mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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151 lines
3.2 KiB
C#
151 lines
3.2 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Drawing;
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using System.Text;
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using CodeImp.DoomBuilder.Properties;
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using System.IO;
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using CodeImp.DoomBuilder.IO;
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using System.Collections;
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using System.Windows.Forms;
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using SlimDX;
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using SlimDX.DirectInput;
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using CodeImp.DoomBuilder.Geometry;
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#endregion
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namespace CodeImp.DoomBuilder.Controls
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{
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internal class MouseInput : IDisposable
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{
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#region ================== Variables
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// Mouse input
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private Device<MouseState> mouse;
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// Disposing
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private bool isdisposed = false;
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#endregion
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#region ================== Properties
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public bool IsDisposed { get { return isdisposed; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public MouseInput(Control source)
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{
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// Initialize
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DirectInput.Initialize();
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// Start mouse input
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mouse = new Device<MouseState>(SystemGuid.Mouse);
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if(mouse == null) throw new Exception("No mouse device found.");
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// Set mouse input settings
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mouse.Properties.AxisMode = DeviceAxisMode.Relative;
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// Set cooperative level
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mouse.SetCooperativeLevel(source,
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CooperativeLevel.NonExclusive | CooperativeLevel.Foreground);
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// Aquire device
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try { mouse.Acquire(); }
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catch(Exception) { }
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Diposer
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public void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Dispose
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mouse.Unacquire();
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mouse.Dispose();
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DirectInput.Terminate();
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// Clean up
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mouse = null;
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// Done
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isdisposed = true;
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}
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}
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#endregion
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#region ================== Methods
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#endregion
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#region ================== Processing
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// This processes the input
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public Vector2D Process()
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{
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MouseState ms;
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float changex, changey;
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try
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{
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// Poll the device
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mouse.Poll();
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// Get the changes since previous poll
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ms = mouse.GetCurrentState();
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// Calculate changes depending on sensitivity
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changex = (float)ms.X * General.Settings.VisualMouseSensX;
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changey = (float)ms.Y * General.Settings.VisualMouseSensY;
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// Return changes
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return new Vector2D(changex, changey);
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}
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// Lost device?
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catch(InputLostException)
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{
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// Reaquire device
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try { mouse.Acquire(); }
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catch(Exception) { }
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return new Vector2D();
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}
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// Lost device?
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catch(DeviceNotAcquiredException)
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{
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// Reaquire device
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try { mouse.Acquire(); }
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catch(Exception) { }
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return new Vector2D();
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}
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}
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#endregion
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}
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}
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