示例#1
0
static BOOL _queryMouseMove(PGROPDATA pGrop, LONG lX, LONG lY)
{
  POINTL     pointl;
  ULONG      ulVAWidth = pGrop->rectlViewArea.xRight -
                           pGrop->rectlViewArea.xLeft;
  ULONG      ulVAHeight = pGrop->rectlViewArea.yTop -
                            pGrop->rectlViewArea.yBottom;

  // For compatibility with some SDL-programs simulating the relative mouse
  // motion (for ex. OpenTyrian).
  pGrop->fCapture = FALSE;

  // Restrict the movement of the mouse user work area.
  if ( lX < 0 )
    lX = 0;
  else if ( lX >= pGrop->stUserMode.ulWidth )
    lX = pGrop->stUserMode.ulWidth - 1;
  if ( lY < 0 )
    lY = 0;
  else if ( lY >= pGrop->stUserMode.ulHeight )
    lY = pGrop->stUserMode.ulHeight - 1;

  // Scale coordinates from work area to the view area.
  pointl.x = pGrop->rectlViewArea.xLeft +
               ( ( ulVAWidth * lX ) / pGrop->stUserMode.ulWidth );
  pointl.y = pGrop->rectlViewArea.yBottom +
               ( ulVAHeight * lY ) / pGrop->stUserMode.ulHeight;

  WinMapWindowPoints( pGrop->hwnd, pGrop->hwndDT, &pointl, 1 );

  pGrop->lSkipMouseMove++;
  return WinSetPointerPos( pGrop->hwndDT, pointl.x, pointl.y );
}
示例#2
0
/****************************************************************************
 * ShowMouse	                                                            *
 *  - Hides/shows the mouse depending on the state of the game		    *
 *  - No I/O.                                                               *
 ****************************************************************************/
VOID ShowMouse(BOOL bShowMouse)
{
    static INT 	  cPointerLvl = 0;	/* Pointer level, 0 = visible 	    */
    static POINTL ptl;			/* Pointer position when hidden     */

    if (bShowMouse) {
    	if (cPointerLvl == 1) {
            cPointerLvl = 0;
            WinSetPointerPos(HWND_DESKTOP, ptl.x, ptl.y);
            WinShowPointer(HWND_DESKTOP, TRUE);
        }
    } else {
        if (iGameMode != GAME_MODE_INIT1 && iGameMode != GAME_MODE_INIT2 &&
            prfProfile.bMOUSECONTROL && cPointerLvl == 0) {
            cPointerLvl = 1;
            WinQueryPointerPos(HWND_DESKTOP, &ptl);
            WinShowPointer(HWND_DESKTOP, FALSE);
        }
    }
}
示例#3
0
static VOID _captureMouse(PGROPDATA pGrop, BOOL fCapture)
{
  SWP        swp;
  POINTL     pointl;

  if ( fCapture )
  {
    WinSetCapture( pGrop->hwndDT, pGrop->hwnd );

    WinQueryWindowPos( pGrop->hwnd, &swp );
    pointl.x = swp.cx / 2;
    pointl.y = swp.cy / 2;
    WinMapWindowPoints( pGrop->hwnd, pGrop->hwndDT, &pointl, 1 );

    pGrop->lSkipMouseMove++;
    WinSetPointerPos( pGrop->hwndDT, pointl.x, pointl.y );
  }
  else
    WinSetCapture( pGrop->hwndDT, NULLHANDLE );
}
示例#4
0
VOID _System threadMouMovMgr(ULONG ul) {
   ULONG ulPost;
   POINTL ptl;
   INT i;
   ULONG covrd;   // numero corrente spostamenti mouse da traiettoria impostata
   ULONG cstops;  // numero di movimenti volontari mouse necessari per
                  // cancellare movimento automatico
   if (DosCreateEventSem(NULL, &g.mou.hev, DC_SEM_SHARED, 0)) {
      stlrlog(IDERR_CREATESERVEVSEM);
      return;
   } /* endif */
   DosSetPriority(PRTYS_THREAD, PRTYC_TIMECRITICAL, 31, 0);

