Multi-Mouse Pong v0.33 (requires 2-4 USB mice plugged into your PC) - madscijr - 06-28-2024
For those who wonder, Whatever happened to Pong?, here is an answer.
It's a multiplayer paddle game programmed in BASIC that uses upto 4 USB mice for the controls.
multimouse-pong-0-33-x64.zip (Size: 2.22 MB / Downloads: 23)
To play:- Download & unzip zip file (contains ready-to-run Windows x64 binaries and source code)
- Make sure all files are in the same folder.
- Plug in 2-4 USB mice into your PC.
- Start "pongmain33".
- There are 2 game variations:
doubles means 2 players side by side, currently you need all 4 players (3 player version soon)
volleyball means players are in front and back.
- Instructions to play will be displayed on the screen.
Press 1 to cycle through the game variations.
Press 2 to start.
Press 3 to cancel a game in progress.
Press 4 for debug messages
Press 5 for test mode (ball bounces back whether or not it hits pddle)
Press P to pause a game in progress.
Press - (dash) to slow down ball.
Press =/+ to speed up ball.
Press Escape to exit program.
For anyone who wants to run from the source code:- Make sure "pongmain33.bas", "pongsub33.bas", "makeint.h" and "winproc.h" are in the same folder.
- Plug in 2-4 USB mice before you start.
- First compile "pongsub33.bas" (or run it, it will briefly run then quit).
- Then run the game "pongmain33.bas". Give it a few seconds to get started.
NOTE: You will see 2 programs running in your taskbar (the game + the subprogram that reads the mouse input).
Any feedback welcome.
Thanks again SpriggsySpriggs, Steffan-68, DSMan195276, SMcNeill and the QB64PE community for their invaluable contributions.
"PongMain33.bas":
Code: (Select All) ' ################################################################################################################################################################
' MULTI-MOUSE PONG main program "PongMain"
' ################################################################################################################################################################
' MULTI MOUSE PONG v0.33 by Softintheheadware
' -------------------------------------------------------------------------------
' ABOUT
' -------------------------------------------------------------------------------
' "Whatever happened to Pong?" - Frank Black
'
' Back in the '70s, many home Pong games and the Atari 2600 VCS
' came with 4 (four!) paddle controllers, so you could play with a buddy or 3.
' With paddle controllers, you could move your player as fast as your brain
' could move your hand, so these games were true tests of reflexes.
'
' Since then, personal computers and video games have evolved,
' and paddle controllers are not included with modern computers.
'
' Computers do however come with some sort of mouse, which is as responsive
' as the old paddle controllers.
' However computers typically work with only one mouse,
' so even though Pong games are common for people learning how to make games,
' they're not very fun, because if you want to play your friend,
' one of you has to use the keyboard, which kind of sucks!
'
' But what if you could just plug in an extra mouse for player 2?
' What if you could plug in 3 or 4 mice for 4-player Pong games?
'
' Well, go get yourself an extra USB mouse or 3, plug 'em in, and have fun!
' -------------------------------------------------------------------------------
' HOW TO USE
' -------------------------------------------------------------------------------
' 1. Plug 2-4 USB mice into your PC.
'
' 2. Place "makeint.h" and "winproc.h" in same folder as the program.
'
' 3. Compile the mouse reader program "PongSub" first
' (or run it once, it will run briefly then exit).
'
' 4. Run the front end program "PongMain".
' The main program will automatically start the subprogram "PongSub"
' which should have the focus.
'
' 5. If your PC prompts for permission say Yes.
' Be patient, the program takes a few seconds to start everything up
' and get "situated"!
'
' 6. Click the mouse to make sure "PongSub" has the focus
' (it's invisible but sitting on top of "PongMain").
'
' 7. Follow the instructions on screen. Basic instructions:
' KEY ACTION
' 1 Select game variation
' 2 Start game
' 3 Cancel game in progress
' 4 Toggle debug messages
' 5 Toggle test mode
' P Pause game in progress
' - (dash) Slow down ball
' =/+ Speed up ball
' Escape Exit program
'
' 8. Press Esc to quit, or delete the file "Pong.DELETE-TO-CLOSE".
