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the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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3.0 kB · 160 lines
C++
at main
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160#include "stdafx.h"
#ifdef _WINDOWS64#include "Windows64\KeyboardMouseInput.h"
int Mouse::getX(){ return KMInput.GetMouseX();}
int Mouse::getY(){ // Return Y in bottom-up coordinates (OpenGL convention, matching original Java LWJGL Mouse) RECT rect; GetClientRect(KMInput.GetHWnd(), &rect); return (rect.bottom - 1) - KMInput.GetMouseY();}
bool Mouse::isButtonDown(int button){ return KMInput.IsMouseDown(button);}
bool Keyboard::isKeyDown(int key){ // Map Keyboard constants to Windows virtual key codes if (key == Keyboard::KEY_LSHIFT) return KMInput.IsKeyDown(VK_LSHIFT); if (key == Keyboard::KEY_RSHIFT) return KMInput.IsKeyDown(VK_RSHIFT); if (key == Keyboard::KEY_ESCAPE) return KMInput.IsKeyDown(VK_ESCAPE); if (key == Keyboard::KEY_RETURN) return KMInput.IsKeyDown(VK_RETURN); if (key == Keyboard::KEY_BACK) return KMInput.IsKeyDown(VK_BACK); if (key == Keyboard::KEY_SPACE) return KMInput.IsKeyDown(VK_SPACE); if (key == Keyboard::KEY_TAB) return KMInput.IsKeyDown(VK_TAB); if (key == Keyboard::KEY_UP) return KMInput.IsKeyDown(VK_UP); if (key == Keyboard::KEY_DOWN) return KMInput.IsKeyDown(VK_DOWN); if (key == Keyboard::KEY_LEFT) return KMInput.IsKeyDown(VK_LEFT); if (key == Keyboard::KEY_RIGHT) return KMInput.IsKeyDown(VK_RIGHT); if (key >= Keyboard::KEY_A && key <= Keyboard::KEY_Z) return KMInput.IsKeyDown('A' + (key - Keyboard::KEY_A)); return false;}#endif
void glReadPixels(int,int, int, int, int, int, ByteBuffer *){}
void glClearDepth(double){}
void glVertexPointer(int, int, int, int){}
void glVertexPointer(int, int, FloatBuffer *){}
void glTexCoordPointer(int, int, int, int){}
void glTexCoordPointer(int, int, FloatBuffer *){}
void glNormalPointer(int, int, int){}
void glNormalPointer(int, ByteBuffer *){}
void glEnableClientState(int){}
void glDisableClientState(int){}
void glColorPointer(int, int, int, int){}
void glColorPointer(int, bool, int, ByteBuffer *){}
void glDrawArrays(int,int,int){}
void glNormal3f(float,float,float){}
void glGenQueriesARB(IntBuffer *){}
void glBeginQueryARB(int,int){}
void glEndQueryARB(int){}
void glGetQueryObjectuARB(int,int,IntBuffer *){}
void glShadeModel(int){}
void glColorMaterial(int,int){}
//1.8.2void glClientActiveTexture(int){}
void glActiveTexture(int){}
void glFlush(){}
void glTexGeni(int,int,int){}
#ifdef _XBOX// 4J Stu - Added these to stop us needing to pull in loads of media libraries just to use Qnet#include <xcam.h>DWORD XCamInitialize(){ return 0; }VOID XCamShutdown() {} DWORD XCamCreateStreamEngine( CONST XCAM_STREAM_ENGINE_INIT_PARAMS *pParams, PIXCAMSTREAMENGINE *ppEngine ) { return 0; } DWORD XCamSetView( XCAMZOOMFACTOR ZoomFactor, LONG XCenter, LONG YCenter, PXOVERLAPPED pOverlapped) { return 0; } XCAMDEVICESTATE XCamGetStatus() { return XCAMDEVICESTATE_DISCONNECTED; }#endif