Initial commit of Command & Conquer Generals and Command & Conquer Generals Zero Hour source code.

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LFeenanEA 2025-02-27 17:34:39 +00:00
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/*
** Command & Conquer Generals(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
////////////////////////////////////////////////////////////////////////////////
// //
// (c) 2001-2003 Electronic Arts Inc. //
// //
////////////////////////////////////////////////////////////////////////////////
/////// Win32BIGFile.h ////////////////////////////////////
// Bryan Cleveland, August 2002
///////////////////////////////////////////////////////////
#pragma once
#ifndef __WIN32BIGFILE_H
#define __WIN32BIGFILE_H
#include "Common/ArchiveFile.h"
#include "Common/AsciiString.h"
#include "Common/List.h"
class Win32BIGFile : public ArchiveFile
{
public:
Win32BIGFile();
virtual ~Win32BIGFile();
virtual Bool getFileInfo(const AsciiString& filename, FileInfo *fileInfo) const; ///< fill in the fileInfo struct with info about the requested file.
virtual File* openFile( const Char *filename, Int access = 0 );///< Open the specified file within the BIG file
virtual void closeAllFiles( void ); ///< Close all file opened in this BIG file
virtual AsciiString getName( void ); ///< Returns the name of the BIG file
virtual AsciiString getPath( void ); ///< Returns full path and name of BIG file
virtual void setSearchPriority( Int new_priority ); ///< Set this BIG file's search priority
virtual void close( void ); ///< Close this BIG file
protected:
AsciiString m_name; ///< BIG file name
AsciiString m_path; ///< BIG file path
};
#endif // __WIN32BIGFILE_H

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/*
** Command & Conquer Generals(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
////////////////////////////////////////////////////////////////////////////////
// //
// (c) 2001-2003 Electronic Arts Inc. //
// //
////////////////////////////////////////////////////////////////////////////////
//////// Win32BIGFileSystem.h ///////////////////////////
// Bryan Cleveland, August 2002
/////////////////////////////////////////////////////////////
#pragma once
#ifndef __WIN32BIGFILESYSTEM_H
#define __WIN32BIGFILESYSTEM_H
#include "Common/ArchiveFileSystem.h"
class Win32BIGFileSystem : public ArchiveFileSystem
{
public:
Win32BIGFileSystem();
virtual ~Win32BIGFileSystem();
virtual void init( void );
virtual void update( void );
virtual void reset( void );
virtual void postProcessLoad( void );
// ArchiveFile operations
virtual void closeAllArchiveFiles( void ); ///< Close all Archivefiles currently open
// File operations
virtual ArchiveFile * openArchiveFile(const Char *filename);
virtual void closeArchiveFile(const Char *filename);
virtual void closeAllFiles( void ); ///< Close all files associated with ArchiveFiles
virtual Bool loadBigFilesFromDirectory(AsciiString dir, AsciiString fileMask, Bool overwrite = FALSE);
protected:
};
#endif // __WIN32BIGFILESYSTEM_H

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/*
** Command & Conquer Generals(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
////////////////////////////////////////////////////////////////////////////////
// //
// (c) 2001-2003 Electronic Arts Inc. //
// //
////////////////////////////////////////////////////////////////////////////////
//----------------------------------------------------------------------------
//
// Westwood Studios Pacific.
//
// Confidential Information
// Copyright (C) 2001 - All Rights Reserved
//
//----------------------------------------------------------------------------
//
// Project: Generals
//
// Module: Game Engine DEvice Win32 Common
//
// File name: Win32Device/Common/Win32CDManager.h
//
// Created: 11/26/01 TR
//
//----------------------------------------------------------------------------
#pragma once
#ifndef _WIN32DEVICE_COMMON_WIN32CDMANAGER_H_
#define _WIN32DEVICE_COMMON_WIN32CDMANAGER_H_
//----------------------------------------------------------------------------
// Includes
//----------------------------------------------------------------------------
#include "Common/CDManager.h"
//----------------------------------------------------------------------------
// Forward References
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// Type Defines
//----------------------------------------------------------------------------
//===============================
// Win32CDDrive
//===============================
class Win32CDDrive : public CDDrive
{
public:
Win32CDDrive();
virtual ~Win32CDDrive();
virtual void refreshInfo( void ); ///< Update drive with least
};
//===============================
// Win32CDManager
//===============================
class Win32CDManager : public CDManager
{
public:
Win32CDManager();
virtual ~Win32CDManager();
// sub system operations
virtual void init( void );
virtual void update( void );
virtual void reset( void );
virtual void refreshDrives( void ); ///< Refresh drive info
protected:
virtual CDDriveInterface* createDrive( void );
};
//----------------------------------------------------------------------------
// Inlining
//----------------------------------------------------------------------------
#endif // _WIN32DEVICE_COMMON_WIN32CDMANAGER_H_