' The main program creates this file at startup, and both the main and
' sub programs periodically check that the file is still present.
' If it is missing, both programs shut down.
' DEBUGGING CODE:
' There is currently a ton of commented out debugging code -
' sorry about the mess! [tosses coins to bartender]
' There were some terribly elusive problems to figure out.
' To enable debugging output: change Const cDebugEnabled to TRUE
' and search for "PrintDebug" and "DebugLog" and uncomment those lines.
' DebugPrint outputs to the console, DebugLog outputs to a file
' (named the same as the executable but with .txt appended to the filename).
' Enabling console in "PongSub" caused all sorts of problems,
' so to debug that, just use DebugLog.
' -------------------------------------------------------------------------------
' CHANGES
' -------------------------------------------------------------------------------
' DATE WHO WHAT
' 2021-02-13 madscijr 2-player pong controlled by keyboard & 1 mouse = NO FUN!
' 2022-09-07 madscijr Started trying to read multiple mice.
' 2024-06-19 madscijr Multiple mice working with help from QB64PE community.
' 2024-06-23 madscijr MULTI-MOUSE PONG v0.27 first beta release.
' 2024-06-26 madscijr v0.31 Added primitive splash screen with instructions,
' error message if subprogram not found,
' improved paddle bounce angle logic,
' speed up ball in X direction every few volleys,
' added press "F11" to show values on screen,
' added press "F12" to put in game for test mode,
' increased paddle width and max speeed,
' added press "-" (minus) to descrease ball speed
' and press =/+ to increase ball speed.
' 2024-06-27 madscijr v0.32 Added Pong Doubles (default) game option.
' 2024-06-28 madscijr v0.33 Moved a lot of duplicated code into routines,
' moved game variables into GameType UDT,
' added debugging variables (sMessage1..4) to help.
' -------------------------------------------------------------------------------
' TO DO
' -------------------------------------------------------------------------------
' * Hide the real mouse cursor and reactivate it when program closes.
' * Fix issue where when speed = max speed, ball.dx somehow changes to 1!
' * Let player choose options in attract mode
' * Cycle screen color in attract mode (Atari 2600 style screen saver)
' * Make it faster / more efficient (move logic into subroutines; LOTS of bloat!)
' * Improve ball collision logic
' - Check for vertical collisions (for games like breakout, warlords)
' * look ahead so if ball speed > paddle width, ball doesn't jump over paddle?
' * Get it working with _FullScreen _SquarePixels.
' * Get multi-mouse working for Mac & Linux.
' * Add game variation: doubles (teams side by side each 1/2 of court)
' * Add game variations: quadrapong, octopong, foosball, warlords, s'morelords!
' * Pongball Construction Set!
' - let users customize any number of paddle games
' eventually they should be able to create
' Pong = every game variant in Atari 2600 Video Olympics,
' Quadrapong = one player per side of the screen (top/bottom/right/left)
' Pong Doubles = 2 players each side, each player gets 1/2 of the court
' Breakout / Super Breakout / Tetris Breakout mashup
' Warlords
' Video Pinball / Pinball Construction Set
' - Graphic options
' * screen color
' * object color
' * object fill pattern
' * customize court lines / net drawn on screen
' - paddle size
' * player can choose (novice, expert, etc.)
' * grows/shrinks when?
' - shrinks when score exceeds x% of winning score
' - grows if opponent exceeds x% of winning score
' - when hit trigger
' - every x points
' - when opponent scores
' * paddle type
' - standard pong / breakout
' - pinball flippers
' - unusual shape (ie hole in middle)
' - paddle movement
' * x*axis only
' * y*axis only
' * diagonally
' * freeform (x and y axis)
' * momentum?
' * slippery? (triggered for x seconds?)
' * one mouse controls >1 paddles?
