mirror of
https://github.com/0ldsk00l/nestopia.git
synced 2025-04-02 10:31:51 -04:00
160 lines
3.3 KiB
C++
160 lines
3.3 KiB
C++
////////////////////////////////////////////////////////////////////////////////////////
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//
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// Nestopia - NES/Famicom emulator written in C++
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//
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// Copyright (C) 2003-2008 Martin Freij
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//
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// This file is part of Nestopia.
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//
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// Nestopia is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 2 of the License, or
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// (at your option) any later version.
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//
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// Nestopia 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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// You should have received a copy of the GNU General Public License
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// along with Nestopia; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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//
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////////////////////////////////////////////////////////////////////////////////////////
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#include "NstSystemKeyboard.hpp"
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#include <windows.h>
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namespace Nestopia
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{
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namespace System
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{
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Keyboard::KeyName Keyboard::keyNames[NUM_KEYS];
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void Keyboard::KeyName::Set(uint key)
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{
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uint flags = 0x200;
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switch (key)
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{
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case '0':
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case '1':
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case '2':
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case '3':
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case '4':
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case '5':
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case '6':
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case '7':
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case '8':
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case '9':
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operator << (wchar_t(key));
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case 0:
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break;
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case VK_INSERT:
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case VK_DELETE:
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case VK_HOME:
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case VK_END:
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case VK_NEXT:
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case VK_PRIOR:
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case VK_LEFT:
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case VK_RIGHT:
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case VK_UP:
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case VK_DOWN:
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flags = 0x100|0x200;
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default:
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key = ::MapVirtualKey( key, 0 );
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if (key)
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{
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key = (key | flags) << 16;
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uint length;
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do
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{
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Reserve( Capacity() + 19 );
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length = ::GetKeyNameText( key, Ptr(), Capacity() + 1 );
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}
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while (length == Capacity());
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if (length)
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{
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ShrinkTo( length );
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::CharUpperBuff( Ptr(), 1 );
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if (length > 1)
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::CharLowerBuff( Ptr() + 1, length - 1 );
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}
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}
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break;
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}
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}
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const GenericString Keyboard::GetName(uint key)
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{
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NST_ASSERT( key < NUM_KEYS );
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if (keyNames[key].Empty())
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keyNames[key].Set( key );
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return keyNames[key];
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}
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uint Keyboard::GetKey(const GenericString name)
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{
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for (uint key=0; key < NUM_KEYS; ++key)
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{
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if (GetName(key) == name)
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return key;
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}
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return NONE;
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}
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#ifdef NST_MSVC_OPTIMIZE
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#pragma optimize("t", on)
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#endif
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bool Keyboard::ToggleIndicator(const Indicator indicator,const bool on)
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{
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uint key = indicator;
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switch (indicator)
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{
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case CAPS_LOCK: key = VK_CAPITAL; break;
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case NUM_LOCK: key = VK_NUMLOCK; break;
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case SCROLL_LOCK: key = VK_SCROLL; break;
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}
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if (on != (::GetKeyState( key ) & 0x1U))
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{
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INPUT input[2];
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std::memset( input, 0, sizeof(input) );
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input[1].type = input[0].type = INPUT_KEYBOARD;
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input[1].ki.wVk = input[0].ki.wVk = key;
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input[1].ki.dwFlags = KEYEVENTF_EXTENDEDKEY;
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::SendInput( 2, input, sizeof(INPUT) );
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input[1].ki.dwFlags = KEYEVENTF_EXTENDEDKEY|KEYEVENTF_KEYUP;
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::SendInput( 2, input, sizeof(INPUT) );
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return true;
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}
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return false;
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}
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#ifdef NST_MSVC_OPTIMIZE
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#pragma optimize("", on)
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#endif
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}
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}
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