got rid of upper case types
This commit is contained in:
368
src/Pad.h
368
src/Pad.h
@@ -78,16 +78,16 @@ class CMouseControllerState
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public:
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//uint32 btns; // bit 0-2 button 1-3
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Bool LMB;
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Bool RMB;
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Bool MMB;
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Bool WHEELUP;
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Bool WHEELDN;
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Bool MXB1;
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Bool MXB2;
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bool LMB;
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bool RMB;
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bool MMB;
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bool WHEELUP;
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bool WHEELDN;
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bool MXB1;
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bool MXB2;
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char _pad0;
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Float x, y;
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float x, y;
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CMouseControllerState();
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void Clear();
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@@ -98,8 +98,8 @@ VALIDATE_SIZE(CMouseControllerState, 0x10);
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class CMousePointerStateHelper
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{
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public:
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Bool bInvertHorizontally;
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Bool bInvertVertically;
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bool bInvertHorizontally;
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bool bInvertVertically;
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CMouseControllerState GetMouseSetUp();
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};
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@@ -112,52 +112,52 @@ extern CMousePointerStateHelper &MousePointerStateHelper;
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class CKeyboardState
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{
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public:
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Int16 F[12];
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Int16 VK_KEYS[256];
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Int16 ESC;
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Int16 INS;
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Int16 DEL;
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Int16 HOME;
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Int16 END;
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Int16 PGUP;
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Int16 PGDN;
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Int16 UP;
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Int16 DOWN;
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Int16 LEFT;
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Int16 RIGHT;
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Int16 SCROLLLOCK;
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Int16 PAUSE;
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Int16 NUMLOCK;
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Int16 DIV;
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Int16 MUL;
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Int16 SUB;
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Int16 ADD;
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Int16 ENTER;
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Int16 DECIMAL;
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Int16 NUM1;
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Int16 NUM2;
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Int16 NUM3;
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Int16 NUM4;
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Int16 NUM5;
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Int16 NUM6;
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Int16 NUM7;
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Int16 NUM8;
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Int16 NUM9;
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Int16 NUM0;
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Int16 BACKSP;
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Int16 TAB;
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Int16 CAPSLOCK;
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Int16 EXTENTER;
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Int16 LSHIFT;
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Int16 RSHIFT;
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Int16 SHIFT;
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Int16 LCTRL;
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Int16 RCTRL;
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Int16 LALT;
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Int16 RALT;
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Int16 LWIN;
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Int16 RWIN;
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Int16 APPS;
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int16 F[12];
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int16 VK_KEYS[256];
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int16 ESC;
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int16 INS;
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int16 DEL;
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int16 HOME;
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int16 END;
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int16 PGUP;
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int16 PGDN;
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int16 UP;
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int16 DOWN;
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int16 LEFT;