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/*
** Command & Conquer Generals(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
////////////////////////////////////////////////////////////////////////////////
// //
// (c) 2001-2003 Electronic Arts Inc. //
// //
////////////////////////////////////////////////////////////////////////////////
// FILE: Win32GameEngine.h ////////////////////////////////////////////////////////////////////////
// Author: Colin Day, April 2001
// Description:
// Device implementation of the game engine ... this is, of course, the
// highest level of the game that creates the necessary interfaces to the
// devices we need
///////////////////////////////////////////////////////////////////////////////////////////////////
#pragma once
#ifndef __WIN32GAMEENGINE_H_
#define __WIN32GAMEENGINE_H_
#include "Common/GameEngine.h"
#include "GameLogic/GameLogic.h"
#include "GameNetwork/NetworkInterface.h"
#include "MilesAudioDevice/MilesAudioManager.h"
#include "Win32Device/Common/Win32BIGFileSystem.h"
#include "Win32Device/Common/Win32LocalFileSystem.h"
#include "W3DDevice/Common/W3DModuleFactory.h"
#include "W3DDevice/GameLogic/W3DGameLogic.h"
#include "W3DDevice/GameClient/W3DGameClient.h"
#include "W3DDevice/GameClient/W3DWebBrowser.h"
#include "W3DDevice/Common/W3DFunctionLexicon.h"
#include "W3DDevice/Common/W3DRadar.h"
#include "W3DDevice/Common/W3DFunctionLexicon.h"
#include "W3DDevice/Common/W3DThingFactory.h"
//-------------------------------------------------------------------------------------------------
/** Class declaration for the Win32 game engine */
//-------------------------------------------------------------------------------------------------
class Win32GameEngine : public GameEngine
{
public:
Win32GameEngine();
virtual ~Win32GameEngine();
virtual void init( void ); ///< initialization
virtual void reset( void ); ///< reset engine
virtual void update( void ); ///< update the game engine
virtual void serviceWindowsOS( void ); ///< allow windows maintenance in background
protected:
virtual GameLogic *createGameLogic( void ); ///< factory for game logic
virtual GameClient *createGameClient( void ); ///< factory for game client
virtual ModuleFactory *createModuleFactory( void ); ///< factory for creating modules
virtual ThingFactory *createThingFactory( void ); ///< factory for the thing factory
virtual FunctionLexicon *createFunctionLexicon( void ); ///< factory for function lexicon
virtual LocalFileSystem *createLocalFileSystem( void ); ///< factory for local file system
virtual ArchiveFileSystem *createArchiveFileSystem( void ); ///< factory for archive file system
virtual NetworkInterface *createNetwork( void ); ///< Factory for the network
virtual Radar *createRadar( void ); ///< Factory for radar
virtual WebBrowser *createWebBrowser( void ); ///< Factory for embedded browser
virtual AudioManager *createAudioManager( void ); ///< Factory for audio device
virtual ParticleSystemManager* createParticleSystemManager( void );
protected:
UINT m_previousErrorMode;
}; // end Win32GameEngine
// INLINE -----------------------------------------------------------------------------------------
inline GameLogic *Win32GameEngine::createGameLogic( void ) { return NEW W3DGameLogic; }
inline GameClient *Win32GameEngine::createGameClient( void ) { return NEW W3DGameClient; }
inline ModuleFactory *Win32GameEngine::createModuleFactory( void ) { return NEW W3DModuleFactory; }
inline ThingFactory *Win32GameEngine::createThingFactory( void ) { return NEW W3DThingFactory; }
inline FunctionLexicon *Win32GameEngine::createFunctionLexicon( void ) { return NEW W3DFunctionLexicon; }
inline LocalFileSystem *Win32GameEngine::createLocalFileSystem( void ) { return NEW Win32LocalFileSystem; }
inline ArchiveFileSystem *Win32GameEngine::createArchiveFileSystem( void ) { return NEW Win32BIGFileSystem; }
inline ParticleSystemManager* Win32GameEngine::createParticleSystemManager( void ) { return NEW W3DParticleSystemManager; }
inline NetworkInterface *Win32GameEngine::createNetwork( void ) { return NetworkInterface::createNetwork(); }
inline Radar *Win32GameEngine::createRadar( void ) { return NEW W3DRadar; }
inline WebBrowser *Win32GameEngine::createWebBrowser( void ) { return NEW CComObject<W3DWebBrowser>; }
inline AudioManager *Win32GameEngine::createAudioManager( void ) { return NEW MilesAudioManager; }
#endif // end __WIN32GAMEENGINE_H_

