the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
at main 160 lines 3.0 kB view raw
1#include "stdafx.h" 2 3#ifdef _WINDOWS64 4#include "Windows64\KeyboardMouseInput.h" 5 6int Mouse::getX() 7{ 8 return KMInput.GetMouseX(); 9} 10 11int Mouse::getY() 12{ 13 // Return Y in bottom-up coordinates (OpenGL convention, matching original Java LWJGL Mouse) 14 RECT rect; 15 GetClientRect(KMInput.GetHWnd(), &rect); 16 return (rect.bottom - 1) - KMInput.GetMouseY(); 17} 18 19bool Mouse::isButtonDown(int button) 20{ 21 return KMInput.IsMouseDown(button); 22} 23 24bool Keyboard::isKeyDown(int key) 25{ 26 // Map Keyboard constants to Windows virtual key codes 27 if (key == Keyboard::KEY_LSHIFT) return KMInput.IsKeyDown(VK_LSHIFT); 28 if (key == Keyboard::KEY_RSHIFT) return KMInput.IsKeyDown(VK_RSHIFT); 29 if (key == Keyboard::KEY_ESCAPE) return KMInput.IsKeyDown(VK_ESCAPE); 30 if (key == Keyboard::KEY_RETURN) return KMInput.IsKeyDown(VK_RETURN); 31 if (key == Keyboard::KEY_BACK) return KMInput.IsKeyDown(VK_BACK); 32 if (key == Keyboard::KEY_SPACE) return KMInput.IsKeyDown(VK_SPACE); 33 if (key == Keyboard::KEY_TAB) return KMInput.IsKeyDown(VK_TAB); 34 if (key == Keyboard::KEY_UP) return KMInput.IsKeyDown(VK_UP); 35 if (key == Keyboard::KEY_DOWN) return KMInput.IsKeyDown(VK_DOWN); 36 if (key == Keyboard::KEY_LEFT) return KMInput.IsKeyDown(VK_LEFT); 37 if (key == Keyboard::KEY_RIGHT) return KMInput.IsKeyDown(VK_RIGHT); 38 if (key >= Keyboard::KEY_A && key <= Keyboard::KEY_Z) 39 return KMInput.IsKeyDown('A' + (key - Keyboard::KEY_A)); 40 return false; 41} 42#endif 43 44void glReadPixels(int,int, int, int, int, int, ByteBuffer *) 45{ 46} 47 48void glClearDepth(double) 49{ 50} 51 52void glVertexPointer(int, int, int, int) 53{ 54} 55 56void glVertexPointer(int, int, FloatBuffer *) 57{ 58} 59 60void glTexCoordPointer(int, int, int, int) 61{ 62} 63 64void glTexCoordPointer(int, int, FloatBuffer *) 65{ 66} 67 68void glNormalPointer(int, int, int) 69{ 70} 71 72void glNormalPointer(int, ByteBuffer *) 73{ 74} 75 76void glEnableClientState(int) 77{ 78} 79 80void glDisableClientState(int) 81{ 82} 83 84void glColorPointer(int, int, int, int) 85{ 86} 87 88void glColorPointer(int, bool, int, ByteBuffer *) 89{ 90} 91 92void glDrawArrays(int,int,int) 93{ 94} 95 96void glNormal3f(float,float,float) 97{ 98} 99 100void glGenQueriesARB(IntBuffer *) 101{ 102} 103 104void glBeginQueryARB(int,int) 105{ 106} 107 108void glEndQueryARB(int) 109{ 110} 111 112void glGetQueryObjectuARB(int,int,IntBuffer *) 113{ 114} 115 116void glShadeModel(int) 117{ 118} 119 120void glColorMaterial(int,int) 121{ 122} 123 124//1.8.2 125void glClientActiveTexture(int) 126{ 127} 128 129void glActiveTexture(int) 130{ 131} 132 133void glFlush() 134{ 135} 136 137void glTexGeni(int,int,int) 138{ 139} 140 141#ifdef _XBOX 142// 4J Stu - Added these to stop us needing to pull in loads of media libraries just to use Qnet 143#include <xcam.h> 144DWORD XCamInitialize(){ return 0; } 145VOID XCamShutdown() {} 146 147DWORD XCamCreateStreamEngine( 148 CONST XCAM_STREAM_ENGINE_INIT_PARAMS *pParams, 149 PIXCAMSTREAMENGINE *ppEngine 150 ) { return 0; } 151 152DWORD XCamSetView( 153 XCAMZOOMFACTOR ZoomFactor, 154 LONG XCenter, 155 LONG YCenter, 156 PXOVERLAPPED pOverlapped 157) { return 0; } 158 159XCAMDEVICESTATE XCamGetStatus() { return XCAMDEVICESTATE_DISCONNECTED; } 160#endif