   for (;;) {
      restart:      // label su cui punta quando esce dal loop interno
      g.is.mousebtn &= ~MOVEMOUPTR;
      covrd = 0;
      DosWaitEventSem(g.mou.hev, SEM_INDEFINITE_WAIT);
      cstops = (o.mou.moveSteps & 0x2f) >> 3;
      for (i = 0; i < o.mou.moveSteps; ++i) {
         WinQueryPointerPos(HWND_DESKTOP, &ptl);
         // se il mouse Š stato spostato dall'utente x 3 volte
         if (memcmp(&ptl, &g.mou.ptc, sizeof(POINTL)) && ++covrd > cstops)
            break;
         g.mou.wr.cx += g.mou.dp.x;
         g.mou.wr.cy += g.mou.dp.y;
         g.mou.ptc.x = (LONG)(g.mou.wr.cx >> 16);
         g.mou.ptc.y = (LONG)(g.mou.wr.cy >> 16);
         WinSetPointerPos(HWND_DESKTOP, g.mou.ptc.x, g.mou.ptc.y);
         DosSleep(1);
         // se semaforo Š stato resettato perch‚ il puntatore del mouse deve
         // essere spostato su una finestra differente ricomincia dall'inizio
         DosQueryEventSem(g.mou.hev, &ulPost);
         if (!ulPost) goto restart;
      } /* endfor */
      DosResetEventSem(g.mou.hev, &ulPost);
      g.mou.hwndNew = g.mou.hwnd = NULLHANDLE;
   } /* endfor */
   DosCloseEventSem(g.mou.hev);
}
示例#5
0
void Window::setPointer( int type )
{
  LONG getPointer = -1;
  switch( type )
  {
    case PTR_ARROW : getPointer = SPTR_ARROW; break;
    case PTR_TEXT : getPointer = SPTR_TEXT; break;
    case PTR_WAIT : getPointer = SPTR_WAIT; break;
    case PTR_MOVE : getPointer = SPTR_SIZENS; break;
    case PTR_HAND : getPointer = SPTR_ARROW; break;
  }

  if( getPointer != -1 )
    currentPointer = WinQuerySysPointer( HWND_DESKTOP, getPointer, FALSE );
  else
    currentPointer = NULLHANDLE;

  // Display the new pointer by focring a WM_MOUSEMOVE

  POINTL pos;

  WinQueryPointerPos( HWND_DESKTOP, &pos );
  WinSetPointerPos( HWND_DESKTOP, pos.x, pos.y );
}
示例#6
0
/****************************************************************************
 * ClientWndProc                                                            *
 *  - Typical PM client window procedure.  (see below)                      *
 *  - Standard client window I/O                                            *
 ****************************************************************************/
MRESULT EXPENTRY ClientWndProc(HWND hwnd, ULONG msg, MPARAM mp1, MPARAM mp2)
{
	   RECTL  rcl;
	   SWP	  swp;
	   HPS	  hpsPaint;

    static HPS	  hps;                      /* Permanent HPS                */
    static INT    cx, cy;		    /* Client window dimensions     */
    static BOOL   bSlowUpdateNow = FALSE;   /* Update toggle for asteroids  *
                                             *   and enemy which are slow.  */
    static POINTL ptlCenter;		    /* Center of client window      */

    switch (msg) {
      /* Recieved from WinCreateStdWindow */
      case WM_CREATE:
	/* Get permanent PS for entire window */
	hps = WinGetPS(hwnd);

	/* Load private Asteroid fonts from ASTEROID.DLL */
	if (GpiLoadFonts(hab, "ASTEROID") != GPI_OK) {
            WinReleasePS(hps);
	    WinAlarm(HWND_DESKTOP, WA_WARNING);
	    WinMessageBox(HWND_DESKTOP,NULLHANDLE,
		"Please put ASTEROID.DLL in a directory in your LIBPATH.",
		"Error reading ASTEROID.DLL",
		0,MB_ICONHAND|MB_OK|MB_APPLMODAL);
	    WinPostMsg(hwnd,WM_QUIT,(MPARAM) 0L,(MPARAM) 0L);
	    return (MRESULT) TRUE;
	    }

        /* Register/create logical fonts for use */
	InitFonts(hps);

