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https://github.com/copyrighttxt/watrbx-game-engine.git
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GEEKING
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/**
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* UserInput.h
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* Copyright (c) 2013 ROBLOX Corp. All Rights Reserved.
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*/
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#pragma once
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// Roblox Headers
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#include "util/UserInputBase.h"
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#include "util/RunStateOwner.h"
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#include "util/Rect.h"
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#include "V8DataModel/InputObject.h"
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#include "SDLGameController.h"
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class RobloxView;
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namespace RBX {
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class DataModel;
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}
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class RobloxCriticalSection
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{
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private:
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public:
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int callers;
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std::string recentCaller;
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std::string olderCaller;
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RobloxCriticalSection()
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: callers(0)
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{}
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};
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class RobloxCritSecLoc
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{
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private:
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RobloxCriticalSection& robloxCriticalSection;
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public:
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RobloxCritSecLoc( RobloxCriticalSection& cs, const std::string& location)
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: robloxCriticalSection(cs)
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{
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/*
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#ifdef __RBX_NOT_RELEASE // should compile away the string manipulations
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RBXASSERT(robloxCriticalSection.callers == 0); // Show THESE ASSERTS TO David/Erik - they imply multiple entry points to User Input Object - trying to track down
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robloxCriticalSection.callers++;
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robloxCriticalSection.olderCaller = robloxCriticalSection.recentCaller;
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robloxCriticalSection.recentCaller = location;
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#endif
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*/
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}
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~RobloxCritSecLoc()
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{
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/*
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#ifdef __RBX_NOT_RELEASE // should compile away the string manipulations
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RBXASSERT(robloxCriticalSection.callers == 1);
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robloxCriticalSection.callers--;
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robloxCriticalSection.recentCaller = "";
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robloxCriticalSection.olderCaller = "";
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#endif
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*/
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}
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};
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class UserInput
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: public RBX::UserInputBase
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{
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private:
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int debugI;
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mutable RobloxCriticalSection diSection;
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rbx::signals::scoped_connection processedMouseConnection;
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size_t tableSize;
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// Mouse Stuff
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bool isMouseCaptured; // poor man's tracker of button state
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bool leftMouseButtonDown;
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bool middleMouseButtonDown;
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bool rightMouseButtonDown;
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G3D::Vector2 wrapMousePosition; // in normalized coordinates (center is 0,0. radius is getWrapRadius)
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bool wrapping;
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bool leftMouseDown;
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bool rightMouseDown;
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bool autoMouseMove;
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// Keyboard Stuff
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int externallyForcedKeyDown; // + this from exteranal source (like a gui button)
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class RobloxView * wnd;
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shared_ptr<RBX::RunService> runService;
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// InputObject stuff
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boost::unordered_map<RBX::InputObject::UserInputType,shared_ptr<RBX::InputObject> > inputObjectMap;
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shared_ptr<SDLGameController> sdlGameController;
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////////////////////////////////
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//
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// Events
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void sendEvent(shared_ptr<RBX::InputObject> event, bool processed = false);
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void sendMouseEvent(RBX::InputObject::UserInputType mouseEventType,
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RBX::InputObject::UserInputState mouseEventState,
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RBX::Vector3& position, RBX::Vector3& delta);
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////////////////////////////////////
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//
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// Keyboard Mouse
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bool isMouseInside;
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G3D::Vector2 posToWrapTo;
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// Studio mobile emulation
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shared_ptr<RBX::InputObject> touchInput;
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// window stuff
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RBX::Vector2int16 getWindowSize() const;
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G3D::Rect2D getWindowRect() const; // { return windowRect; }
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bool isFullScreenMode() const;
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bool movementKeysDown();
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bool keyDownInternal(RBX::KeyCode code) const;
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void doWrapMouse(const G3D::Vector2& delta, G3D::Vector2& wrapMouseDelta);
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G3D::Vector2 getGameCursorPositionInternal();
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G3D::Vector2 getGameCursorPositionExpandedInternal(); // prevent hysteresis
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G3D::Vector2 getWindowsCursorPositionInternal();
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RBX::Vector2 getCursorPositionInternal();
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void doDiagnostics();
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void postProcessUserInput(bool cursorMoved, bool leftMouseUp, RBX::Vector2 wrapMouseDelta, RBX::Vector2 mouseDelta);
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void mouseEventWasProcessed(bool datamodelSunkEvent, void* nativeEventObject, const shared_ptr<RBX::InputObject>& inputObject);
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void renderStepped();
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public:
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shared_ptr<RBX::DataModel> dataModel;
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// const static int WM_CALL_SETFOCUS = WM_USER + 187;
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// HCURSOR hInvisibleCursor;
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////////////////////////////////
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//
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// UserInputBase
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/*implement*/ RBX::Vector2 getCursorPosition();
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// todo: no longer used, remove this
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void doWrapHybrid(bool cursorMoved, bool leftMouseUp, G3D::Vector2& wrapMouseDelta, G3D::Vector2& wrapMousePosition, G3D::Vector2& posToWrapTo);
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/*implement*/ bool keyDown(RBX::KeyCode code) const;
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/*implement*/ void setKeyState(RBX::KeyCode code, RBX::ModCode modCode, char modifiedKey, bool isDown);
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bool isMiddleMouseDown() const { return middleMouseButtonDown; }
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bool isLeftMouseDown() const { return leftMouseButtonDown; }
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bool areEditModeMovementKeysDown();
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/*implement*/ void centerCursor() {wrapMousePosition = RBX::Vector2::zero();}
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/*override*/ RBX::TextureProxyBaseRef getGameCursor(RBX::Adorn* adorn);
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void PostUserInputMessage(RBX::InputObject::UserInputType eventType, RBX::InputObject::UserInputState eventState, int wParam, int lParam, char extraParam = 0, bool processed = false);
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// Call this only within a DataModel lock:
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void ProcessUserInputMessage(RBX::InputObject::UserInputType eventType, RBX::InputObject::UserInputState eventState, int wParam, int lParam, char extraParam = 0, bool processed = false);
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UserInput(RobloxView *wnd, shared_ptr<RBX::DataModel> dataModel);
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~UserInput();
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void setDataModel(shared_ptr<RBX::DataModel> dataModel);
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void onMouseInside();
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void onMouseLeave();
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void resetKeyState();
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};
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