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int16 RIGHT;
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int16 SCROLLLOCK;
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int16 PAUSE;
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int16 NUMLOCK;
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int16 DIV;
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int16 MUL;
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int16 SUB;
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int16 ADD;
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int16 ENTER;
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int16 DECIMAL;
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int16 NUM1;
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int16 NUM2;
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int16 NUM3;
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int16 NUM4;
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int16 NUM5;
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int16 NUM6;
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int16 NUM7;
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int16 NUM8;
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int16 NUM9;
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int16 NUM0;
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int16 BACKSP;
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int16 TAB;
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int16 CAPSLOCK;
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int16 EXTENTER;
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int16 LSHIFT;
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int16 RSHIFT;
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int16 SHIFT;
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int16 LCTRL;
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int16 RCTRL;
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int16 LALT;
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int16 RALT;
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int16 LWIN;
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int16 RWIN;
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int16 APPS;
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void Clear();
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};
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@@ -185,12 +185,12 @@ public:
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int16 Phase;
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int16 Mode;
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int16 ShakeDur;
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UInt8 ShakeFreq;
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uint8 ShakeFreq;
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int8 bHornHistory[5];
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UInt8 iCurrHornHistory;
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Bool DisablePlayerControls;
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uint8 iCurrHornHistory;
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bool DisablePlayerControls;
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int8 bApplyBrakes;
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Char _unk[12]; //int32 unk[3];
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char _unk[12]; //int32 unk[3];
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char _pad0[3];
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int32 LastTimeTouched;
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int32 AverageWeapon;
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@@ -199,14 +199,14 @@ public:
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CPad() { }
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~CPad() { }
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static Bool &bDisplayNoControllerMessage;
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static Bool &bObsoleteControllerMessage;
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static Bool &m_bMapPadOneToPadTwo;
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static bool &bDisplayNoControllerMessage;
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static bool &bObsoleteControllerMessage;
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static bool &m_bMapPadOneToPadTwo;
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static CKeyboardState &OldKeyState;
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static CKeyboardState &NewKeyState;
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static CKeyboardState &TempKeyState;
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static Char KeyBoardCheatString[18];
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static char KeyBoardCheatString[18];
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static CMouseControllerState &OldMouseControllerState;
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static CMouseControllerState &NewMouseControllerState;
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static CMouseControllerState &PCTempMouseControllerState;
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@@ -214,150 +214,150 @@ public:
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void Clear(Bool bResetPlayerControls);
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void Clear(bool bResetPlayerControls);
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void ClearMouseHistory();
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void UpdateMouse();
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CControllerState ReconcileTwoControllersInput(CControllerState const &State1, CControllerState const &State2);
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void StartShake(Int16 nDur, UInt8 nFreq);
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void StartShake_Distance(Int16 nDur, UInt8 nFreq, Float fX, Float fY, Float fz);
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void StartShake_Train(Float fX, Float fY);
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void AddToPCCheatString(Char c);
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void StartShake(int16 nDur, uint8 nFreq);
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void StartShake_Distance(int16 nDur, uint8 nFreq, float fX, float fY, float fz);
