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|
class Object
remove_const(:Input)
def singleton_attach_methods(o) class << self; self end.attach_methods(o) end
def self.attach_methods(o)
@attached_methods ||= []
for m in o.public_methods-(instance_methods-@attached_methods)
define_method(m, &o.method(m))
@attached_methods << m unless @attached_methods.include?(m)
end
end
end
class String; alias getbyte [] end if RUBY_VERSION == '1.8.1'
module Input
class Key
include Comparable
attr_reader :o, :i, :s, :hash, :to_sym
alias to_i i
alias to_s s
def initialize(i,o)
@o, self.i, self.s = o, i, "#{self.class.name.split('::')[-1]}_#{i}"
end
def o=(o) @o, @hash = o, @i.hash^o.hash end
def i=(i) @i, @hash = i, i.hash^@o.hash end
def s=(s) @s, @to_sym = s, s.to_sym end
def <=>(o) @i <=> o.to_i end
def succ() self.class.new(@i+1,@o) end
def count() @o.get_count(@i) end
def push?() @o.get_push(@i) end
def toggle?() @o.get_toggle(@i) end
def press?() @o.get_press(@i) end
def trigger?() @o.get_trigger(@i) end
def release?() @o.get_release(@i) end
def repeat?() @o.get_repeat(@i) end
def ntrigger?(n) @o.get_ntrigger(n,@i) end
def analog?() @o.get_analog(@i) end
end
class Gamepad_Key < Key
def initialize(i,o=Gamepad) super end
end
class Keyboard_Key < Key
def initialize(i,o=Keyboard) super end
def name() @o.get_key_name(@i) end
def push!() @o.push!(@i) end
def release!() @o.release!(@i) end
def toggle!() @o.toggle!(@i) end
end
class Mouse_Key < Key
def initialize(i,o=Mouse) super end
def click?() ntrigger?(1) end
def dclick?() ntrigger?(2) end
def tclick?() ntrigger?(3) end
end
class Player_Key < Key
def [](i) @players_keys[i] end
def initialize(i,o=Players[0])
super
@players_keys = Players.map {|p| k = dup; k.o = p; k}
end
end
class Device
GetDoubleClickTime = Win32API.new('user32', 'GetDoubleClickTime', '', 'i')
attr_accessor :enabled, :ntrigger_max, :ntrigger_time
def initialize(max)
@enabled, @count, @release, @keys = true, Array.new(max,0), [], []
@ntrigger_count, @ntrigger_last, @ntrigger_max = @count.dup, @count.dup, 0
self.ntrigger_time = 0
end
def update
return unless @enabled
update_keys
update_ntrigger if @ntrigger_max != 0
end
def update_keys
@release.clear
for i in @keys
if get_push(i) ; @count[i] += 1
elsif @count[i] != 0; @count[i] = 0; @release << i
end
end
end
def update_ntrigger
f = Graphics.frame_count
for i in @keys
if @count[i] == 1
@ntrigger_count[i] %= @ntrigger_max
@ntrigger_count[i] += 1
@ntrigger_last[i] = f + @ntrigger_time
elsif @ntrigger_last[i] == f
@ntrigger_count[i] = 0
end
end
end
def capture_key(*exclude)
exclude = keyarrayize(*exclude) unless exclude.empty?
(@count.size-1).downto(0) {|i| return key(i) if !exclude.include?(i) and get_push(i)}
nil
end
def get_count(i) @count[i] end
def get_push(i) false end
def get_toggle(i) false end
def get_press(i) @count[i] != 0 end
def get_trigger(i) @count[i] == 1 end
def get_release(i) @release.include?(i) end
def get_repeat(i) (j=@count[i])>0 and REPEAT.any? {|w,f| break(f>0 && j%f==0) if j>=w} end
def get_ntrigger(n,i) get_trigger(i) and @ntrigger_count[i] == n end
def get_analog(i) get_push(i) ? 1.0 : 0.0 end
def count(k) get_count(k2i(k)) end
def push?(*a) a.any?{|i| enum?(i) ? i.all?{|j| push?(*j)} : get_push(k2i(i))} end
def toggle?(*a) a.any?{|i| enum?(i) ? i.all?{|j| toggle?(*j)} : get_toggle(k2i(i))} end
def press?(*a) a.any?{|i| enum?(i) ? i.all?{|j| press?(*j)} : get_press(k2i(i))} end
def trigger?(*a) a.any?{|i| enum?(i) ? i.all?{|j| trigger?(*j)} : get_trigger(k2i(i))} end
def release?(*a) a.any?{|i| enum?(i) ? i.all?{|j| release?(*j)} : get_release(k2i(i))} end
def repeat?(*a) a.any?{|i| enum?(i) ? i.all?{|j| repeat?(*j)} : get_repeat(k2i(i))} end
def ntrigger?(n,*a) a.any?{|i| enum?(i) ? i.all?{|j| ntrigger?(n,*j)} : get_ntrigger(n,k2i(i))} end
def analog?(*a)
a.each do |i|
d = if enum?(i)
sum = size = 0
i.each {|j| sum, size = sum+analog?(*j), size+1}
sum == 0 ? 0 : sum / size
else get_analog(k2i(i))
end
return d if d != 0
end
0.0
end
def ntrigger_time=(i) @ntrigger_time = (i==0 ? GetDoubleClickTime.call *
Graphics.frame_rate / 1000 : i) end
def key(o) self.class.key(o) end
def k2i(o) self.class.k2i(o) end
private
def enum?(o) o.is_a?(Array) or o.is_a?(Range) end
def keyarrayize(*a)
a.flatten!
a.map! {|o| o.is_a?(Range) ? o.to_a : o}.flatten!
a.compact!
a.map! {|k| k2i(k)}.uniq!