' - paddle controls / mouse button functions
' * speed up ball
' * slow down ball
' * push
' * open/close like flippers
' * catch ball / release
' * release vs throw
' * rotate paddle (up/down vs right/left)
' - team play or every wo/man for themself?
' - game rules
' * boundaries
' - score greater if ball thrown/hit from further away (like 3*pointer in basketball)
' - player can't move outside defined area
' - player penalized if they move outisde area
' - player penalized if they stay in an area too long (basketball rules)
' * score x to win or timed?
' * allow tie or overtime?
' - ball(s)
' * one or multi?
' * can be enclosed in walls (like super breakout)
' * released by ball hitting trigger object
' - viewing angle?
' * top down (pong)
' * front (breakout)
' * side view with gravity (basketball / volleyball)
' * top view with some gravity (pinball)
' - movement rules
' * gravity?
' * friction?
' - scoring goal
' * types
' - simple = edge of screen behind player
' - hole in wall
' - net (like in hockey/soccer)
' - free*standing object
' - basket (for side view)
' * size
' - can change?
' * expands contracts continually (speed?)
' * changes when (trigger)
' * grows/shrinks every n seconds
' * grows/shrinks when (score)
' * if ball in goal, award points or game lost or player out?
' * "anti*goal" = reduces score!
' - walls (warlords / breakout)
' * color of each layer
' * destructible?
' - # hits to destroy
' - higher become lower?
' - not destructible until hit from outside (contain other balls)
' - how is ball served?
' * automatically
' * players take turns
' * player who scored last
' * pinball
' - pinball type objects: see https://archive.org/details/pinball-construction-set-user-guide
' * flippers
' * ball launcher / plunger
' * bumpers (various types)
' * tunnel (entrance, exit, exit direction/velocity?)
' * ball splitter = if a ball hits this it splits in two
' * polygons = can have elasticity (bounce) or negative elasticity (slow down ball)
' * slingshot
' * kickers
' * drop target
' * ball hopper
' * ball eater
' * spinner
' * magnet
' * lanes
' * gates
' * rollover
' * knife edge
' * target = can take multiple hits to score
' * trigger
' - releases ball(s)
' - opens/closes door
' - moves object(s)
' - changes paddle size
' - activates object
' - temporarily change gravity (for n seconds or until next trigger)
' - can 1 trigger do >1 action, or do we just make multi triggers and place them near each other?
' - if multiple, all triggers must be hit to cause action
' - single use, reset immediately, times reset, or (re)activated by trigger?
' - can take multiple hits to activeate?
' * timed? appear after n seconds (or every n seconds)
' * elastic = bounce object back
' * speed up/slow down ball
' * fling ball in random direction (spins around fast)
' * reverser = auto*reverse dx and/or dy
' * ball trap = stop (with gravity?)
' * polygons / line objects?
' - special objects
' * automatic vs player control
' * walls that extend
' * puck launcher (hits ball then disappears, changes ball's trajectory)
' * vacuum (suck ball in)
' - (Find brainstorming with Pomly notes from 1996!)
' * Smarter collision detection
' - Line intersection?
' - Square vs Irregular polygon
' - Pre-draw polygons
' - Pixel detect under ball's pixels
' * Pre-calculate trajectories?
' * More multimouse games: 2-mouse archery?
' -------------------------------------------------------------------------------
' Thoughts
' -------------------------------------------------------------------------------
' 1 line for every angle 0-359°
' lines stores in arrLineDX(z), arrLineDY(z)
' 1024x768 screen
' 4x4 ball size
' ball at (x,y) with angle z
' each line is 1-dimensional
' linear # = arrAngle(x,y,z)
' arrMove(z, linear #)
' where linear # moves top left to bottom right
' to calculate arrAngle and arrMove:
' draw lines from/to (off screen? every location?)