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void StartShake_Train(float fX, float fY);
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void AddToPCCheatString(char c);
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static void UpdatePads(void);
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void ProcessPCSpecificStuff(void);
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void Update(Int16 unk);
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void Update(int16 unk);
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static void DoCheats(void);
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void DoCheats(Int16 unk);
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void DoCheats(int16 unk);
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static void StopPadsShaking(void);
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void StopShaking(Int16 unk);
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void StopShaking(int16 unk);
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static CPad *GetPad(Int32 pad);
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static CPad *GetPad(int32 pad);
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Int16 GetSteeringLeftRight(void);
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Int16 GetSteeringUpDown(void);
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Int16 GetCarGunUpDown(void);
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Int16 GetCarGunLeftRight(void);
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Int16 GetPedWalkLeftRight(void);
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Int16 GetPedWalkUpDown(void);
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Int16 GetAnalogueUpDown(void);
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Bool GetLookLeft(void);
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Bool GetLookRight(void);
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Bool GetLookBehindForCar(void);
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Bool GetLookBehindForPed(void);
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Bool GetHorn(void);
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Bool HornJustDown(void);
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Bool GetCarGunFired(void);
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Bool CarGunJustDown(void);
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Int16 GetHandBrake(void);
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Int16 GetBrake(void);
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Bool GetExitVehicle(void);
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Bool ExitVehicleJustDown(void);
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Int32 GetWeapon(void);
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Bool WeaponJustDown(void);
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Int16 GetAccelerate(void);
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Bool CycleCameraModeUpJustDown(void);
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Bool CycleCameraModeDownJustDown(void);
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Bool ChangeStationJustDown(void);
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Bool CycleWeaponLeftJustDown(void);
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Bool CycleWeaponRightJustDown(void);
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Bool GetTarget(void);
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Bool TargetJustDown(void);
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Bool JumpJustDown(void);
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Bool GetSprint(void);
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Bool ShiftTargetLeftJustDown(void);
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Bool ShiftTargetRightJustDown(void);
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Bool GetAnaloguePadUp(void);
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Bool GetAnaloguePadDown(void);
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Bool GetAnaloguePadLeft(void);
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Bool GetAnaloguePadRight(void);
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Bool GetAnaloguePadLeftJustUp(void);
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Bool GetAnaloguePadRightJustUp(void);
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Bool ForceCameraBehindPlayer(void);
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Bool SniperZoomIn(void);
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Bool SniperZoomOut(void);
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Int16 SniperModeLookLeftRight(void);
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Int16 SniperModeLookUpDown(void);
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Int16 LookAroundLeftRight(void);
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Int16 LookAroundUpDown(void);
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int16 GetSteeringLeftRight(void);
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int16 GetSteeringUpDown(void);
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int16 GetCarGunUpDown(void);
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int16 GetCarGunLeftRight(void);
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int16 GetPedWalkLeftRight(void);
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int16 GetPedWalkUpDown(void);
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int16 GetAnalogueUpDown(void);
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bool GetLookLeft(void);
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bool GetLookRight(void);
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bool GetLookBehindForCar(void);
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bool GetLookBehindForPed(void);
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bool GetHorn(void);
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bool HornJustDown(void);
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bool GetCarGunFired(void);
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bool CarGunJustDown(void);
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int16 GetHandBrake(void);
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int16 GetBrake(void);
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bool GetExitVehicle(void);