	/* Display About dialoge box */
	WinDlgBox(HWND_DESKTOP, hwnd, (PFNWP)AboutDlgProc, NULLHANDLE,
		  IDD_ABOUT, NULL);

	return 0;

      /* Recieved during attract mode when user starts game */
      case WM_STARTGAME:
        /* Determine the number of players */
	cPlayers = (INT)LONGFROMMP(mp1);

        /* Initialize each player */
	for (Player=0;Player<cPlayers;Player++) {
	    Level[Player] = 1;
	    Ships[Player] = prfProfile.iSHIPS;
	    DeletePhotons();
	    InitAsteroids();
	    InitEnemy();
	    }

        /* Start with player 1 */
	Player = 0;
	iGameMode = GAME_MODE_NEXT;
	iGameModeCnt = GAME_PAUSE_TIME-1;

	/* Hide the pointer if mouse controls are enabled */
	ShowMouse(FALSE);
        
        /* Paint everything */
	WinSendMsg(hwnd, WM_PAINT, MPVOID, MPVOID);

	return 0;

      /* Recieved at startup and at the completion of a game */
      case WM_INITGAME:
        /* Make mouse visible if we hid it before */
        ShowMouse(TRUE);
        
	/* Fix menu to reflect attract mode */
	EnableMenuItem(hwndMenu, IDM_START, TRUE);
	EnableMenuItem(hwndMenu, IDM_STOP, FALSE);

	/* Initialize player and enemy data structures */
	cPlayers = 0;
	Level[0] = 1;
	for (Player=0;Player<2;Player++) {
	    Score[Player] = 0L;
	    Ships[Player] = 0;
	    DeletePhotons();
	    }
	Player = 0;

	/* Initialize asteroids (and enemy) for attract mode */
	InitAsteroids();
	InitEnemy();

        /* Depending on whether ASTEROID was just started or a game just  *
         *   completed display the "High Score" or "Press 1 or 2" screen. */
	if (SHORT1FROMMP(mp1) == 0) {
	    iGameMode = GAME_MODE_INIT1;
	    iGameModeCnt = GAME_INIT_TIME;
	    }
	else {
	    iGameMode = GAME_MODE_INIT2;
	    iGameModeCnt = GAME_INIT_TIME;
	    }

        /* Paint everything */
	WinSendMsg(hwnd, WM_PAINT, MPVOID, MPVOID);
	return 0;

      /* Usually recieved from the system, sometime forced by the program to *
       *   ensure the screen is not corrupt.                                 */
      case WM_PAINT:
	/* Clear entire window to insure no "droppings" */
	WinQueryWindowRect(hwnd,&rcl);
        WinFillRect(hps, &rcl, CLR_BLACK);
	WinInvalidateRect(hwnd, &rcl, FALSE);

	/* Get the update region and paint it black */
	hpsPaint = WinBeginPaint(hwnd, (HPS)NULL, &rcl);
	WinFillRect(hpsPaint, &rcl, CLR_BLACK);
	WinEndPaint(hpsPaint);

        /* Only in normal play mode should we draw the ship */
	if ((iGameMode == GAME_MODE_PLAY) &&
	    (iShipMode[Player] != EXPLOSION) &&
	    (iShipMode[Player] != HYPERSPACE))
	    DrawShip(hps, cx, cy, DRAW_INIT);
	else if ((iGameMode == GAME_MODE_PLAY) &&
		 (iShipMode[Player] == EXPLOSION))
	    ExplodeShip(hps, cx, cy);

        /* Draw the enemy if it is on the screen */
	if (iEnemyMode[Player] != NONE)
	    if (iEnemyMode[Player] != EXPLOSION)
		DrawEnemy(hps, cx, cy,DRAW_INIT);
	    else
		ExplodeEnemy(hps, cx, cy);

        /* Draw photons and asteroids in all modes but the "Enter your *
         *   initials" mode, otherwise draw that screen.               */
	if (iGameMode != GAME_MODE_HIGH) {
	    DrawPhotons(hps, cx, cy, DRAW_INIT);
	    DrawAsteroids(hps, cx, cy, DRAW_INIT);
	    }
	else
	    DrawHighScore(hps, cx, cy, DRAW_INIT);

