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#include "stdafx.h"
#ifdef _WINDOWS64
#include "Windows64\KeyboardMouseInput.h"
static const int s_keyToVK[] = {
'A', // KEY_A = 0
'B', // KEY_B = 1
'C', // KEY_C = 2
'D', // KEY_D = 3
'E', // KEY_E = 4
'F', // KEY_F = 5
'G', // KEY_G = 6
'H', // KEY_H = 7
'I', // KEY_I = 8
'J', // KEY_J = 9
'K', // KEY_K = 10
'L', // KEY_L = 11
'M', // KEY_M = 12
'N', // KEY_N = 13
'O', // KEY_O = 14
'P', // KEY_P = 15
'Q', // KEY_Q = 16
'R', // KEY_R = 17
'S', // KEY_S = 18
'T', // KEY_T = 19
'U', // KEY_U = 20
'V', // KEY_V = 21
'W', // KEY_W = 22
'X', // KEY_X = 23
'Y', // KEY_Y = 24
'Z', // KEY_Z = 25
VK_SPACE, // KEY_SPACE = 26
VK_LSHIFT, // KEY_LSHIFT = 27
VK_ESCAPE, // KEY_ESCAPE = 28
VK_BACK, // KEY_BACK = 29
VK_RETURN, // KEY_RETURN = 30
VK_RSHIFT, // KEY_RSHIFT = 31
VK_UP, // KEY_UP = 32
VK_DOWN, // KEY_DOWN = 33
VK_TAB, // KEY_TAB = 34
'1', // KEY_1 = 35
'2', // KEY_2 = 36
'3', // KEY_3 = 37
'4', // KEY_4 = 38
'5', // KEY_5 = 39
'6', // KEY_6 = 40
'7', // KEY_7 = 41
'8', // KEY_8 = 42
'9', // KEY_9 = 43
VK_F1, // KEY_F1 = 44
VK_F3, // KEY_F3 = 45
VK_F4, // KEY_F4 = 46
VK_F5, // KEY_F5 = 47
VK_F6, // KEY_F6 = 48
VK_F8, // KEY_F8 = 49
VK_F9, // KEY_F9 = 50
VK_F11, // KEY_F11 = 51
VK_ADD, // KEY_ADD = 52
VK_SUBTRACT,// KEY_SUBTRACT = 53
VK_LEFT, // KEY_LEFT = 54
VK_RIGHT, // KEY_RIGHT = 55
};
static const int s_keyToVKCount = sizeof(s_keyToVK) / sizeof(s_keyToVK[0]);
int Keyboard::toVK(int keyConst)
{
if (keyConst >= 0 && keyConst < s_keyToVKCount)
return s_keyToVK[keyConst];
return 0;
}
bool Keyboard::isKeyDown(int keyCode)
{
int vk = toVK(keyCode);
if (vk > 0)
return g_KBMInput.IsKeyDown(vk);
return false;
}
int Mouse::getX()
{
return g_KBMInput.GetMouseX();
}
int Mouse::getY()
{
// Return Y in bottom-up coordinates (OpenGL convention, matching original Java LWJGL Mouse)
extern HWND g_hWnd;
RECT rect;
GetClientRect(g_hWnd, &rect);
return (rect.bottom - 1) - g_KBMInput.GetMouseY();
}
bool Mouse::isButtonDown(int button)
{
return g_KBMInput.IsMouseButtonDown(button);
}
#endif
void glReadPixels(int,int, int, int, int, int, ByteBuffer *)
{
}
void glClearDepth(double)
{
}
void glVertexPointer(int, int, int, int)
{
}
void glVertexPointer(int, int, FloatBuffer *)
{
}
void glTexCoordPointer(int, int, int, int)
{
}
void glTexCoordPointer(int, int, FloatBuffer *)
{
}
void glNormalPointer(int, int, int)
{
}
void glNormalPointer(int, ByteBuffer *)
{
}
void glEnableClientState(int)
{
}
void glDisableClientState(int)
{
}
void glColorPointer(int, int, int, int)
{
}
void glColorPointer(int, bool, int, ByteBuffer *)
{
}
void glDrawArrays(int,int,int)
{
}
void glNormal3f(float,float,float)
{
}
void glGenQueriesARB(IntBuffer *)
{
}
void glBeginQueryARB(int,int)
{
}
void glEndQueryARB(int)
{
}
void glGetQueryObjectuARB(int,int,IntBuffer *)
{
}
void glShadeModel(int)
{
}
void glColorMaterial(int,int)
{
}
//1.8.2
void glClientActiveTexture(int)
{
}
void glActiveTexture(int)
{
}
void glFlush()
{
}
void glTexGeni(int,int,int)
{
}
#ifdef _XBOX
// 4J Stu - Added these to stop us needing to pull in loads of media libraries just to use Qnet
#include <xcam.h>
DWORD XCamInitialize(){ return 0; }
VOID XCamShutdown() {}
DWORD XCamCreateStreamEngine(
CONST XCAM_STREAM_ENGINE_INIT_PARAMS *pParams,
PIXCAMSTREAMENGINE *ppEngine
) { return 0; }
DWORD XCamSetView(
XCAMZOOMFACTOR ZoomFactor,
LONG XCenter,
LONG YCenter,
PXOVERLAPPED pOverlapped
) { return 0; }
XCAMDEVICESTATE XCamGetStatus() { return XCAMDEVICESTATE_DISCONNECTED; }
#endif
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