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/*
** Command & Conquer Generals(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
////////////////////////////////////////////////////////////////////////////////
// //
// (c) 2001-2003 Electronic Arts Inc. //
// //
////////////////////////////////////////////////////////////////////////////////
///// Win32LocalFile.h ///////////////////////////
// Bryan Cleveland, August 2002
//////////////////////////////////////////////////
#pragma once
#ifndef __WIN32LOCALFILE_H
#define __WIN32LOCALFILE_H
#include "Common/LocalFile.h"
class Win32LocalFile : public LocalFile
{
MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(Win32LocalFile, "Win32LocalFile")
public:
Win32LocalFile();
//virtual ~Win32LocalFile();
protected:
};
#endif // __WIN32LOCALFILE_H

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/*
** Command & Conquer Generals(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
////////////////////////////////////////////////////////////////////////////////
// //
// (c) 2001-2003 Electronic Arts Inc. //
// //
////////////////////////////////////////////////////////////////////////////////
///// Win32LocalFileSystem.h //////////////////////////////////
// Bryan Cleveland, August 2002
///////////////////////////////////////////////////////////////
#pragma once
#ifndef __WIN32LOCALFILESYSTEM_H
#define __WIN32LOCALFILESYSTEM_H
#include "Common/LocalFileSystem.h"
class Win32LocalFileSystem : public LocalFileSystem
{
public:
Win32LocalFileSystem();
virtual ~Win32LocalFileSystem();
virtual void init();
virtual void reset();
virtual void update();
virtual File * openFile(const Char *filename, Int access = 0); ///< open the given file.
virtual Bool doesFileExist(const Char *filename) const; ///< does the given file exist?
virtual void getFileListInDirectory(const AsciiString& currentDirectory, const AsciiString& originalDirectory, const AsciiString& searchName, FilenameList &filenameList, Bool searchSubdirectories) const; ///< search the given directory for files matching the searchName (egs. *.ini, *.rep). Possibly search subdirectories.
virtual Bool getFileInfo(const AsciiString& filename, FileInfo *fileInfo) const;
virtual Bool createDirectory(AsciiString directory);
protected:
};
#endif // __WIN32LOCALFILESYSTEM_H