a
end
def self.key(o) o.is_a?(Key) || o.is_a?(Integer) ? const_get(:Keys)[o.to_i] : const_get(o) end
def self.k2i(o) o.is_a?(Key) ? o.i : o.is_a?(Integer) ? o : const_get(o).i end
end
class Player < Device
attr_reader :id, :gamepad, :gamepad_id
def initialize(id)
super(KEYS_MAX)
@id, @gamepad_id, @gamepad, @map = id, id, No_Gamepad.new, @count.map{[]}
end
def setup(h)
@keys.clear
@count.fill(0)
@map.fill([])
for i,a in h
a=@map[i=k2i(i)] = a[0].map {|j| Gamepad.key(j).dup} + a[1].map {|j| Keyboard.key(j)}
@keys << i unless a.empty?
end
self.gamepad_id += 0
end
def gamepad_id=(i)
vibration, @gamepad.enabled = @gamepad.vibration, false
@gamepad = (@gamepad_id = i) >= 0 && Gamepads[i] || No_Gamepad.new
@gamepad.vibration = vibration
Players.each {|p| p.gamepad.enabled = true}
@map.each {|a| a.each {|k| k.o = @gamepad if k.is_a?(Gamepad_Key)}}
end
def get_push(i) @map[i].any? {|k| k.push?} end
def get_toggle(i) @map[i].any? {|k| k.toggle?} end
def get_analog(i) @map[i].each {|k| d=k.analog?; return d if d != 0}; 0.0 end
def dirXY
return 0.0, 0.0 unless @enabled
return RIGHT.analog?-LEFT.analog?, UP.analog?-DOWN.analog?
end
def dir360
x, y = *dirXY
return 0.0, 0.0 if x == 0 and y == 0
return Math.atan2(y,x)*180/Math::PI, (w=Math.hypot(x,y))>1 ? 1.0 : w
end
def dir8
d = 5
d -= 3 if DOWN.press?
d -= 1 if LEFT.press?
d += 1 if RIGHT.press?
d += 3 if UP.press?
d == 5 ? 0 : d
end
def dir4
case d = dir8
when 1; DOWN.trigger? == (@last_dir==2) ? 2 : 4
when 3; DOWN.trigger? == (@last_dir==2) ? 2 : 6
when 7; UP.trigger? == (@last_dir==8) ? 8 : 4
when 9; UP.trigger? == (@last_dir==8) ? 8 : 6
else @last_dir = d
end
end
end
class Gamepad < Device
::Gamepad = self
AXIS_PUSH, AXIS_DEADZONE, TRIGGER_PUSH = 16384, 6666, 0
Keys = Array.new(48) {|i| Gamepad_Key.new(i)}
Button1 , Button2 , Button3 , Button4 , Button5 , Button6 , Button7 ,
Button8 , Button9 , Button10, Button11, Button12, Button13, Button14,
Button15, Button16, Button17, Button18, Button19, Button20, Button21,
Button22, Button23, Button24, Button25, Button26, Button27, Button28,
Button29, Button30, Button31, Button32, Axis1_0 , Axis1_1 , Axis2_0 ,
Axis2_1 , Axis3_0 , Axis3_1 , Axis4_0 , Axis4_1 , Axis5_0 , Axis5_1 ,
Axis6_0 , Axis6_1 , PovUp , PovRight, PovDown , PovLeft = *Keys
XKeys = Array.new(48) {|i| Gamepad_Key.new(i)}
A, B, X, Y, LB, RB, LT, RT, BACK, START, LS, RS,
n, n, n, n, n, n, n, n, n, n, n, n, n, n, n, n, n, n, n, n,
AxisLX_0, AxisLX_1, AxisLY_1, AxisLY_0, AxisRX_0, AxisRX_1, AxisRY_1, AxisRY_0,
n, n, n, n, DPadUp, DPadRight, DPadDown, DPadLeft = *XKeys
constants.each {|s| k = const_get(s); k.s = s.to_s if k.is_a?(Key)}
attr_accessor :vibration
attr_reader :unplugged
def initialize(id=nil)
super(48)
@id, @unplugged, @map, @vibration = id, false, @count.map{[]}, true
end
def get_push(i)
return false unless @enabled and !@unplugged
j, k = *@map[i]
case j
when :button ; button(k)
when :pov ; k.include?(pov)
when :axis_0 ; axis_raw(k) < -AXIS_PUSH
when :axis_1 ; axis_raw(k) > AXIS_PUSH-1
when :trigger; trig_raw(k) > TRIGGER_PUSH
else false
end
end
def get_analog(i)
return 0.0 unless @enabled and !@unplugged
j, k = *@map[i]
case j
when :button, :pov; super
when :axis_0 ; (k=axis_pct(k)) < 0 ? -k : 0.0
when :axis_1 ; (k=axis_pct(k)) > 0 ? k : 0.0
when :trigger; trig_pct(k)
else 0.0
end
end
def vibrate!(id, speed, fade_in, duration, fade_out) end
private
def axis_pct(i)
(i=axis_raw(i)).abs <= AXIS_DEADZONE ? 0.0 :
(i<0 ? i+AXIS_DEADZONE : i-AXIS_DEADZONE+1) / (32768.0-AXIS_DEADZONE)
end
def trig_pct(i) trig_raw(i) / 255.0 end
def axis_raw(i) 0 end
def trig_raw(i) 0 end
def pov() 0 end
def button(i) false end
singleton_attach_methods(@o = new)
class No_Gamepad < Gamepad
::No_Gamepad = Input::No_Gamepad = self
def get_push(i) false end
def get_analog(i) 0.0 end
end
class Multimedia_Gamepad < Gamepad
::Multimedia_Gamepad = Input::Multimedia_Gamepad = self
JoyGetDevCaps = Win32API.new('winmm', 'joyGetDevCaps', 'ipi', 'i')
JoyGetPosEx = Win32API.new('winmm', 'joyGetPosEx' , 'ip' , 'i')
def initialize(id)
super
JoyGetDevCaps.call(id, devcaps="\0"*404, 404)
@caps = Array.new(7) {|i| i<2 or devcaps.getbyte(96)[i-2]==1}
@buffer = [52,255,0,0,0,0,0,0,0,0,0,0,0].pack('L13')
@state = @buffer.unpack('L13')
for k,v in { Button1 =>[:button, 0], Button2 =>[:button, 1],