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bool ExitVehicleJustDown(void);
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int32 GetWeapon(void);
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bool WeaponJustDown(void);
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int16 GetAccelerate(void);
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bool CycleCameraModeUpJustDown(void);
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bool CycleCameraModeDownJustDown(void);
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bool ChangeStationJustDown(void);
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bool CycleWeaponLeftJustDown(void);
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bool CycleWeaponRightJustDown(void);
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bool GetTarget(void);
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bool TargetJustDown(void);
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bool JumpJustDown(void);
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bool GetSprint(void);
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bool ShiftTargetLeftJustDown(void);
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bool ShiftTargetRightJustDown(void);
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bool GetAnaloguePadUp(void);
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bool GetAnaloguePadDown(void);
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bool GetAnaloguePadLeft(void);
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bool GetAnaloguePadRight(void);
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bool GetAnaloguePadLeftJustUp(void);
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bool GetAnaloguePadRightJustUp(void);
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bool ForceCameraBehindPlayer(void);
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bool SniperZoomIn(void);
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bool SniperZoomOut(void);
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int16 SniperModeLookLeftRight(void);
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int16 SniperModeLookUpDown(void);
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int16 LookAroundLeftRight(void);
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int16 LookAroundUpDown(void);
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void ResetAverageWeapon(void);
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static void PrintErrorMessage(void);
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static void ResetCheats(void);
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static Char *EditString(Char *pStr, Int32 nSize);
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static Int32 *EditCodesForControls(Int32 *pRsKeys, Int32 nSize);
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static char *EditString(char *pStr, int32 nSize);
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static int32 *EditCodesForControls(int32 *pRsKeys, int32 nSize);
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// mouse
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inline Bool GetLeftMouseJustDown() { return !!(NewMouseControllerState.LMB && !OldMouseControllerState.LMB); }
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inline bool GetLeftMouseJustDown() { return !!(NewMouseControllerState.LMB && !OldMouseControllerState.LMB); }
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// keyboard
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inline Bool GetCharJustDown(Char c) { return !!(NewKeyState.VK_KEYS[c] && !OldKeyState.VK_KEYS[c]); }
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inline Bool GetFJustDown(Int32 n) { return !!(NewKeyState.F[n] && !OldKeyState.F[n]); }
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inline Bool GetEscapeJustDown() { return !!(NewKeyState.ESC && !OldKeyState.ESC); }
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inline Bool GetInsertJustDown() { return !!(NewKeyState.INS && !OldKeyState.INS); }
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inline Bool GetDeleteJustDown() { return !!(NewKeyState.DEL && !OldKeyState.DEL); }
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inline Bool GetHomeJustDown() { return !!(NewKeyState.HOME && !OldKeyState.HOME); }
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inline Bool GetEndJustDown() { return !!(NewKeyState.END && !OldKeyState.END); }
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inline Bool GetPageUpJustDown() { return !!(NewKeyState.PGUP && !OldKeyState.PGUP); }
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inline Bool GetPageDownJustDown() { return !!(NewKeyState.PGDN && !OldKeyState.PGDN); }
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inline Bool GetUpJustDown() { return !!(NewKeyState.UP && !OldKeyState.UP); }
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inline Bool GetDownJustDown() { return !!(NewKeyState.DOWN && !OldKeyState.DOWN); }
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inline Bool GetLeftJustDown() { return !!(NewKeyState.LEFT && !OldKeyState.LEFT); }
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inline Bool GetRightJustDown() { return !!(NewKeyState.RIGHT && !OldKeyState.RIGHT); }
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inline Bool GetScrollLockJustDown() { return !!(NewKeyState.SCROLLLOCK && !OldKeyState.SCROLLLOCK); }
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inline Bool GetPauseJustDown() { return !!(NewKeyState.PAUSE && !OldKeyState.PAUSE); }
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inline Bool GetNumLockJustDown() { return !!(NewKeyState.NUMLOCK && !OldKeyState.NUMLOCK); }
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inline Bool GetDivideJustDown() { return !!(NewKeyState.DIV && !OldKeyState.DIV); }
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inline Bool GetTimesJustDown() { return !!(NewKeyState.MUL && !OldKeyState.MUL); }
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inline Bool GetMinusJustDown() { return !!(NewKeyState.SUB && !OldKeyState.SUB); }
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inline Bool GetPlusJustDown() { return !!(NewKeyState.ADD && !OldKeyState.ADD); }
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inline Bool GetPadEnterJustDown() { return !!(NewKeyState.ENTER && !OldKeyState.ENTER); } // GetEnterJustDown