        /* Always draw the score */
	DrawScore(hps, cx, cy, DRAW_INIT);

	return 0;

      /* Left mouse button down.  This simulates the move/track function *
       *   in the system menu.                                           */
      case WM_BUTTON1DOWN:
        if (prfProfile.bMOUSECONTROL &&
            iGameMode != GAME_MODE_INIT1 &&
            iGameMode != GAME_MODE_INIT2 &&
            !TogglePause(CHECK)) {
	    UPDATE_FIRE(iShipMode[Player], TRUE);
            return (MRESULT)TRUE;
        }
	return WinSendMsg(hwndFrame, WM_TRACKFRAME,
			 (MPARAM) (SHORT1FROMMP(mp2) | TF_MOVE), MPVOID);

      case WM_BUTTON1UP:
        if (prfProfile.bMOUSECONTROL) {
	    UPDATE_FIRE(iShipMode[Player], FALSE);
            return (MRESULT)TRUE;
        }
        return 0;
        
      /* Left mouse button double clicked.  Toggle frame control display. */
      case WM_BUTTON1DBLCLK:
        if (!prfProfile.bMOUSECONTROL ||
            iGameMode == GAME_MODE_INIT1 ||
            iGameMode == GAME_MODE_INIT2 ||
            TogglePause(CHECK)) {
            if (prfProfile.bCONTROLS = !prfProfile.bCONTROLS)
	    	ShowFrameControls();
            else
	    	HideFrameControls();
        }
	return 0;

      case WM_BUTTON2DOWN:
        if (prfProfile.bMOUSECONTROL) {
	    UPDATE_SHIELD(iShipMode[Player], iShipShieldCnt[Player]);
            return (MRESULT)TRUE;
        }
        return 0;
        
      case WM_BUTTON2CLICK:
        if (prfProfile.bMOUSECONTROL) {
            UPDATE_HYPERSPACE(iShipMode[Player], iShipModeCnt[Player]);
            return (MRESULT)TRUE;
        }
        return 0;
        
      /* Right mouse button double clicked.  Display the about dialog box. */
      case WM_BUTTON2DBLCLK:
        if (!prfProfile.bMOUSECONTROL ||
            iGameMode == GAME_MODE_INIT1 ||
            iGameMode == GAME_MODE_INIT2 ||
            TogglePause(CHECK)) {
            WinDlgBox(HWND_DESKTOP, hwndClient, (PFNWP)AboutDlgProc,
            	      NULLHANDLE, IDD_ABOUT, NULL);
        }
	return 0;

      /* User typed a key.  Most of this is self explanatory. */
      case WM_CHAR:
	ProcessChar((CHAR) (CHARMSG(&msg)->vkey-1),
		    CHARMSG(&msg)->fs & KC_VIRTUALKEY,
		    (CHAR) (CHARMSG(&msg)->chr),
		    (BOOL) !(CHARMSG(&msg)->fs & KC_KEYUP));
	return 0;

      /* User entered a command via the menu bar. */
      case WM_COMMAND:
	DoCommand(hwnd, msg, mp1, mp2);
	return 0;

      /* Suspend/un-suspend game depending on focus */
      case WM_SETFOCUS:
	if ((BOOL) SHORT1FROMMP(mp2))
	    TogglePause(SUSPEND_OFF);
	else if (!prfProfile.bBACKGRND)
	    TogglePause(SUSPEND_ON);
	return 0;

      /* Keep track of the client window size.  Profile information is not *
       *   updated here because there are better places (i.e. at exit)     */
      case WM_SIZE:
	cx = (INT)SHORT1FROMMP(mp2);
	cy = (INT)SHORT2FROMMP(mp2);

      /* Keep track of client window position.  Also updates profile info. */
      case WM_MOVE:
	WinQueryWindowPos(hwndFrame,&swp);
	if (!(swp.fl & SWP_MAXIMIZE) && !(swp.fl & SWP_MINIMIZE)) {
	    prfProfile.x  = swp.x;prfProfile.y   = swp.y;
	    prfProfile.cx = swp.cx;prfProfile.cy = swp.cy;
	    }

	if (swp.fl & SWP_MINIMIZE)
	    if (!prfProfile.bBACKGRND) {
		/* Set icon */
		WinSendMsg(hwndFrame, WM_SETICON,
		    (MPARAM) WinLoadPointer(HWND_DESKTOP, NULLHANDLE,
					    ID_RESOURCE), MPVOID);