' for every angle, and for each pixel on the line and angle,
' save the x,y,z to arrAngle
' then use areAngle to populate arrMove(z, linear #)
' with 1024x768 screen and 4x4 ball size
' that's 256x192 4x4 locations
' 256x192 = 49,152
' 256x192 x 360 = 17,694,720
' with 1024x768 x 360 = 283,115,520
Option Explicit
_Title "PongMain"
'NOT SURE WHAT THIS LINE IS SUPPOSED TO DO? DISABLED FOR NOW:
'$ dynamic
$NoPrefix
'$Console:Only
'Console Off
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' BEGIN CONSTANTS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Const cProgName = "PongMain"
Const FALSE = 0
Const TRUE = Not FALSE
Const cDebugEnabled = FALSE
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' CONSTANTS FOR GAME MODE USED FOR VARIABLE ThisGame.iGameMode
Const cAttractMode = 0
Const cInPlay = 1
Const cPaused = 2
'const cGameOver = 3
' OTHER GAME CONSTANTS
Const cNoDir = 0
Const cLeftDir = 1
Const cRightDir = 2
Const cUpDir = 3
Const cDownDir = 4
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' TEXT MODE COLORS:
Const c_Black = 0: Const c_Blue = 1: Const c_Green = 2: Const c_LtBlue = 3
Const c_Red = 4: Const c_Purple = 5: Const c_Orange = 6: Const c_White = 7
Const c_Gray = 8: Const c_Periwinkle = 9: Const c_LtGreen = 10: Const c_Cyan = 11
Const c_LtRed = 12: Const c_Pink = 13: Const c_Yellow = 14: Const c_LtGray = 15
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' FOR CONTROLLING WINDOW ON TOP, ETC.
Const SWP_NOSIZE = &H0001 'ignores cx and cy size parameters
Const SWP_NOMOVE = &H0002 'ignores x and y position parameters
Const SWP_NOZORDER = &H0004 'keeps z order and ignores hWndInsertAfter parameter
Const SWP_NOREDRAW = &H0008 'does not redraw window changes
Const SWP_NOACTIVATE = &H0010 'does not activate window
Const SWP_FRAMECHANGED = &H0020
Const SWP_SHOWWINDOW = &H0040
Const SWP_HIDEWINDOW = &H0080
Const SWP_NOCOPYBITS = &H0100
Const SWP_NOOWNERZORDER = &H0200
Const SWP_NOSENDCHANGING = &H0400
Const SWP_DRAWFRAME = SWP_FRAMECHANGED
Const SWP_NOREPOSITION = SWP_NOOWNERZORDER
Const SWP_DEFERERASE = &H2000
Const SWP_ASYNCWINDOWPOS = &H4000
Const HWND_TOP = 0 'window at top of z order no focus
Const HWND_BOTTOM = 1 'window at bottom of z order no focus
Const HWND_TOPMOST = -1 'window above all others no focus unless active
Const HWND_NOTOPMOST = -2 'window below active no focus
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' FOR CONTROLLING WINDOW FOCUS
Const SW_SHOW = 5
'' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
'' CONSTANT FOR 2ND DIMENSION OF arrFile ARRAY
'Const cFileName = 0
'Const cFileData = 1
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' CONSTANT FOR WHAT DATA IS EXPECTED FROM THIS LINE IN FILE
Const cForPlayer = 1
'Const cUpdateCount = 2
Const cMouseDX = 2
Const cMouseDY = 3
Const cMousePosX = 4
Const cMousePosY = 5
