Files
MinecraftConsoles/Minecraft.Client/stubs.cpp
2026-03-02 00:43:04 +08:00

160 lines
2.9 KiB
C++

#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 <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