Button3 =>[:button, 2], Button4 =>[:button, 3], Button5 =>[:button, 4],
Button6 =>[:button, 5], Button7 =>[:button, 6], Button8 =>[:button, 7],
Button9 =>[:button, 8], Button10=>[:button, 9], Button11=>[:button,10],
Button12=>[:button,11], Button13=>[:button,12], Button14=>[:button,13],
Button15=>[:button,14], Button16=>[:button,15], Button17=>[:button,16],
Button18=>[:button,17], Button19=>[:button,18], Button20=>[:button,19],
Button21=>[:button,20], Button22=>[:button,21], Button23=>[:button,22],
Button24=>[:button,23], Button25=>[:button,24], Button26=>[:button,25],
Button27=>[:button,26], Button28=>[:button,27], Button29=>[:button,28],
Button30=>[:button,29], Button31=>[:button,30], Button32=>[:button,31],
Axis1_0 =>[:axis_0, 0], Axis1_1 =>[:axis_1, 0], Axis2_0 =>[:axis_0, 1],
Axis2_1 =>[:axis_1, 1], Axis3_0 =>[:axis_0, 2], Axis3_1 =>[:axis_1, 2],
Axis4_0 =>[:axis_0, 3], Axis4_1 =>[:axis_1, 3], Axis5_0 =>[:axis_0, 4],
Axis5_1 =>[:axis_1, 4], Axis6_0 =>[:axis_0, 5], Axis6_1 =>[:axis_1, 5],
PovUp =>[:pov,[31500, 0, 4500]], PovRight=>[:pov,[ 4500, 9000,13500]],
PovDown =>[:pov,[13500,18000,22500]], PovLeft =>[:pov,[22500,27000,31500]]}
@map[k.i] = v
end
update
end
def update
return unless @enabled and !@unplugged = JoyGetPosEx.call(@id, @buffer) != 0
@state.replace(@buffer.unpack('L13'))
super
end
private
def button(i) @state[8][i] == 1 end
def pov() @caps[6] ? @state[10] : 0 end
def axis_raw(i) @caps[i] ? @state[2+i]-32768 : 0 end
end
class XBox360_Gamepad < Gamepad
::XBox360_Gamepad = Input::XBox360_Gamepad = self
Keys = XKeys
XInputGetState = (Win32API.new(DLL='xinput1_3' , 'XInputGetState', 'ip', 'i') rescue
Win32API.new(DLL='xinput1_2' , 'XInputGetState', 'ip', 'i') rescue
Win32API.new(DLL='xinput1_1' , 'XInputGetState', 'ip', 'i') rescue
Win32API.new(DLL='xinput9_1_0', 'XInputGetState', 'ip', 'i') rescue
DLL=nil)
XInputSetState = Win32API.new(DLL , 'XInputSetState', 'ip', 'i') if DLL
def initialize(id)
super
@buffer = "\0"*16
@state = @buffer.unpack('LSC2s4')
@vibration_state = Array.new(2) {[0,0,0,0,0,false]}
for k,v in {
A =>[:button,12], B =>[:button,13], X =>[:button,14],
Y =>[:button,15], LB =>[:button, 8], RB =>[:button, 9],
LT =>[:trigger,0], RT =>[:trigger,1], BACK =>[:button, 5],
START =>[:button, 4], LS =>[:button, 6], RS =>[:button, 7],
AxisLX_0 =>[:axis_0, 0], AxisLX_1=>[:axis_1, 0], AxisLY_1=>[:axis_1, 1],
AxisLY_0 =>[:axis_0, 1], AxisRX_0=>[:axis_0, 2], AxisRX_1=>[:axis_1, 2],
AxisRY_1 =>[:axis_1, 3], AxisRY_0=>[:axis_0, 3], DPadUp =>[:button, 0],
DPadRight=>[:button, 3], DPadDown=>[:button, 1], DPadLeft=>[:button, 2]}
@map[k.i] = v
end
update
end
def update
return unless @enabled and !@unplugged = XInputGetState.call(@id, @buffer) != 0
@state.replace(@buffer.unpack('LSC2s4'))
super
update_vibration if @vibration
end
def update_vibration
vibrate = false
@vibration_state.each do |v|
next unless v[5]
last_v0 = v[0]
if v[2]>0; v[0] = (v[0]*(v[2]-=1)+v[1]) / (v[2]+1.0)
elsif v[3]>0; v[0], v[3] = v[1], v[3]-1
elsif v[4]>0; v[0] = v[0]*(v[4]-=1) / (v[4]+1.0)
else v[0], v[5] = 0, false
end
vibrate = true if last_v0 != v[0]
end
set_vibration if vibrate
end
def vibration=(b) vibrate!(2,0,0,0,0); super end
def vibrate!(id, speed, fade_in, duration, fade_out)
case id
when 0, 1; @vibration_state[id][1,5] = [speed, fade_in, duration, fade_out, true]
when 2 ; 2.times {|i| vibrate!(i, speed, fade_in, duration, fade_out)}
end
end
private
def button(i) @state[1][i] == 1 end
def axis_raw(i) @state[4+i] end
def trig_raw(i) @state[2+i] end
def set_vibration
return unless @enabled and @vibration and !@unplugged
XInputSetState.call(@id, [@vibration_state[0][0]*0xFFFF,
@vibration_state[1][0]*0xFFFF].pack('S2'))
end
end
end
class Keyboard < Device
::Keyboard = self
GetKeyboardState = Win32API.new('user32' , 'GetKeyboardState' , 'p' , 'i')
getKeyNameText = Win32API.new('user32' , 'GetKeyNameTextW' , 'ipi' , 'i')
mapVirtualKey = Win32API.new('user32' , 'MapVirtualKey' , 'ii' , 'i')
SendInput = Win32API.new('user32' , 'SendInput' , 'ipi' , 'i')
ToUnicode = Win32API.new('user32' , 'ToUnicode' , 'iippii' , 'i')
WideCharToMultiByte = Win32API.new('kernel32', 'WideCharToMultiByte', 'iipipipp', 'i')
Keys = Array.new(256) {|i| Keyboard_Key.new(i)}
None, MouseL, MouseR, Cancel, MouseM, MouseX1, MouseX2, n, Back, Tab,
