
			}

			break;
		default:
			break;
	}

	game_->SetMousePosX( mousePosX + mouseState.lX );
	game_->SetMousePosY( mousePosY - mouseState.lY );
	game_->SetMouseWheel( mouseWheel + mouseState.lZ );
}
Esempio n. 7
0
bool DInput::MouseHeld( int button ) {
	return ( BUTTONDOWN( prev_mouse_state_, button ) && BUTTONDOWN( mouse_state_, button ) );
}
bool FNX_GUIListBox::Update_This(FNX_Input* Input,bool ByMouse)
{

	int LineCount=(int)Scale.y/Font->GetHeight();//max lines


	if(ByMouse)
	{
		int sub=(int)((BackGround->GetPosition().y+Scale.y/2+Font->GetHeight()/2)-Input->MousePos.y);
		int s=sub/Font->GetHeight();
	//	if(s==0)s=1;
	s-=1;

	
	


		if(BackGround->TouchesPoint(Input->MousePos))
			{	
				if(Input->LastFramePressed && !BUTTONDOWN(Input->MouseState,0))
				{
					EventOccured(FNX_GUIEvent_OnClick);
					HaveChanged=true;
				};

				if(s+ScrollBar->GetSPosition()>=(int)Lines.size() || s<0)return true;
				if(s==LineCount)return true;


		
				if(!MultiSelect || (!KEYDOWN(Input->buffer,DIK_LCONTROL) && !KEYDOWN(Input->buffer,DIK_RCONTROL)))
				{
				
							ChoosenList.clear();
							ChoosenList.push_back(ScrollBar->GetSPosition()+s);
							EventOccured(FNX_GUIEvent_OnChange);
							

					return true;
				}else
					if(!Input->LastFramePressed)
				{

					bool t=false;

					for(int i=0;i<(int)ChoosenList.size();++i)
					{
						if(ChoosenList[i]==s+ScrollBar->GetSPosition())
							{
								t=true;
								ChoosenList.erase(ChoosenList.begin()+i);
								break;
							};

					};

			if(s+ScrollBar->GetSPosition()<(int)Lines.size())if(!t)ChoosenList.push_back(ScrollBar->GetSPosition()+s);
			
			EventOccured(FNX_GUIEvent_OnChange);
		

				return true;
				};
	
		return true;

		};


	if(Input->LastFramePressed && BUTTONDOWN(Input->MouseState,0))
	{
		if(Input->MousePos.y>BackGround->GetPosition().y-BackGround->GetScale().y/2){ScrollBar->SetSPosition(ScrollBar->GetSPosition()-1);s=ScrollBar->GetSPosition();};
		if(Input->MousePos.y<BackGround->GetPosition().y+BackGround->GetScale().y/2){ScrollBar->SetSPosition(ScrollBar->GetSPosition()+1);s=ScrollBar->GetSPosition()+(int)Scale.y/Font->GetHeight();};
	
			if(Input->MousePos.y<BackGround->GetPosition().y-BackGround->GetScale().y/2)
				if(Input->MousePos.y>BackGround->GetPosition().y+BackGround->GetScale().y/2)s=-100;
	

		if(!MultiSelect || (MultiSelect && (!KEYDOWN(Input->buffer,DIK_LCONTROL) && !KEYDOWN(Input->buffer,DIK_RCONTROL))))
		{

	if(s!=-100)ChoosenList.clear();
	if(s>=(int)Lines.size())s=(int)Lines.size()-1;	
	if(s>=ScrollBar->GetSPosition()+LineCount)s=ScrollBar->GetSPosition()+LineCount-1;
	if(s!=-100)ChoosenList.push_back(s);
		
		};

		return true;
	};


	return false;
};




if(KEYDOWN(Input->buffer,DIK_UPARROW))
{
	if(ChoosenList.size()<=0)return true;

	int s=ChoosenList[0];
	ChoosenList.clear();
	ChoosenList.push_back(s);

	if(ChoosenList[0]>ScrollBar->GetSPosition())ChoosenList[0]--;
	else
	{
		ScrollBar->SetSPosition(ScrollBar->GetSPosition()-1);
		if(ChoosenList[0]>ScrollBar->GetSPosition())ChoosenList[0]--;
		
		if(ChoosenList[0]>(int)Lines.size())ChoosenList[0]=(int)Lines.size();
		if(ChoosenList[0]<0)ChoosenList[0]=0;
	};

return true;
};


if(KEYDOWN(Input->buffer,DIK_DOWNARROW))
{
	if(ChoosenList.size()<=0)return true;
	int s=ChoosenList[0];
	ChoosenList.clear();
	ChoosenList.push_back(s);


	ChoosenList[0]++;
	if(ChoosenList[0]>ScrollBar->GetSPosition()+LineCount-1)
	{
		ScrollBar->SetSPosition(ScrollBar->GetSPosition()+ChoosenList[0]-(ScrollBar->GetSPosition()+LineCount)+1);
	};

	if(ChoosenList[0]>=(int)Lines.size())ChoosenList[0]=(int)Lines.size()-1;
/*
	if(ChoosenList[0]<ScrollBar->GetSPosition()+LineCount)ChoosenList[0]++;

	if(ChoosenList[0]>ScrollBar->GetSPosition()+LineCount)
	{
		ScrollBar->SetSPosition(ScrollBar->GetSPosition()+1);
		ChoosenList[0]=ScrollBar->GetSPosition()+LineCount-1;
	};

	if(ChoosenList[0]>=(int)Lines.size())ChoosenList[0]=(int)Lines.size()-1;
	if(ChoosenList[0]<0)ChoosenList[0]=0;

*/

return true;
};


return false;
};