#include "stdafx.h" #ifdef _WINDOWS64 #include "Windows64\KeyboardMouseInput.h" int Mouse::getX() { return KMInput.GetMouseX(); } int Mouse::getY() { // Return Y in bottom-up coordinates (OpenGL convention, matching original Java LWJGL Mouse) RECT rect; GetClientRect(KMInput.GetHWnd(), &rect); return (rect.bottom - 1) - KMInput.GetMouseY(); } bool Mouse::isButtonDown(int button) { return KMInput.IsMouseDown(button); } bool Keyboard::isKeyDown(int key) { // Map Keyboard constants to Windows virtual key codes if (key == Keyboard::KEY_LSHIFT) return KMInput.IsKeyDown(VK_LSHIFT); if (key == Keyboard::KEY_RSHIFT) return KMInput.IsKeyDown(VK_RSHIFT); if (key == Keyboard::KEY_ESCAPE) return KMInput.IsKeyDown(VK_ESCAPE); if (key == Keyboard::KEY_RETURN) return KMInput.IsKeyDown(VK_RETURN); if (key == Keyboard::KEY_BACK) return KMInput.IsKeyDown(VK_BACK); if (key == Keyboard::KEY_SPACE) return KMInput.IsKeyDown(VK_SPACE); if (key == Keyboard::KEY_TAB) return KMInput.IsKeyDown(VK_TAB); if (key == Keyboard::KEY_UP) return KMInput.IsKeyDown(VK_UP); if (key == Keyboard::KEY_DOWN) return KMInput.IsKeyDown(VK_DOWN); if (key == Keyboard::KEY_LEFT) return KMInput.IsKeyDown(VK_LEFT); if (key == Keyboard::KEY_RIGHT) return KMInput.IsKeyDown(VK_RIGHT); if (key >= Keyboard::KEY_A && key <= Keyboard::KEY_Z) return KMInput.IsKeyDown('A' + (key - Keyboard::KEY_A)); return false; } #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 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