LineFeed, n, Clear, Enter, n, n, Shift, Control, Alt, Pause, CapsLock,
KanaMode, n, JunjaMode, FinalMode, KanjiMode, n, Escape, IMEConvert,
IMENonConvert, IMEAccept, IMEModeChange, Space, PageUp, PageDown, End, Home,
Left, Up, Right, Down, Select, Print, Execute, PrintScreen, Insert, Delete,
Help, D0, D1, D2, D3, D4, D5, D6, D7, D8, D9, n, n, n, n, n, n, n, A, B, C,
D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R, S, T, U, V, W, X, Y, Z, LWin,
RWin, Apps, n, Sleep, NumPad0, NumPad1, NumPad2, NumPad3, NumPad4, NumPad5,
NumPad6, NumPad7, NumPad8, NumPad9, Multiply, Add, Separator, Subtract,
Decimal, Divide, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, F13,
F14, F15, F16, F17, F18, F19, F20, F21, F22, F23, F24, n, n, n, n, n, n, n,
n, NumLock, Scroll, n, n, n, n, n, n, n, n, n, n, n, n, n, n, LShift,
RShift, LControl, RControl, LAlt, RAlt, BrowserBack, BrowserForward,
BrowserRefresh, BrowserStop, BrowserSearch, BrowserFavorites, BrowserHome,
VolumeMute, VolumeDown, VolumeUp, MediaNextTrack, MediaPreviousTrack,
MediaStop, MediaPlayPause, LaunchMail, SelectMedia, LaunchApplication1,
LaunchApplication2, n, n, OemSemicolon, OemPlus, OemComma, OemMinus,
OemPeriod, OemQuestion, OemTilde, n, n, n, n, n, n, n, n, n, n, n, n, n, n,
n, n, n, n, n, n, n, n, n, n, n, n, OemOpenBrackets, OemPipe,
OemCloseBrackets, OemQuotes, Oem8, n, n, OemBackslash, n, n, ProcessKey,
n, Packet, n, n, n, n, n, n, n, n, n, n, n, n, n, n, Attn, Crsel, Exsel,
EraseEof, Play, Zoom, NoName, Pa1, OemClear, Unknown = *Keys
constants.each {|s| k = const_get(s); k.s = s.to_s if k.is_a?(Key)}
SCAN_CODE = Array.new(256) {|i| mapVirtualKey.call(i, 0)}
(BrowserBack..LaunchApplication2).each {|k| SCAN_CODE[k.i] = 0}
for k,code in {Pause =>0x0045, PageUp =>0x0149, PageDown=>0x0151,
End =>0x014F, Home =>0x0147, Left =>0x014B, Up =>0x0148,
Right =>0x014D, Down =>0x0150, PrintScreen=>0x0137, Insert =>0x0152,
Delete=>0x0153, LWin =>0x015B, RWin =>0x015C, Apps =>0x015D,
Divide=>0x0135, NumLock=>0x0145, RControl =>0x011D, RAlt =>0x0138}
SCAN_CODE[k.i] = code
end
KEYS_NAME = Array.new(256) do |i|
if getKeyNameText.call(SCAN_CODE[i]<<16, utf16="\0"*256, 256) > 0
WideCharToMultiByte.call(65001, 0, utf16, -1, utf8="\0"*256, 256, 0, 0)
utf8.delete("\0")
else Keys[i].to_s
end
end
TEXT_KEYS = [Space.i] + (D0.i..D9.i).to_a + (A.i..Z.i).to_a +
(NumPad0.i..Divide.i).to_a + (146..150).to_a +
(OemSemicolon.i..OemTilde.i).to_a + (OemOpenBrackets.i..245).to_a
TEXT_ENTRY_KEYS = TEXT_KEYS + [Back.i,Left.i,Up.i,Right.i,Down.i,Delete.i]
DEAD_KEYS = {
'`' => {'a'=>'à', 'e'=>'è', 'i'=>'ì', 'o'=>'ò', 'u'=>'ù',
' '=>'`', 'A'=>'À', 'E'=>'È', 'I'=>'Ì', 'O'=>'Ò', 'U'=>'Ù'},
'´' => {'a'=>'á', 'e'=>'é', 'i'=>'í', 'o'=>'ó', 'u'=>'ú', 'y'=>'ý',
' '=>'´', 'A'=>'Á', 'E'=>'É', 'I'=>'Í', 'O'=>'Ó', 'U'=>'Ú', 'Y'=>'Ý'},
'^' => {'a'=>'â', 'e'=>'ê', 'i'=>'î', 'o'=>'ô', 'u'=>'û',
' '=>'^', 'A'=>'Â', 'E'=>'Ê', 'I'=>'Î', 'O'=>'Ô', 'U'=>'Û'},
'¨' => {'a'=>'ä', 'e'=>'ë', 'i'=>'ï', 'o'=>'ö', 'u'=>'ü', 'y'=>'ÿ',
' '=>'¨', 'A'=>'Ä', 'E'=>'Ë', 'I'=>'Ï', 'O'=>'Ö', 'U'=>'Ü', 'y'=>'Ÿ'},
'~' => {'a'=>'ã', 'o'=>'õ', 'n'=>'ñ',
' '=>'~', 'A'=>'Ã', 'O'=>'Õ', 'N'=>'Ñ'},
}
def initialize() super(256); @buffer = "\0"*256 end
def get_push(i) @enabled and @buffer.getbyte(i)[7] == 1 end
def get_toggle(i) @enabled and @buffer.getbyte(i)[0] == 1 end
def get_key_name(i) i.between?(0, 255) ? KEYS_NAME[i].dup : '' end
def key_name(k) get_key_name(k2i(k)) end
def push!(*a) set_state(a, true) end
def release!(*a) set_state(a, false) end
def toggle!(*a) set_state(a, true); set_state(a, false) end
def text_entry() start_text_entry unless @text_entry; @text_entry.dup end
def start_text_entry() (@text_entry = ''; setup(@keys)) unless @text_entry end
def stop_text_entry() (@text_entry = nil; setup(@user_keys)) if @text_entry end
def swap_mouse_button(b) MouseL.i, MouseR.i = b ? 2 : 1, b ? 1 : 2 end
def setup(*a)
@count.fill(0)
@keys = keyarrayize(@text_entry ? [@user_keys=a, TEXT_ENTRY_KEYS] : a)
end
def update
return unless @enabled
GetKeyboardState.call(@buffer)
super
update_text_entry if @text_entry
end
def update_text_entry
@text_entry = ''
for i in TEXT_KEYS
next if !get_repeat(i) or ToUnicode.call(i, 0, @buffer, utf16="\0"*16, 8, 0)==0
j = ToUnicode.call(i, 0, @buffer, utf16, 8, 0)
WideCharToMultiByte.call(65001, 0, utf16, 1, utf8="\0"*4, 4, 0, 0)