		TogglePause(SUSPEND_ON);
		}
	    else
		WinSendMsg(hwndFrame, WM_SETICON, MPVOID, MPVOID);
	else
	    TogglePause(SUSPEND_OFF);

	ptlCenter.x = swp.cx / 2;
        ptlCenter.y = swp.cy / 2;
        WinMapWindowPoints(hwndClient, HWND_DESKTOP, &ptlCenter, 1L);

	return 0;

      /* Recieved approximately 31 times a second.  This is the longest and *
       *   ugliest of the messages, partly because there are so many cases  *
       *   to keep track of, partly because it must be highly optimized.    */
      case WM_TIMER:
        if (prfProfile.bMOUSECONTROL &&
            iGameMode != GAME_MODE_INIT1 &&
            iGameMode != GAME_MODE_INIT2) {                   POINTL ptl;
            static BOOL   bUp, bLeft, bRight;

            WinQueryPointerPos(HWND_DESKTOP, &ptl);
            if (bUp || (ptl.y - ptlCenter.y > 0))
	       	UPDATE_THRUST(iShipMode[Player],
            		      bUp = (ptl.y - ptlCenter.y > 0));
            if (bLeft || (ptlCenter.x - ptl.x > 0))
                UPDATE_LEFT(iShipMode[Player],
                	    bLeft = (ptlCenter.x - ptl.x > 0));
            if (bRight || (ptlCenter.x - ptl.x < 0))
                UPDATE_RIGHT(iShipMode[Player],
                 	     bRight = (ptlCenter.x - ptl.x < 0));
            WinSetPointerPos(HWND_DESKTOP, ptlCenter.x, ptlCenter.y);
        }
        
        /* Determine the current game mode */
	switch (iGameMode) {

          /* Either initialization/attract mode screen. */
	  case GAME_MODE_INIT1: case GAME_MODE_INIT2:
            /* Switch screens when count expires */
	    if (--iGameModeCnt == 0) {
		if (iGameMode == GAME_MODE_INIT1)
		    iGameMode = GAME_MODE_INIT2;
		else
		    iGameMode = GAME_MODE_INIT1;
		iGameModeCnt = GAME_INIT_TIME;

                /* Score must be redrawn because the attract mode screens *
                 *   draw the score differently.                          */
		DrawScore(hps, cx, cy, DRAW_REINIT);
		}

            /* Update photons, asteroids, enemy, and score */
	    UpdatePhotons(hps, cx, cy);
	    if (uiSpeed == SPEED_OS2 || (bSlowUpdateNow = !bSlowUpdateNow)) {
		UpdateAsteroids(hps, cx, cy);
		UpdateEnemy(hps, cx, cy);
		DrawScore(hps, cx, cy, DRAW_REFRESH);
		}
	    break;

          /* Completion of one player's turn or new game */
	  case GAME_MODE_NEXT:
            /* Initially, erase and redraw everything for new player */
	    if (iGameModeCnt-- == GAME_PAUSE_TIME) {
		if ((cPlayers == MAXPLAYERS) &&
                    (Ships[(Player+1) % MAXPLAYERS])) {
		    DrawAsteroids(hps, cx, cy, DRAW_ERASE);
		    DrawPhotons(hps, cx, cy, DRAW_ERASE);
		    Player = (Player+1) % MAXPLAYERS;
		    }
		DrawScore(hps, cx, cy, DRAW_REINIT);
		DrawAsteroids(hps, cx, cy, DRAW_INIT);
		}
            /* During countdown update score and asteroids */
	    else if (iGameModeCnt > 0) {
		if (uiSpeed == SPEED_OS2 || (bSlowUpdateNow = !bSlowUpdateNow)) {
		    DrawScore(hps, cx, cy, DRAW_REFRESH);
		    UpdateAsteroids(hps, cx, cy);
		    }
		}
            /* At end of countdown start the player */
	    else {
		InitShip();
		InitEnemy();
		iGameMode = GAME_MODE_PLAY;
		DrawScore(hps, cx, cy, DRAW_REINIT);
		}
	    break;

