Ajout de Jolt Physics + 1ere version des factory entitecomposants - camera, transform, rigidbody, collider, renderer
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59
lib/All/JoltPhysics/TestFramework/Input/Win/MouseWin.h
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59
lib/All/JoltPhysics/TestFramework/Input/Win/MouseWin.h
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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#pragma once
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#include <Input/Mouse.h>
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// We're using DX8's DirectInput API
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#define DIRECTINPUT_VERSION 0x0800
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#include <dinput.h>
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class ApplicationWindowWin;
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/// Mouse interface class, keeps track of the mouse button state and of the absolute and relative movements of the mouse.
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class MouseWin : public Mouse
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{
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public:
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/// Constructor
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MouseWin();
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virtual ~MouseWin() override;
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/// Initialization / shutdown
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virtual bool Initialize(ApplicationWindow *inWindow) override;
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virtual void Shutdown() override;
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/// Update the mouse state
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virtual void Poll() override;
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virtual int GetX() const override { return mMousePos.x; }
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virtual int GetY() const override { return mMousePos.y; }
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virtual int GetDX() const override { return mMouseState.lX; }
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virtual int GetDY() const override { return mMouseState.lY; }
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virtual bool IsLeftPressed() const override { return (mMouseState.rgbButtons[0] & 0x80) != 0; }
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virtual bool IsRightPressed() const override { return (mMouseState.rgbButtons[1] & 0x80) != 0; }
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virtual bool IsMiddlePressed() const override { return (mMouseState.rgbButtons[2] & 0x80) != 0; }
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virtual void HideCursor() override;
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virtual void ShowCursor() override;
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private:
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void DetectParsecRunning();
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void Reset();
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void ResetMouse();
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enum
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{
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BUFFERSIZE = 64, ///< Number of keys cached
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};
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ApplicationWindowWin * mWindow;
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ComPtr<IDirectInput8> mDI;
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ComPtr<IDirectInputDevice8> mMouse;
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bool mIsParsecRunning; ///< If the Parsec remote desktop solution is running, if so we can't trust the mouse movement information from DX and it will make the mouse too sensitive
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DIMOUSESTATE mMouseState;
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bool mMousePosInitialized = false;
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POINT mMousePos;
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};
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