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inline Bool GetPadDelJustDown() { return !!(NewKeyState.DECIMAL && !OldKeyState.DECIMAL); }
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inline Bool GetPad1JustDown() { return !!(NewKeyState.NUM1 && !OldKeyState.NUM1); }
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inline Bool GetPad2JustDown() { return !!(NewKeyState.NUM2 && !OldKeyState.NUM2); }
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inline Bool GetPad3JustDown() { return !!(NewKeyState.NUM3 && !OldKeyState.NUM3); }
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inline Bool GetPad4JustDown() { return !!(NewKeyState.NUM4 && !OldKeyState.NUM4); }
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inline Bool GetPad5JustDown() { return !!(NewKeyState.NUM5 && !OldKeyState.NUM5); }
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inline Bool GetPad6JustDown() { return !!(NewKeyState.NUM6 && !OldKeyState.NUM6); }
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inline Bool GetPad7JustDown() { return !!(NewKeyState.NUM7 && !OldKeyState.NUM7); }
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inline Bool GetPad8JustDown() { return !!(NewKeyState.NUM8 && !OldKeyState.NUM8); }
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inline Bool GetPad9JustDown() { return !!(NewKeyState.NUM9 && !OldKeyState.NUM9); }
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inline Bool GetPad0JustDown() { return !!(NewKeyState.NUM0 && !OldKeyState.NUM0); }
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inline Bool GetBackspaceJustDown() { return !!(NewKeyState.BACKSP && !OldKeyState.BACKSP); }
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inline Bool GetTabJustDown() { return !!(NewKeyState.TAB && !OldKeyState.TAB); }
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inline Bool GetCapsLockJustDown() { return !!(NewKeyState.CAPSLOCK && !OldKeyState.CAPSLOCK); }
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inline Bool GetEnterJustDown() { return !!(NewKeyState.EXTENTER && !OldKeyState.EXTENTER); }
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inline Bool GetLeftShiftJustDown() { return !!(NewKeyState.LSHIFT && !OldKeyState.LSHIFT); }
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inline Bool GetShiftJustDown() { return !!(NewKeyState.SHIFT && !OldKeyState.SHIFT); }
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inline Bool GetRightShiftJustDown() { return !!(NewKeyState.RSHIFT && !OldKeyState.RSHIFT); }
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inline Bool GetLeftCtrlJustDown() { return !!(NewKeyState.LCTRL && !OldKeyState.LCTRL); }
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inline Bool GetRightCtrlJustDown() { return !!(NewKeyState.RCTRL && !OldKeyState.RCTRL); }
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inline Bool GetLeftAltJustDown() { return !!(NewKeyState.LALT && !OldKeyState.LALT); }
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inline Bool GetRightAltJustDown() { return !!(NewKeyState.RALT && !OldKeyState.RALT); }
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inline Bool GetLeftWinJustDown() { return !!(NewKeyState.LWIN && !OldKeyState.LWIN); }
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inline Bool GetRightWinJustDown() { return !!(NewKeyState.RWIN && !OldKeyState.RWIN); }
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inline Bool GetAppsJustDown() { return !!(NewKeyState.APPS && !OldKeyState.APPS); }
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inline bool GetCharJustDown(char c) { return !!(NewKeyState.VK_KEYS[c] && !OldKeyState.VK_KEYS[c]); }
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inline bool GetFJustDown(int32 n) { return !!(NewKeyState.F[n] && !OldKeyState.F[n]); }
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inline bool GetEscapeJustDown() { return !!(NewKeyState.ESC && !OldKeyState.ESC); }
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inline bool GetInsertJustDown() { return !!(NewKeyState.INS && !OldKeyState.INS); }
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inline bool GetDeleteJustDown() { return !!(NewKeyState.DEL && !OldKeyState.DEL); }
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inline bool GetHomeJustDown() { return !!(NewKeyState.HOME && !OldKeyState.HOME); }
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inline bool GetEndJustDown() { return !!(NewKeyState.END && !OldKeyState.END); }
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inline bool GetPageUpJustDown() { return !!(NewKeyState.PGUP && !OldKeyState.PGUP); }
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inline bool GetPageDownJustDown() { return !!(NewKeyState.PGDN && !OldKeyState.PGDN); }
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inline bool GetUpJustDown() { return !!(NewKeyState.UP && !OldKeyState.UP); }
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inline bool GetDownJustDown() { return !!(NewKeyState.DOWN && !OldKeyState.DOWN); }
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inline bool GetLeftJustDown() { return !!(NewKeyState.LEFT && !OldKeyState.LEFT); }
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inline bool GetRightJustDown() { return !!(NewKeyState.RIGHT && !OldKeyState.RIGHT); }
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inline bool GetScrollLockJustDown() { return !!(NewKeyState.SCROLLLOCK && !OldKeyState.SCROLLLOCK); }
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inline bool GetPauseJustDown() { return !!(NewKeyState.PAUSE && !OldKeyState.PAUSE); }
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inline bool GetNumLockJustDown() { return !!(NewKeyState.NUMLOCK && !OldKeyState.NUMLOCK); }
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inline bool GetDivideJustDown() { return !!(NewKeyState.DIV && !OldKeyState.DIV); }
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inline bool GetTimesJustDown() { return !!(NewKeyState.MUL && !OldKeyState.MUL); }
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inline bool GetMinusJustDown() { return !!(NewKeyState.SUB && !OldKeyState.SUB); }
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inline bool GetPlusJustDown() { return !!(NewKeyState.ADD && !OldKeyState.ADD); }