          /* Normal play mode */
	  case GAME_MODE_PLAY:
            /* Update ship, photons, asteroids, enemy, and score */
	    UpdateShip(hps, cx, cy);
	    UpdatePhotons(hps, cx, cy);
	    if (uiSpeed == SPEED_OS2 || (bSlowUpdateNow = !bSlowUpdateNow)) {
		UpdateAsteroids(hps, cx, cy);
		UpdateEnemy(hps, cx, cy);
                /* Erase old and draw new scores if there is a change*/
		if (bChangeScore) {
		    bChangeScore = FALSE;
		    DrawScore(hps, cx, cy, DRAW_REINIT);
		    }
                /* Else just refresh the score */
		else
		    DrawScore(hps, cx, cy, DRAW_REFRESH);
		}
	    break;

          /* Game over mode.  This is the longest and ugliest case because  *
           *   conditions are highly dependent on the number of players,    *
           *   multiplayer game status, and the number and order of high    *
           *   scores.                                                      */
	  case GAME_MODE_OVER:
            /* Initially, just update the score and number of ships */
	    if (iGameModeCnt-- == GAME_PAUSE_TIME)
		DrawScore(hps, cx, cy, DRAW_REINIT);

            /* During countdown refresh the score and update the asteroids */
	    else if (iGameModeCnt > 0) {
		if (uiSpeed == SPEED_OS2 || (bSlowUpdateNow = !bSlowUpdateNow)) {
		    DrawScore(hps, cx, cy, DRAW_REFRESH);
		    UpdateAsteroids(hps, cx, cy);
		    }
		}

            /* At the end of the countdown, if there are any other players, *
             *   continue with them.                                        */
	    else {
                /* Countinue on with any remaining players. */
		if ((cPlayers == MAXPLAYERS) &&
                    (Ships[(Player+1) % MAXPLAYERS])) {
                    /* Erase all of the old asteroids. */
		    DrawAsteroids(hps, cx, cy, DRAW_ERASE);

                    /* Setup everything for the next player */
		    Player = (Player+1) % MAXPLAYERS;
		    InitShip();
		    InitEnemy();
		    iGameMode = GAME_MODE_PLAY;
		    DrawAsteroids(hps, cx, cy, DRAW_INIT);
		    DrawScore(hps, cx, cy, DRAW_REINIT);
		    }

                /* Check for new high scores and update table as necessary. */
		else {
                    /* Erase all of the old asteroids. */
		    DrawAsteroids(hps, cx, cy, DRAW_ERASE);


                /* The following if/else block is admittedly a kludge, it is *
                 *   simple and it does work, however.  Ideally it should    *
                 *   sort the high scores and update the high score table in *
                 *   descending order.                                       */

                    /* If player 1 scored higher than player 2 then check *
                     *   player 1 first for a high score.                 */
       		    if (Score[0] > Score[1])
			for (Player=0;Player<cPlayers;Player++)
                            /* If the player's score is > than the lowest, *
                             *   update the high score table.              */
			    if (Score[Player] > prfProfile.lSCORES[9]) {
				UpdateHighScores();
				iGameMode = GAME_MODE_HIGH;
				}
                            /* Otherwise, make sure he is not asked for his *
                             *   initials.                                  */
			    else
				Score[Player] = 0;

                    /* Otherwise, check player 2 first */
		    else
			for (Player=cPlayers;Player>=0;Player--)
                            /* If the player's score is > than the lowest, *
                             *   update the high score table.              */
			    if (Score[Player] > prfProfile.lSCORES[9]) {
				UpdateHighScores();
				iGameMode = GAME_MODE_HIGH;
				}
                            /* Otherwise, make sure he is not asked for his *
                             *   initials.                                  */
			    else
				Score[Player] = 0L;