Const cMouseWheel = 6
Const cMouseLeftDown = 7
Const cMouseMiddleDown = 8
Const cMouseRightDown = 9
Const cMouseSpeedX = 0 ' smaller = faster
Const cMouseSpeedY = 2 ' smaller = faster
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' BEGIN Virtual-Key Codes
' https://learn.microsoft.com/en-us/windows/win32/inputdev/virtual-key-codes
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' NOTE: raw.data.Keyboard.vKey may require set extended bit
Const VK_LBUTTON = &H01 ' dec = 1, Left mouse button
Const VK_RBUTTON = &H02 ' dec = 2, Right mouse button
Const VK_CANCEL = &H03 ' dec = 3, Control-break processing
Const VK_MBUTTON = &H04 ' dec = 4, Middle mouse button
Const VK_XBUTTON1 = &H05 ' dec = 5, X1 mouse button
Const VK_XBUTTON2 = &H06 ' dec = 6, X2 mouse button
'??? = &H07 ' dec = 7, Reserved
Const VK_BACK = &H08 ' dec = 8, BACKSPACE key
Const VK_TAB = &H09 ' dec = 9, TAB key
'??? = &H0A-0B ' dec = 10-11, Reserved
Const VK_CLEAR = &H0C ' dec = 12, CLEAR key
Const VK_RETURN = &H0D ' dec = 13, ENTER key
'??? = &H0E-0F ' dec = 14-15, Unassigned
Const VK_SHIFT = &H10 ' dec = 16, SHIFT key
Const VK_CONTROL = &H11 ' dec = 17, CTRL key
Const VK_MENU = &H12 ' dec = 18, ALT key
Const VK_PAUSE = &H13 ' dec = 19, PAUSE key
Const VK_CAPITAL = &H14 ' dec = 20, CAPS LOCK key
Const VK_KANA = &H15 ' dec = 21, IME Kana mode
Const VK_HANGUL = &H15 ' dec = 21, IME Hangul mode
Const VK_IME_ON = &H16 ' dec = 22, IME On
Const VK_JUNJA = &H17 ' dec = 23, IME Junja mode
Const VK_FINAL = &H18 ' dec = 24, IME final mode
Const VK_HANJA = &H19 ' dec = 25, IME Hanja mode
Const VK_KANJI = &H19 ' dec = 25, IME Kanji mode
Const VK_IME_OFF = &H1A ' dec = 26, IME Off
Const VK_ESCAPE = &H1B ' dec = 27, ESC key
Const VK_CONVERT = &H1C ' dec = 28, IME convert
Const VK_NONCONVERT = &H1D ' dec = 29, IME nonconvert
Const VK_ACCEPT = &H1E ' dec = 30, IME accept
Const VK_MODECHANGE = &H1F ' dec = 31, IME mode change request
Const VK_SPACE = &H20 ' dec = 32, SPACEBAR
Const VK_PRIOR = &H21 ' dec = 33, PAGE UP key
Const VK_NEXT = &H22 ' dec = 34, PAGE DOWN key
Const VK_END = &H23 ' dec = 35, END key
Const VK_HOME = &H24 ' dec = 36, HOME key
Const VK_LEFT = &H25 ' dec = 37, LEFT ARROW key
Const VK_UP = &H26 ' dec = 38, UP ARROW key
Const VK_RIGHT = &H27 ' dec = 39, RIGHT ARROW key
Const VK_DOWN = &H28 ' dec = 40, DOWN ARROW key
Const VK_SELECT = &H29 ' dec = 41, SELECT key
Const VK_PRINT = &H2A ' dec = 42, PRINT key
Const VK_EXECUTE = &H2B ' dec = 43, EXECUTE key
Const VK_SNAPSHOT = &H2C ' dec = 44, PRINT SCREEN key
Const VK_INSERT = &H2D ' dec = 45, INS key
Const VK_DELETE = &H2E ' dec = 46, DEL key
Const VK_HELP = &H2F ' dec = 47, HELP key
' MADE OUR OWN CONSTANTS FOR THESE:
Const VK_0 = &H30 ' dec = 48, 0 key
Const VK_1 = &H31 ' dec = 49, 1 key
Const VK_2 = &H32 ' dec = 50, 2 key
Const VK_3 = &H33 ' dec = 51, 3 key
Const VK_4 = &H34 ' dec = 52, 4 key