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inline bool GetPadEnterJustDown() { return !!(NewKeyState.ENTER && !OldKeyState.ENTER); } // GetEnterJustDown
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inline bool GetPadDelJustDown() { return !!(NewKeyState.DECIMAL && !OldKeyState.DECIMAL); }
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inline bool GetPad1JustDown() { return !!(NewKeyState.NUM1 && !OldKeyState.NUM1); }
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inline bool GetPad2JustDown() { return !!(NewKeyState.NUM2 && !OldKeyState.NUM2); }
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inline bool GetPad3JustDown() { return !!(NewKeyState.NUM3 && !OldKeyState.NUM3); }
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inline bool GetPad4JustDown() { return !!(NewKeyState.NUM4 && !OldKeyState.NUM4); }
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inline bool GetPad5JustDown() { return !!(NewKeyState.NUM5 && !OldKeyState.NUM5); }
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inline bool GetPad6JustDown() { return !!(NewKeyState.NUM6 && !OldKeyState.NUM6); }
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inline bool GetPad7JustDown() { return !!(NewKeyState.NUM7 && !OldKeyState.NUM7); }
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inline bool GetPad8JustDown() { return !!(NewKeyState.NUM8 && !OldKeyState.NUM8); }
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inline bool GetPad9JustDown() { return !!(NewKeyState.NUM9 && !OldKeyState.NUM9); }
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inline bool GetPad0JustDown() { return !!(NewKeyState.NUM0 && !OldKeyState.NUM0); }
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inline bool GetBackspaceJustDown() { return !!(NewKeyState.BACKSP && !OldKeyState.BACKSP); }
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inline bool GetTabJustDown() { return !!(NewKeyState.TAB && !OldKeyState.TAB); }
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inline bool GetCapsLockJustDown() { return !!(NewKeyState.CAPSLOCK && !OldKeyState.CAPSLOCK); }
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inline bool GetEnterJustDown() { return !!(NewKeyState.EXTENTER && !OldKeyState.EXTENTER); }
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inline bool GetLeftShiftJustDown() { return !!(NewKeyState.LSHIFT && !OldKeyState.LSHIFT); }
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inline bool GetShiftJustDown() { return !!(NewKeyState.SHIFT && !OldKeyState.SHIFT); }
|
||||
inline bool GetRightShiftJustDown() { return !!(NewKeyState.RSHIFT && !OldKeyState.RSHIFT); }
|
||||
inline bool GetLeftCtrlJustDown() { return !!(NewKeyState.LCTRL && !OldKeyState.LCTRL); }
|
||||
inline bool GetRightCtrlJustDown() { return !!(NewKeyState.RCTRL && !OldKeyState.RCTRL); }
|
||||
inline bool GetLeftAltJustDown() { return !!(NewKeyState.LALT && !OldKeyState.LALT); }
|
||||
inline bool GetRightAltJustDown() { return !!(NewKeyState.RALT && !OldKeyState.RALT); }
|
||||
inline bool GetLeftWinJustDown() { return !!(NewKeyState.LWIN && !OldKeyState.LWIN); }
|
||||
inline bool GetRightWinJustDown() { return !!(NewKeyState.RWIN && !OldKeyState.RWIN); }
|
||||
inline bool GetAppsJustDown() { return !!(NewKeyState.APPS && !OldKeyState.APPS); }
|
||||
|
||||
// pad
|
||||
|
||||
inline Bool GetTriangleJustDown() { return !!(NewState.Triangle && !OldState.Triangle); }
|
||||
inline Bool GetCircleJustDown() { return !!(NewState.Circle && !OldState.Circle); }
|
||||
inline Bool GetCrossJustDown() { return !!(NewState.Cross && !OldState.Cross); }
|
||||
inline Bool GetSquareJustDown() { return !!(NewState.Square && !OldState.Square); }
|
||||
inline Bool GetDPadUpJustDown() { return !!(NewState.DPadUp && !OldState.DPadUp); }
|
||||
inline Bool GetDPadDownJustDown() { return !!(NewState.DPadDown && !OldState.DPadDown); }
|
||||
inline Bool GetDPadLeftJustDown() { return !!(NewState.DPadLeft && !OldState.DPadLeft); }
|
||||
inline Bool GetDPadRightJustDown() { return !!(NewState.DPadRight && !OldState.DPadRight); }
|
||||
inline Bool GetLeftShoulder1JustDown() { return !!(NewState.LeftShoulder1 && !OldState.LeftShoulder1); }
|
||||
inline Bool GetLeftShoulder2JustDown() { return !!(NewState.LeftShoulder2 && !OldState.LeftShoulder2); }
|
||||
inline Bool GetRightShoulder1JustDown() { return !!(NewState.RightShoulder1 && !OldState.RightShoulder1); }
|
||||
inline Bool GetRightShoulder2JustDown() { return !!(NewState.RightShoulder2 && !OldState.RightShoulder2); }
|
||||
inline bool GetTriangleJustDown() { return !!(NewState.Triangle && !OldState.Triangle); }
|
||||
inline bool GetCircleJustDown() { return !!(NewState.Circle && !OldState.Circle); }
|
||||
inline bool GetCrossJustDown() { return !!(NewState.Cross && !OldState.Cross); }
|
||||
inline bool GetSquareJustDown() { return !!(NewState.Square && !OldState.Square); }
|
||||
inline bool GetDPadUpJustDown() { return !!(NewState.DPadUp && !OldState.DPadUp); }
|
||||
inline bool GetDPadDownJustDown() { return !!(NewState.DPadDown && !OldState.DPadDown); }
|
||||
inline bool GetDPadLeftJustDown() { return !!(NewState.DPadLeft && !OldState.DPadLeft); }
|
||||
inline bool GetDPadRightJustDown() { return !!(NewState.DPadRight && !OldState.DPadRight); }
|
||||
inline bool GetLeftShoulder1JustDown() { return !!(NewState.LeftShoulder1 && !OldState.LeftShoulder1); }
|
||||
inline bool GetLeftShoulder2JustDown() { return !!(NewState.LeftShoulder2 && !OldState.LeftShoulder2); }
|
||||
inline bool GetRightShoulder1JustDown() { return !!(NewState.RightShoulder1 && !OldState.RightShoulder1); }
|
||||
inline bool GetRightShoulder2JustDown() { return !!(NewState.RightShoulder2 && !OldState.RightShoulder2); }
|
||||
|
||||
inline Int32 GetLeftShoulder1(void) { return NewState.LeftShoulder1; }
|
||||
inline Int32 GetLeftShoulder2(void) { return NewState.LeftShoulder2; }
|
||||
inline Int32 GetRightShoulder1(void) { return NewState.RightShoulder1; }
|
||||
inline Int32 GetRightShoulder2(void) { return NewState.RightShoulder2; }
|
||||
inline int32 GetLeftShoulder1(void) { return NewState.LeftShoulder1; }
|
||||
inline int32 GetLeftShoulder2(void) { return NewState.LeftShoulder2; }
|
||||
inline int32 GetRightShoulder1(void) { return NewState.RightShoulder1; }
|
||||
inline int32 GetRightShoulder2(void) { return NewState.RightShoulder2; }
|
||||
};
|
||||
VALIDATE_SIZE(CPad, 0xFC);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user