utf8.delete!("\0")
if @dead_key
a = DEAD_KEYS[@dead_key]
@text_entry, @dead_key = (a && a[utf8]) || (@dead_key + utf8)
else j == -1 ? @dead_key=utf8 : @text_entry=utf8
end
return
end
end
private
def set_state(keys, state)
keys, inputs = keyarrayize(keys), ''
keys.each {|i| inputs << [1,i,0,state ? 0 : 2,0,0].pack('LSSLLLx8')}
SendInput.call(keys.size, inputs, 28)
end
singleton_attach_methods(@o = new)
Keys.each {|k| k.o = @o}
def self.o() @o end
end
class Mouse < Device
::Mouse = self
ClipCursor = Win32API.new('user32', 'ClipCursor' , 'p' , 'i')
createCursor = Win32API.new('user32', 'CreateCursor' , 'iiiiipp', 'i')
findWindow = Win32API.new('user32', 'FindWindow' , 'pp' , 'i')
GetClientRect = Win32API.new('user32', 'GetClientRect' , 'ip' , 'i')
GetCursorPos = Win32API.new('user32', 'GetCursorPos' , 'p' , 'i')
GetWindowRect = Win32API.new('user32', 'GetWindowRect' , 'ip' , 'i')
MapWindowPoints = Win32API.new('user32', 'MapWindowPoints', 'iipi' , 'i')
PeekMessage = Win32API.new('user32', 'PeekMessage' , 'piiii' , 'i')
SetClassLong = Win32API.new('user32', 'SetClassLong' , 'iii' , 'i')
SetCursorPos = Win32API.new('user32', 'SetCursorPos' , 'ii' , 'i')
Keys = Array.new(7) {|i| Mouse_Key.new(i)}
Left, Middle, Right, X1, X2, WheelUp, WheelDown = *Keys
constants.each {|s| k = const_get(s); k.s = s.to_s if k.is_a?(Key)}
HWND = findWindow.call('RGSS Player', 0)
BlankCursor = createCursor.call(0, 0, 0, 1, 1, "\xFF", "\x00")
Cache = (defined? RPG::Cache) ? RPG::Cache : ::Cache
alias click_max ntrigger_max
alias click_max= ntrigger_max=
alias click_time ntrigger_time
alias click_time= ntrigger_time=
attr_accessor :drag_enabled, :drag_auto_clear, :drag_start_size
attr_reader :cursor, :drag
def initialize
super(7)
@map = @count.map{[]}
for k,v in {Left => [:button, Keyboard::MouseL],
Middle => [:button, Keyboard::MouseM],
Right => [:button, Keyboard::MouseR],
X1 => [:button, Keyboard::MouseX1],
X2 => [:button, Keyboard::MouseX2],
WheelUp => [:wheel, 1], WheelDown => [:wheel, -1]}
@map[k.i] = v
end
@enabled, @ntrigger_max, @buffer, @keys = false, 3, "\0"*28, (0...7).to_a
@drag_enabled, @drag_auto_clear, @drag_start_size = false, false, 10
clip
initialize_sprites
end
def initialize_sprites
return if @cursor and !@cursor.disposed?
@cursor, @drag = Sprite.new, Sprite.new
@cursor.z = @drag.z = 0x7FFFFFFF
@cursor.visible, @drag.visible = @enabled, @enabled && @drag_enabled
@cursor.bitmap = @default_icon = Bitmap.new(8,8)
@cursor.bitmap.fill_rect(0, 0, 3, 7, c=Color.new(0,0,0))
@cursor.bitmap.fill_rect(0, 0, 7, 3, c)
@cursor.bitmap.fill_rect(5, 5, 3, 3, c)
@cursor.bitmap.fill_rect(1, 1, 1, 5, c.set(255,255,255))
@cursor.bitmap.fill_rect(1, 1, 5, 1, c)
@cursor.bitmap.fill_rect(6, 6, 1, 1, c)
@drag.bitmap = Bitmap.new(1,1)
@drag.bitmap.set_pixel(0, 0, c.set(0,0,255,128))
drag_clear
end
def enabled=(enabled)
initialize_sprites
drag_clear unless @enabled = enabled
SetClassLong.call(HWND, -12, @enabled ? BlankCursor : 0)
@cursor.visible, @drag.visible = @enabled, @enabled && @drag_enabled
end
def drag_enabled=(drag_enabled)
initialize_sprites
drag_clear unless @drag_enabled = drag_enabled
@drag.visible = @enabled && @drag_enabled
end
def update
return unless @enabled
super
initialize_sprites
update_cursor
update_drag
update_clip
update_wheel
end
def update_cursor
GetCursorPos.call(@buffer)
MapWindowPoints.call(0, HWND, @buffer, 1)
@cursor.update
@cursor.x, @cursor.y = *@buffer.unpack('ll')
end
def update_drag
return unless @drag_enabled
@drag.update
if Left.trigger?
drag_clear
@drag_start_point = [@cursor.x, @cursor.y]
elsif @drag_start_point and Left.press?
x, y = *@drag_start_point
w, h = @cursor.x-x, @cursor.y-y
if w == 0 then w = 1 elsif w < 0 then x -= w *= -1 end
if h == 0 then h = 1 elsif h < 0 then y -= h *= -1 end
if dragging? or w > @drag_start_size or h > @drag_start_size
@drag.x, @drag.y, @drag.zoom_x, @drag.zoom_y = x, y, w, h
end
elsif @drag_auto_clear and Left.release?
drag_clear
end
end
def update_clip
ClipCursor.call(@buffer) if case @clip
when String; MapWindowPoints.call(HWND, 0, @buffer.replace(@clip), 2)
when 1; GetWindowRect.call(HWND, @buffer)
when 2; GetClientRect.call(HWND, @buffer)
MapWindowPoints.call(HWND, 0, @buffer, 2)
end
end
def update_wheel
@wheel_state = PeekMessage.call(@buffer,HWND,0x020A,0x020A,0)>0 ?