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/*
** Command & Conquer Generals(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
////////////////////////////////////////////////////////////////////////////////
// //
// (c) 2001-2003 Electronic Arts Inc. //
// //
////////////////////////////////////////////////////////////////////////////////
// FILE: Win32DIKeyboard.h ////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
//
// Westwood Studios Pacific.
//
// Confidential Information
// Copyright (C) 2001 - All Rights Reserved
//
//-----------------------------------------------------------------------------
//
// Project: RTS3
//
// File name: Win32DIKeyboard.h
//
// Created: Colin Day, June 2001
//
// Desc: Device implementation of the keyboard interface on Win32
// using Microsoft Direct Input
//
//-----------------------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////////
#pragma once
#ifndef __WIN32DIKEYBOARD_H_
#define __WIN32DIKEYBOARD_H_
// SYSTEM INCLUDES ////////////////////////////////////////////////////////////
#ifndef DIRECTINPUT_VERSION
# define DIRECTINPUT_VERSION 0x800
#endif
#include <dinput.h>
// USER INCLUDES //////////////////////////////////////////////////////////////
#include "GameClient/Keyboard.h"
// FORWARD REFERENCES /////////////////////////////////////////////////////////
// TYPE DEFINES ///////////////////////////////////////////////////////////////
// class DirectInputKeyboard --------------------------------------------------
/** Class for interfacing with the keyboard using direct input as the
* implementation */
//-----------------------------------------------------------------------------
class DirectInputKeyboard : public Keyboard
{
public:
DirectInputKeyboard( void );
virtual ~DirectInputKeyboard( void );
// extend methods from the base class
virtual void init( void ); ///< initialize the keyboard, extending init functionality
virtual void reset( void ); ///< Reset the keybaord system
virtual void update( void ); ///< update call, extending update functionality
virtual Bool getCapsState( void ); ///< get state of caps lock key, return TRUE if down
protected:
// extended methods from the base class
virtual void getKey( KeyboardIO *key ); ///< get a single key event
//-----------------------------------------------------------------------------------------------
// new methods to this derived class
void openKeyboard( void ); ///< create direct input keyboard
void closeKeyboard( void ); ///< release direct input keyboard
// direct input data members
LPDIRECTINPUT8 m_pDirectInput; ///< pointer to direct input interface
LPDIRECTINPUTDEVICE8 m_pKeyboardDevice; ///< pointer to keyboard device
}; // end class DirectInputKeyboard
// INLINING ///////////////////////////////////////////////////////////////////
// EXTERNALS //////////////////////////////////////////////////////////////////
#endif // __WIN32DIKEYBOARD_H_

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/*
** Command & Conquer Generals(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
// FILE: Win32DIMouse.h ///////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
//
// Westwood Studios Pacific.
//
// Confidential Information
// Copyright (C) 2001 - All Rights Reserved
//
//-----------------------------------------------------------------------------
//
// Project: RTS3
//
// File name: Win32DIMouse.h
//
// Created: Colin Day, June 2001
//
// Desc: Win32 direct input implementation for the mouse
//
//-----------------------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////////
#pragma once
#ifndef __WIN32DIMOUSE_H_
#define __WIN32DIMOUSE_H_
// SYSTEM INCLUDES ////////////////////////////////////////////////////////////
#ifndef DIRECTINPUT_VERSION
# define DIRECTINPUT_VERSION 0x800
#endif
#include <dinput.h>
// USER INCLUDES //////////////////////////////////////////////////////////////
#include "GameClient/Mouse.h"
// FORWARD REFERENCES /////////////////////////////////////////////////////////
// TYPE DEFINES ///////////////////////////////////////////////////////////////
// class DirectInputMouse -----------------------------------------------------
/** Direct input implementation for the mouse device */
//-----------------------------------------------------------------------------
class DirectInputMouse : public Mouse
{
public:
DirectInputMouse( void );
virtual ~DirectInputMouse( void );
// extended methods from base class
virtual void init( void ); ///< initialize the direct input mouse, extending functionality
virtual void reset( void ); ///< reset system
virtual void update( void ); ///< update the mouse data, extending functionality
virtual void setPosition( Int x, Int y ); ///< set position for mouse
virtual void setMouseLimits( void ); ///< update the limit extents the mouse can move in
virtual void setCursor( MouseCursor cursor ); ///< set mouse cursor
virtual void capture( void ); ///< capture the mouse
virtual void releaseCapture( void ); ///< release mouse capture
protected:
/// device implementation to get mouse event
virtual UnsignedByte getMouseEvent( MouseIO *result, Bool flush );
// new internal methods for our direct input implemetation
void openMouse( void ); ///< create the direct input mouse
void closeMouse( void ); ///< close and release mouse resources
/// map direct input mouse data to our own format
void mapDirectInputMouse( MouseIO *mouse, DIDEVICEOBJECTDATA *mdat );
// internal data members for our direct input mouse
LPDIRECTINPUT8 m_pDirectInput; ///< pointer to direct input interface
LPDIRECTINPUTDEVICE8 m_pMouseDevice; ///< pointer to mouse device
}; // end class DirectInputMouse
// INLINING ///////////////////////////////////////////////////////////////////
// EXTERNALS //////////////////////////////////////////////////////////////////
#endif // __WIN32DIMOUSE_H_