                    /* If there was no high score, go into attract mode */
		    if (iGameMode != GAME_MODE_HIGH)
			WinSendMsg(hwnd,WM_INITGAME,MPFROMSHORT(1),(MPARAM) 0L);
                    /* Else, check for player 1's initials first then 2's   *
                     * This is not faithful, in the arcade game the player  *
                     *   with the higher score always goes first.           */
		    else {
			if (Score[0] > 0L)
			    Player = 0;
			else
			    Player = 1;
			DrawScore(hps, cx, cy, DRAW_REINIT);
			DrawHighScore(hps, cx, cy, DRAW_INIT);
			}
		    }
		}
	    break;

          /* Mode which prompts players to enter their initials */
	  case GAME_MODE_HIGH:
            /* If the player's position is > 0 then refresh the screen */
	    if (Score[Player] > 0L)
		DrawHighScore(hps, cx, cy, DRAW_REFRESH);
            /* Else, the current player is done go to the next */
	    else if ((cPlayers == MAXPLAYERS) && (Player == 0) &&
		     (Score[1] > 0L)) {
		Player++;
		DrawHighScore(hps, cx, cy, DRAW_REINIT);
		}
            /* If there are no more high scores then go into attract mode */
	    else
		WinSendMsg(hwnd, WM_INITGAME, MPFROMSHORT(1), MPVOID);
	    break;
	  }
	return 0;

      /* Used by help manager */
      case HM_QUERY_KEYS_HELP:
	 return((MRESULT)IDH_CLIENTKEYS);

      /* Recieved always from the system or in the case of an initialization*
       *   error.  Both messages will normally save the profile information.*
       * Ideally the profile section should be moved to a subroutine and the*
       *   the following should be broken into two distinct cases.	    */
      case WM_SAVEAPPLICATION:
      case WM_DESTROY:
	/* If the fonts were not found bApplicationOk will be false, in     *
	 *   that case the window profile information should not be updated.*/
	if (TRUE) {
	    /* Copy window position and size info into profile structure */
	    WinQueryWindowPos(hwndFrame, &swp);
	    if (swp.fl & SWP_MAXIMIZE)
		prfProfile.ulMINMAX = SWP_MAXIMIZE;
	    else if (swp.fl & SWP_MINIMIZE)
		prfProfile.ulMINMAX = SWP_MINIMIZE;
	    else {
		prfProfile.ulMINMAX = 0;
		prfProfile.x  = swp.x;prfProfile.y   = swp.y;
		prfProfile.cx = swp.cx;prfProfile.cy = swp.cy;
		}

	    /* Write profile information */
	    PrfWriteProfileData(HINI_USERPROFILE, szClientClass, "Data",
		&prfProfile, sizeof(PROFILEREC));
	    }

        /* If the application is terminating release the fonts and the hps. */
        if (msg == WM_DESTROY) {
	    /* Make sure mouse is visible if we hid it before */
            ShowMouse(TRUE);
            
	    /* Release font identifiers and DLL resource module */
	    GpiSetCharSet(hps, LCID_DEFAULT);
	    GpiDeleteSetId(hps, LCID_LARGE);
	    GpiDeleteSetId(hps, LCID_SMALL);
	    GpiUnloadFonts(hab, "ASTEROID");

	    /* Release the "permanent" presentation space */
	    WinReleasePS(hps);
            }
	return 0;

      }
    return WinDefWindowProc(hwnd, msg, mp1, mp2);
}
示例#7
0
void QCursor::setPos(int x, int y)
{
    // flip y coordinate
    y = qt_display_height() - (y + 1);
    WinSetPointerPos(HWND_DESKTOP, x, y);
}
示例#8
0
static VOID _wmMouseMove(PGROPDATA pGrop, SHORT lX, SHORT lY)
{
  POINTL     pointl;

  if ( ( pGrop->hptrPointer == NULLHANDLE ) &&
       ( pGrop->fCapture /*|| pGrop->fFullscreen*/ ) )
  {
    // Unvisible pointer when mouse captured /*or fullscreen*/ - relative mouse
    // mode. Send relative mouse coordinates (offset) to the application.