@buffer.getbyte(11)==0 ? 1 : -1 : 0
end
def on?(x=nil, y=nil, w=nil, h=nil)
if !@enabled; false
elsif h; @cursor.x.between?(x, x+w) and @cursor.y.between?(y, y+h)
elsif w; Math.hypot(x-@cursor.x, y-@cursor.y) <= w
elsif y; @cursor.x == x and @cursor.y == y
elsif x; on?(x.x, x.y, x.width, x.height)
else GetClientRect.call(HWND, @buffer); on?(*@buffer.unpack('l4'))
end
end
def drag_on?(x, y=nil, w=nil, h=nil)
if !@enabled or !@drag_enabled; false
elsif h
x < @drag.x+drag_width and @drag.x < x+w and
y < @drag.y+drag_height and @drag.y < y+h
elsif w
sw, sh = drag_width/2, drag_height/2
x, y = (x-@drag.x-sw).abs, (y-@drag.y-sh).abs
x<=sw+w and y<=sh+w and (x<=sw or y<=sh or Math.hypot(x-sw,y-sh)<=w)
elsif y
x.between?(@drag.x, @drag.x+drag_width) and
y.between?(@drag.y, @drag.y+drag_height)
else drag_on?(x.x, x.y, x.width, x.height)
end
end
def icon(s=nil, ox=0, oy=0) @cursor.bitmap, @cursor.ox, @cursor.oy =
s ? Cache.picture(s) : @default_icon, ox, oy end
def clip(x=0, y=nil, w=0, h=0)
ClipCursor.call(0)
if x.is_a?(Rect); clip(x.x, x.y, x.width, x.height)
else @clip = y ? [x, y, w+x, h+y].pack('l4x12') : x
end
end
def click?(k=Left) get_ntrigger(1, k2i(k)) end
def dclick?(k=Left) get_ntrigger(2, k2i(k)) end
def tclick?(k=Left) get_ntrigger(3, k2i(k)) end
def swap_button(b) Keyboard.swap_mouse_button(b) end
def x() @cursor.x end
def x=(x) set_pos(x, y) end
def y() @cursor.y end
def y=(y) set_pos(x, y) end
def dragging?() @drag.zoom_x != 0 end
def drag_x() @drag.x end
def drag_y() @drag.y end
def drag_width() @drag.zoom_x.to_i end
def drag_height() @drag.zoom_y.to_i end
def drag_rect() Rect.new(drag_x, drag_y, drag_width, drag_height) end
def drag_clear
@drag_start_point = nil
@drag.x = @drag.y = @drag.zoom_x = @drag.zoom_y = 0
end
def get_push(i)
return false unless @enabled
j, k = *@map[i]
case j
when :button; k.push?
when :wheel ; k == @wheel_state
else false
end
end
def get_toggle(i)
return false unless @enabled
j, k = *@map[i]
case j
when :button; k.toggle?
else false
end
end
private
def set_pos(x, y)
@cursor.x, @cursor.y = x, y
MapWindowPoints.call(HWND, 0, s=[x,y].pack('ll'), 1)
SetCursorPos.call(*s.unpack('ll'))
end
singleton_attach_methods(@o = new)
Keys.each {|k| k.o = @o}
def self.o() @o end
end
class Text_Entry_Box < Sprite
::Text_Entry_Box = self
SPECIAL_CHARS_CASE = {
'à'=>'À', 'è'=>'È', 'ì'=>'Ì', 'ò'=>'Ò', 'ù'=>'Ù',
'á'=>'Á', 'é'=>'É', 'í'=>'Í', 'ó'=>'Ó', 'ú'=>'Ú', 'ý'=>'Ý',
'â'=>'Â', 'ê'=>'Ê', 'î'=>'Î', 'ô'=>'Ô', 'û'=>'Û',
'ä'=>'Ä', 'ë'=>'Ë', 'ï'=>'Ï', 'ö'=>'Ö', 'ü'=>'Ü', 'ÿ'=>'Ÿ',
'ã'=>'Ã', 'õ'=>'Õ', 'ñ'=>'Ñ',
}
def self.initialize
@@boxes, @@last_icon = [], nil
@@icon = [Bitmap.new(9,20), 4, 0] # [bmp, ox, oy]
@@icon[0].fill_rect(0, 0, 9, 3, c=Color.new(0,0,0))
@@icon[0].fill_rect(0, 17, 9, 3, c)
@@icon[0].fill_rect(3, 3, 3, 14, c)
@@icon[0].fill_rect(1, 1, 3, 1, c.set(255,255,255))
@@icon[0].fill_rect(5, 1, 3, 1, c)
@@icon[0].fill_rect(1, 18, 3, 1, c)
@@icon[0].fill_rect(5, 18, 3, 1, c)
@@icon[0].fill_rect(4, 2, 1, 16, c)
end
initialize
attr_accessor :enabled, :mouse, :focus, :back_color, :select_color,
:text, :allow_c, :select, :case, :size_max, :width_max
def initialize(width, height, viewport=nil)
super(viewport)
@back_color, @select_color = Color.new(0,0,0,0), Color.new(0,0,255,128)
@text, @text_width, @allow_c = '', [], ''
@enabled = @mouse = @select = true
@case = @size_max = @width_max = @pos = @sel = @off = 0
@text_chars = [] if RUBY_VERSION == '1.8.1'
width = 640 if width > 640 and RUBY_VERSION == '1.9.2'
self.bitmap = Bitmap.new(width, height)
self.class.initialize if @@icon[0].disposed?
