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G940LEDControl/LogitechSDK/ControlsAssignment/Doc/SampleInGameImplementation.cpp

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2012-01-04 19:11:07 +00:00
/*
The Logitech Controls Assignment SDK, including all accompanying
documentation, is protected by intellectual property laws. All rights not
expressly granted by Logitech are reserved.
*/
// This file shows how to use the Controls Assignment SDK to take care
// of axis, button or POV assignments in a Controller Options menu. The
// Wrapper works in a way that any combination of controls of any type of
// gaming device (other than mouse and keyboard) can be used for any of
// the game's functions (game actions), therefore providing maximum
// controller support and customization.
// NOTE: Whatever is in these brackets (/***...***/) is what you need to
// do in your game.
// NOTE: This file can't compile. Therefore it hasn't been tested and
// there may be some errors.
// include the following
#include "LogiControllerInput.h"
#include "LogiControlsAssignment.h"
// Define game actions to be assigned in controller options screen,
// similarly to the example below.
typedef enum
{
LG_STRAFE_LEFT,
LG_STRAFE_RIGHT,
LG_MOVE_FORWARD,
LG_MOVE_BACKWARD,
LG_TURN_LEFT,
LG_TURN_RIGHT,
LG_LOOK_UP,
LG_LOOK_DOWN,
LG_SHOOT,
LG_CHANGE_VIEW,
LG_NUMBER_GAME_ACTIONS
} GameAction;
//------------------------------------------------------------------------
// Global variables
//------------------------------------------------------------------------
// Create ControlsAssignment and ControllerInput instances. In this example we suppose a single
// player. Create more instances if multiplayer on local system is
// supported.
LogitechControllerInput::ControllerInput* g_logiControllerInput;
LogitechControlsAssignmentSDK::ControlsAssignment* g_logiControlsAssignment;
INT_PTR CALLBACK MainDlgProc( HWND hDlg,
UINT msg,
WPARAM wParam,
LPARAM lParam )
{
TCHAR changeViewName_[MAX_PATH] = {\0};
HRESULT hr_ = E_FAIL;
ControlAssignment tempAssignment_; // assignment data read from config file
...
switch( msg )
{
case WM_INITDIALOG:
...
// Init main objects
g_logiControllerInput = new LogitechControllerInput::ControllerInput(hDlg);
g_logiControlsAssignment = new LogitechControlsAssignmentSDK::ControlsAssignment(g_logiControllerInput, LogitechControllerInput::LG_DINPUT_RANGE_MIN, LogitechControllerInput::LG_DINPUT_RANGE_MAX);
// Init game actions
for (INT ii = 0; ii < LG_NUMBER_GAME_ACTIONS; ii++)
{
g_logiControlsAssignment->AddGameAction(ii);
}
// Get controller setup info from config file
tempAssignment_.Init();
/*** read data from config file for LG_STRAFE_LEFT and populate tempAssignment_ ***/
hr_ = g_logiControlsAssignment->AssignActionToControl(LG_STRAFE_LEFT, tempAssignment_);
tempAssignment_.Init();
/*** read data from config file for LG_STRAFE_RIGHT and populate tempAssignment_ ***/
hr_ = g_logiControlsAssignment->AssignActionToControl(LG_STRAFE_RIGHT, tempAssignment_);
/*** do same for other game actions ***/
...
return TRUE;
case WM_COMMAND:
...
if (/*** event received that user clicked on game action LG_STRAFE_LEFT to assign a control ***/)
{
g_logiControlsAssignment->StartCheckingForInput(LG_STRAFE_LEFT);
}
/*** Do same for other game actions ***/
...
return TRUE;
case WM_TIMER:
...
// Call update in main loop for both objects
g_logiControllerInput->Update();
if (FAILED(g_logiControlsAssignment->Update()))
{
/*** deal with error ***/
}
// Get game action control name for Controller Menu name printing
if (g_logiControlsAssignment->IsGameActionAssigned(LG_CHANGE_VIEW))
{
wsprintf( changeViewName_, TEXT("%s"), g_logiControlsAssignment->GetControlName(LG_CHANGE_VIEW));
}
/*** Do same for other game actions ***/
...
// Get combined values
if (g_logiControlsAssignment->IsGameActionAssigned(LG_STRAFE_LEFT) && g_logiControlsAssignment->IsGameActionAssigned(LG_STRAFE_RIGHT))
{
FLOAT strafeCombined_ = g_logiControlsAssignment->GetCombinedValue(LG_STRAFE_LEFT, LG_STRAFE_RIGHT, /*** reverse checkbox TRUE or FALSE ***/);
}
/*** Do same for other game actions ***/
...
// Get non-combined values.
if (g_logiControlsAssignment->IsGameActionAssigned(LG_SHOOT))
{
FLOAT shoot_ = g_logiControlsAssignment->GetValue(LG_SHOOT);
}
// NOTE: if the game action is not assigned, the GetValue() method will return 0.0f.
/*** Do same for other game actions ***/
...
// save settings to config file
if (/*** user controller settings need to be saved ***/)
{
g_logiControlsAssignment->GetAssignedActionInfo(tempAssignment_, LG_TURN_LEFT);
/*** write info to config file based on data in tempAssignment_ ***/
/*** do same for all other game actions ***/
...
}
return TRUE;
case WM_DESTROY:
...
if (NULL != g_logiControllerInput)
{
delete g_logiControllerInput;
g_logiControllerInput = NULL;
}
if (NULL != g_logiControlsAssignment)
{
delete g_logiControlsAssignment;
g_logiControlsAssignment = NULL;
}
...
return TRUE;
}
return FALSE; // Message not handled
}