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/*
** Command & Conquer Generals(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
////////////////////////////////////////////////////////////////////////////////
// //
// (c) 2001-2003 Electronic Arts Inc. //
// //
////////////////////////////////////////////////////////////////////////////////
// FILE: Win32Mouse.h /////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
//
// Westwood Studios Pacific.
//
// Confidential Information
// Copyright (C) 2001 - All Rights Reserved
//
//-----------------------------------------------------------------------------
//
// Project: RTS3
//
// File name: Win32Mouse.h
//
// Created: Colin Day, July 2001
//
// Desc: Interface for the mouse using only the Win32 messages
//
//-----------------------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////////
#pragma once
#ifndef __WIN32MOUSE_H_
#define __WIN32MOUSE_H_
// SYSTEM INCLUDES ////////////////////////////////////////////////////////////
// USER INCLUDES //////////////////////////////////////////////////////////////
#include "GameClient/Mouse.h"
// FORWARD REFERENCES /////////////////////////////////////////////////////////
// TYPE DEFINES ///////////////////////////////////////////////////////////////
enum { NO_TIME_FROM_WINDOWS = 0 };
// Win32Mouse -----------------------------------------------------------------
/** Mouse interface for when using only the Win32 messages */
//-----------------------------------------------------------------------------
class Win32Mouse : public Mouse
{
public:
Win32Mouse( void );
virtual ~Win32Mouse( void );
virtual void init( void ); ///< init mouse, extend this functionality, do not replace
virtual void reset( void ); ///< reset the system
virtual void update( void ); ///< update
virtual void initCursorResources(void); ///< load windows resources needed for 2d cursors.
virtual void setCursor( MouseCursor cursor ); ///< set mouse cursor
virtual void capture( void ); ///< capture the mouse
virtual void releaseCapture( void ); ///< release mouse capture
virtual void setVisibility(Bool visible);
/// add an event from a win32 window procedure
void addWin32Event( UINT msg, WPARAM wParam, LPARAM lParam, DWORD time );
void lostFocus (Bool state) { m_lostFocus = state;}
protected:
/// get the next event available in the buffer
virtual UnsignedByte getMouseEvent( MouseIO *result, Bool flush );
/// translate a win32 mouse event to our own info
void translateEvent( UnsignedInt eventIndex, MouseIO *result );
struct Win32MouseEvent
{
UINT msg; ///< WM_* message
WPARAM wParam; ///< WPARAM from the WM_* message
LPARAM lParam; ///< LPARAM from the WM_* message
DWORD time; ///< TIME from the WM_* message
};
/// this is our buffer of events that we receive via a WndProc message
Win32MouseEvent m_eventBuffer[ Mouse::NUM_MOUSE_EVENTS ];
UnsignedInt m_nextFreeIndex; ///< insert new events at this index
UnsignedInt m_nextGetIndex; /** events retrieved through getMouseEvent
will come from this index, then it will be
incremented to the next index */
MouseCursor m_currentWin32Cursor; ///< keep track of last cursor image sent to D3D.
Int m_directionFrame; ///< current frame of directional cursor (frome 0 points up).
Bool m_lostFocus; ///< flag if window has lost focues and mouse should stop being updated.
}; // end Win32Mouse
// INLINING ///////////////////////////////////////////////////////////////////
// EXTERNALS //////////////////////////////////////////////////////////////////
#endif // __WIN32MOUSE_H_