@@boxes.delete_if {|s| s.disposed?}
@focus = @@boxes.empty?
@@boxes << self
end
def width() bitmap.width end
def height() bitmap.height end
def font() bitmap.font end
def font=(f) bitmap.font = f end
def hover?() Mouse.on?(x-ox, y-oy, width, height) end
def focus!() @@boxes.each {|s| s.focus = false}; @focus = true end
def dispose
super
@@boxes.delete_if {|s| s.disposed?}
Keyboard.stop_text_entry
bitmap.dispose
end
def update
super
return unless @enabled
update_mouse if @mouse
return unless @focus
if update_text_entry
refresh
elsif @mouse and (Mouse::WheelDown.press? or Mouse::WheelUp.press?)
@off = Mouse::WheelDown.press? ? [@off-16, 0].max :
[@off+16, text_width(0, size)+1-width].min
draw_text_box
elsif Graphics.frame_count % 20 == 0
draw_cursor(Graphics.frame_count % 40 == 0)
end
end
def refresh
tag = "#{font.name}#{font.size}#{font.bold}#{font.italic}"
self.text, @last_font = @text, tag if @last_font != tag
min = [text_width(0,@pos)+16-width, text_width(0,size)+1-width].min
max = [text_width(0,@pos)-16, 0].max
@off = [min, [@off, max].min].max
@sel = 0 unless @select
draw_text_box
end
private
def update_mouse
if hover = hover? and !@@last_icon
@@last_icon = [Mouse.cursor.bitmap, Mouse.cursor.ox, Mouse.cursor.oy]
Mouse.cursor.bitmap, Mouse.cursor.ox, Mouse.cursor.oy = *@@icon
elsif @last_hover != hover and !@last_hover = hover and @@last_icon
Mouse.cursor.bitmap, Mouse.cursor.ox, Mouse.cursor.oy = *@@last_icon
@@last_icon = nil
end
if @mouse_select
@sel, @mouse_select = @sel+@pos, Mouse::Left.press?
@sel -= @pos = get_pos(Mouse.x-x+ox+@off, true)
elsif Mouse::Left.trigger? and hover
@pos, @sel, @mouse_select = get_pos(Mouse.x-x+ox+@off, true), 0, true
Mouse.drag_clear
focus!
end
end
def update_text_entry
if @mouse_select
return false if @last_pos == @pos and @last_sel == @sel
@last_pos, @last_sel = @pos, @sel
elsif @sel != 0 and (Keyboard::Back.trigger? or Keyboard::Delete.trigger?)
@pos -= @sel *= -1 if @sel < 0
self[@pos, @sel], @sel = '', 0
elsif @pos != 0 and Keyboard::Back.repeat?
self[@pos -= 1, 1] = ''
elsif @pos != size and Keyboard::Delete.repeat?
self[@pos, 1] = ''
elsif @pos != 0 and Keyboard::Up.trigger?
@sel, @pos = @select && Keyboard::Shift.push? ? @sel+@pos : 0, 0
elsif @pos != size and Keyboard::Down.trigger?
@sel, @pos = @select && Keyboard::Shift.push? ? @sel+@pos-size : 0, size
elsif @pos != 0 and Keyboard::Left.repeat?
@pos, @sel = @pos-1, @select && Keyboard::Shift.push? ? @sel+1 : 0
elsif @pos != size and Keyboard::Right.repeat?
@pos, @sel = @pos+1, @select && Keyboard::Shift.push? ? @sel-1 : 0
elsif !Keyboard.text_entry.empty?
need_refresh, allowed_chars = false,
@case==1 ? downcase(@allow_c) : @case==2 ? upcase(@allow_c) : @allow_c
for c in Keyboard.text_entry.split(//)
break if @size_max != 0 and @size_max <= size
c = @case==1 ? downcase(c) : @case==2 ? upcase(c) : c
next unless allowed_chars.empty? or allowed_chars.include?(c)
_text, _pos, _sel = @text.dup, @pos, @sel if @width_max != 0
@pos -= @sel *= -1 if @sel < 0
self[@pos, @sel], @pos, @sel = c, @pos+1, 0
if @width_max != 0 and text_width(0, size) > @width_max
self.text, @pos, @sel = _text, _pos, _sel
break
end
need_refresh = true
end
return need_refresh
else return false
end
return true
end
def draw_text_box
bitmap.fill_rect(bitmap.rect, @back_color)
draw_selection if @sel != 0
draw_text_entry
draw_cursor(true)
end
def draw_selection
pos, sel = @sel < 0 ? @pos+@sel : @pos, @sel.abs
x, w, h = text_width(0,pos)-@off, text_width(pos,sel), font.size+2
bitmap.fill_rect(x, (height-h)/2, w, h, @select_color)
end
def draw_cursor(blink)
color = blink ? font.color : @back_color
x, h = text_width(0, @pos)-@off, font.size+2
bitmap.fill_rect(x, (height-h)/2, 1, h, color)
end
def draw_text_entry()
bitmap.draw_text(-@off, 0, 0xFFFF, height, @text)
end
def downcase(str)
str = str.downcase
SPECIAL_CHARS_CASE.each {|d,u| str.gsub!(u, d)}
str
end
def upcase(str)
str = str.upcase
SPECIAL_CHARS_CASE.each {|d,u| str.gsub!(d, u)}
str
end
def text_width(i, j)
@text_width[i] ||= bitmap.text_size(self[0, i]).width
@text_width[i+j] ||= bitmap.text_size(self[0, i+j]).width
@text_width[i+j] - @text_width[i]
end
def get_pos(x, round=false)
return 0 if x <= 0
return size if x >= text_width(0, size)
size.times do |i|
if (w = text_width(0,i+1)) > x
return i unless round
w -= text_width(i,1) / 2
return w > x ? i : i+1
end
end
end
if RUBY_VERSION == '1.9.2'
alias normal_draw_text_entry draw_text_entry
def draw_text_entry
if text_width(0, size) > 640
a, b = get_pos(@off), get_pos(@off+width)
b += 1 if b != size and text_width(a, b+1-a) <= 640
a += 1 if text_width(a, b-a) > 640
x = text_width(0,a)-@off
bitmap.draw_text(x, 0, 0xFFFF, height, self[a, b-a])
else normal_draw_text_entry
end
end
def [](i, j) @text[i, j] end
def []=(i, j, str)
@text[i, j] = str
@text_width[i, @text_width.size-i] = Array.new(size-i)
end
public
def size() @text.size end
def text=(str)
str = @case==1 ? downcase(str) : @case==2 ? upcase(str) : str
@text_width = Array.new(str.size)
@text = str
end
else
def [](i, j) @text_chars[i, j].join('') end
def []=(i, j, str)
@text_chars[i, j] = str.empty? ? nil : str
@text_width[i, @text_width.size-i] = Array.new(size-i)
@text.replace(@text_chars.join(''))
end
public
def size() @text_chars.size end
def text=(str)
str = @case==1 ? downcase(str) : @case==2 ? upcase(str) : str
@text_chars.replace(str.split(//))
@text_width = Array.new(@text_chars.size)
@text = str
end
end
end
def self.[](i) Players[i] end
def self.update
Keyboard.update
Mouse.update
Gamepads.each {|g| g.update}
Players.each {|p| p.update}
end
def self.refresh
Gamepads.clear
x360_pads = XBox360_Gamepad::DLL ? Array.new(4) {|i| XBox360_Gamepad.new(i)} : []
x360_pads.sort! {|a,b| (a.unplugged ? 1 : 0) <=> (b.unplugged ? 1 : 0)}
devcaps = "\0"*404
16.times do |i|
Multimedia_Gamepad::JoyGetDevCaps.call(i, devcaps, 404)
mid = devcaps.unpack('S')[0]
if mid == 1118 and !x360_pads.empty?