    // Mouse pointer is unvisible.
    WinSetPointer( pGrop->hwndDT, NULLHANDLE );

    // Internal information about pointer in relative coordinates mode.
    pGrop->fMouseInViewArea = TRUE;
    pGrop->ulMouseX = pGrop->stUserMode.ulWidth / 2;
    pGrop->ulMouseY = pGrop->stUserMode.ulHeight / 2;

    // Center of the window in window coordinates.
    pointl.x = ( pGrop->rectlWinArea.xRight -
                 pGrop->rectlWinArea.xLeft ) / 2;
    pointl.y = ( pGrop->rectlWinArea.yTop -
                 pGrop->rectlWinArea.yBottom ) / 2;

    // Call user's function with relative coordinates.
    if ( pGrop->stCallback.fnMouseMove != NULL )
      pGrop->stCallback.fnMouseMove( pGrop, TRUE,
                                     lX - pointl.x, lY - pointl.y );

    // Keep mouse at center of the window.

    // Center of the window in screen coordinates.
    pointl.x = ( pGrop->rectlWinArea.xRight +
                 pGrop->rectlWinArea.xLeft ) / 2;
    pointl.y = ( pGrop->rectlWinArea.yTop +
                 pGrop->rectlWinArea.yBottom ) / 2;
    // Do not handle mouse move message when we moves to center of the window.
    pGrop->lSkipMouseMove++;
    if ( !WinSetPointerPos( pGrop->hwndDT, pointl.x, pointl.y ) )
      debug( "WinSetPointerPos() failed" );

    return;
  }

  if ( pGrop->fFullscreen || ( pGrop->fCapture && pGrop->fActive ) )
  {
    // Restrict the movement of the mouse view area.
    SHORT    lXva = lX, lYva = lY;

    if ( lX < pGrop->rectlViewArea.xLeft )
      lX = pGrop->rectlViewArea.xLeft;
    else if ( lX >= pGrop->rectlViewArea.xRight )
      lX = pGrop->rectlViewArea.xRight - 1;
    if ( lY < pGrop->rectlViewArea.yBottom )
      lY = pGrop->rectlViewArea.yBottom;
    else if ( lY >= pGrop->rectlViewArea.yTop )
      lY = pGrop->rectlViewArea.yTop - 1;

    if ( lX != lXva || lY != lYva )
    {
      pointl.x = lX;
      pointl.y = lY;
      WinMapWindowPoints( pGrop->hwnd, pGrop->hwndDT, &pointl, 1 );
      pGrop->lSkipMouseMove++;
      WinSetPointerPos( pGrop->hwndDT, pointl.x, pointl.y );
    }
  }

  // Set application pointer when mouse on the view area or system pointer
  // when it on "unused" space of window (around view area in our window).
  pointl.x = lX;
  pointl.y = lY;
  WinSetPointer( pGrop->hwndDT,
                 WinPtInRect( pGrop->hab, &pGrop->rectlViewArea, &pointl )
                   ? pGrop->hptrPointer
                   : WinQuerySysPointer( HWND_DESKTOP, SPTR_ARROW, FALSE ) );

  pGrop->fMouseInViewArea = 
    lX >= pGrop->rectlViewArea.xLeft && lX < pGrop->rectlViewArea.xRight &&
    lY >= pGrop->rectlViewArea.yBottom && lY < pGrop->rectlViewArea.yTop;

  if ( pGrop->fMouseInViewArea )
  {
    ULONG      ulVAWidth = pGrop->rectlViewArea.xRight -
                           pGrop->rectlViewArea.xLeft;
    ULONG      ulVAHeight = pGrop->rectlViewArea.yTop -
                            pGrop->rectlViewArea.yBottom;

    // Set coordinates relative to the bottom-left corner of the view area.
    lX -= pGrop->rectlViewArea.xLeft;
    lY -= pGrop->rectlViewArea.yBottom;

    // Scale coordinates to the user work area.
    lX = pGrop->stUserMode.ulWidth * lX / ulVAWidth;
    lY = pGrop->stUserMode.ulHeight * lY / ulVAHeight;

    if ( ( pGrop->ulMouseX != lX ) || ( pGrop->ulMouseY != lY ) )
    {
      // Coordinates hava been changed.

      pGrop->ulMouseX = lX;
      pGrop->ulMouseY = lY;

      // Call user's function.
      if ( pGrop->stCallback.fnMouseMove != NULL )
        pGrop->stCallback.fnMouseMove( pGrop, FALSE, lX, lY );
    }
  }
}