Gamepads << x360_pads.shift
elsif mid != 0
Gamepads << Multimedia_Gamepad.new(i)
end
end
Gamepads.sort! {|a,b| (a.unplugged ? 1 : 0) <=> (b.unplugged ? 1 : 0)}
Gamepads.each {|g| g.enabled = false}
Players.each {|p| p.gamepad_id += 0}
end
# Le rythme de la fonction repeat? quand on maintient une touche appuyée.
# La fonction repeat? est utilisée dans les menus pour bouger le curseur par exemple.
f = Graphics.frame_rate
REPEAT = [ # (se lit de bas en haut)
#[f*4, 1], # Après 4 secondes retourne toujours true.
#[f*2, f*0.05], # Après 2 secondes retourne true toutes les 0.05 secondes.
[f*0.4, f*0.1], # Après 0.4 secondes retourne true toutes les 0.1 secondes.
[2, 0], # ...puis retourne false (à partir de la 2ème frame).
[1, 1] # Retourne true quand on vient d'appuyer (la 1ère frame)...
]
PLAYERS_MAX = 1 # Le nombre de joueurs pour les jeux multijoueurs.
KEYS_MAX = 30 # Nombre de touches, on peut mettre un très grand nombre si on
# veut mais le limiter au minimum sert à optimiser la mémoire.
Gamepads, Players = [], Array.new(PLAYERS_MAX) {|i| Player.new(i)}
singleton_attach_methods(Players[0])
class Player
Keys = Array.new(KEYS_MAX) {|i| Player_Key.new(i)}
# Les différentes touches du jeu (id entre 0 et KEYS_MAX-1).
DOWN = Keys[2]
LEFT = Keys[4]
RIGHT = Keys[6]
UP = Keys[8]
A = Keys[11]
B = Keys[12]
C = Keys[13]
X = Keys[14]
Y = Keys[15]
Z = Keys[16]
L = Keys[17]
R = Keys[18]
SHIFT = Keys[21]
CTRL = Keys[22]
ALT = Keys[23]
F5 = Keys[25]
F6 = Keys[26]
F7 = Keys[27]
F8 = Keys[28]
F9 = Keys[29]
constants.each {|s| Input.const_set(s,k=const_get(s)); k.s = s.to_s if k.is_a?(Key)}
end
# La config par défaut des touches.
# En cas de jeu multijoueur il en faut une différente pour chaque joueur.
# Liste des touches du clavier ligne 862.
# Liste des touches XBox360 ligne 689, pour manette random ligne 681.
# Mais inutile de mettre les deux, par exemple :A et :Button1 sont la même
# touche, si moi j'utilise celles d'XBox c'est juste parce que ça me semble
# plus logique de régler les touches par rapport à une config connue.
# Le mieux étant de faire un menu où le joueur peut configurer lui même tout ça.
# Le format est très simple, à gauche les touches virtuelles du jeu, à droite
# un tableau des touches correspondantes séparé en deux, 1ère colonne les
# touches de la manette, 2ème colonne les touches du clavier.
# Pour les jeux multijoueurs la config des manettes se fait pareillement pour
# tous, la différenciation des manettes se fait en interne.
# Config du joueur 1 :
Players[0].setup(
:DOWN => [ [:AxisLY_0, :DPadDown] , [:Down] ],
:LEFT => [ [:AxisLX_0, :DPadLeft] , [:Left] ],
:RIGHT => [ [:AxisLX_1, :DPadRight], [:Right] ],
:UP => [ [:AxisLY_1, :DPadUp] , [:Up] ],
:A => [ [:X] , [:Z, :Shift] ],
:B => [ [:Y] , [:X, :NumPad0, :Escape] ],
:C => [ [:A] , [:C, :Enter, :Space] ],
:X => [ [:B] , [:A] ],
:Y => [ [:LT] , [:S] ],
:Z => [ [:RT] , [:D] ],
:L => [ [:LB] , [:Q, :PageUp] ],
:R => [ [:RB] , [:W, :PageDown] ],
:SHIFT => [ [] , [:Shift] ],
:CTRL => [ [] , [:Control] ],
:ALT => [ [] , [:Alt] ],
:F5 => [ [] , [:F5] ],
:F6 => [ [] , [:F6] ],
:F7 => [ [] , [:F7] ],
:F8 => [ [] , [:F8] ],
:F9 => [ [] , [:F9] ])
refresh
update
Keyboard.release!(0...256) if Keyboard.push?(*0...256)
end
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