Const VK_5 = &H35 ' dec = 53, 5 key
Const VK_6 = &H36 ' dec = 54, 6 key
Const VK_7 = &H37 ' dec = 55, 7 key
Const VK_8 = &H38 ' dec = 56, 8 key
Const VK_9 = &H39 ' dec = 57, 9 key
'??? = &H3A-40 ' dec = 58-64, Undefined
Const VK_A = &H41 ' dec = 65, A key
Const VK_B = &H42 ' dec = 66, B key
Const VK_C = &H43 ' dec = 67, C key
Const VK_D = &H44 ' dec = 68, D key
Const VK_E = &H45 ' dec = 69, E key
Const VK_F = &H46 ' dec = 70, F key
Const VK_G = &H47 ' dec = 71, G key
Const VK_H = &H48 ' dec = 72, H key
Const VK_I = &H49 ' dec = 73, I key
Const VK_J = &H4A ' dec = 74, J key
Const VK_K = &H4B ' dec = 75, K key
Const VK_L = &H4C ' dec = 76, L key
Const VK_M = &H4D ' dec = 77, M key
Const VK_N = &H4E ' dec = 78, N key
Const VK_O = &H4F ' dec = 79, O key
Const VK_P = &H50 ' dec = 80, P key
Const VK_Q = &H51 ' dec = 81, Q key
Const VK_R = &H52 ' dec = 82, R key
Const VK_S = &H53 ' dec = 83, S key
Const VK_T = &H54 ' dec = 84, T key
Const VK_U = &H55 ' dec = 85, U key
Const VK_V = &H56 ' dec = 86, V key
Const VK_W = &H57 ' dec = 87, W key
Const VK_X = &H58 ' dec = 88, X key
Const VK_Y = &H59 ' dec = 89, Y key
Const VK_Z = &H5A ' dec = 90, Z key
' Microsoft's Virtual-Key Codes constants (continued):
Const VK_LWIN = &H5B ' dec = 91, Left Windows key
Const VK_RWIN = &H5C ' dec = 92, Right Windows key
Const VK_APPS = &H5D ' dec = 93, Applications key
'??? = &H5E ' dec = 94, Reserved
Const VK_SLEEP = &H5F ' dec = 95, Computer Sleep key
Const VK_NUMPAD0 = &H60 ' dec = 96, Numeric keypad 0 key
Const VK_NUMPAD1 = &H61 ' dec = 97, Numeric keypad 1 key
Const VK_NUMPAD2 = &H62 ' dec = 98, Numeric keypad 2 key
Const VK_NUMPAD3 = &H63 ' dec = 99, Numeric keypad 3 key
Const VK_NUMPAD4 = &H64 ' dec = 100, Numeric keypad 4 key
Const VK_NUMPAD5 = &H65 ' dec = 101, Numeric keypad 5 key
Const VK_NUMPAD6 = &H66 ' dec = 102, Numeric keypad 6 key
Const VK_NUMPAD7 = &H67 ' dec = 103, Numeric keypad 7 key
Const VK_NUMPAD8 = &H68 ' dec = 104, Numeric keypad 8 key
Const VK_NUMPAD9 = &H69 ' dec = 105, Numeric keypad 9 key
Const VK_MULTIPLY = &H6A ' dec = 106, Multiply key
Const VK_ADD = &H6B ' dec = 107, Add key
Const VK_SEPARATOR = &H6C ' dec = 108, Separator key
Const VK_SUBTRACT = &H6D ' dec = 109, Subtract key
Const VK_DECIMAL = &H6E ' dec = 110, Decimal key
Const VK_DIVIDE = &H6F ' dec = 111, Divide key
Const VK_F1 = &H70 ' dec = 112, F1 key
Const VK_F2 = &H71 ' dec = 113, F2 key
Const VK_F3 = &H72 ' dec = 114, F3 key
Const VK_F4 = &H73 ' dec = 115, F4 key
Const VK_F5 = &H74 ' dec = 116, F5 key
Const VK_F6 = &H75 ' dec = 117, F6 key
Const VK_F7 = &H76 ' dec = 118, F7 key
Const VK_F8 = &H77 ' dec = 119, F8 key
Const VK_F9 = &H78 ' dec = 120, F9 key
Const VK_F10 = &H79 ' dec = 121, F10 key
Const VK_F11 = &H7A ' dec = 122, F11 key
Const VK_F12 = &H7B ' dec = 123, F12 key
Const VK_F13 = &H7C ' dec = 124, F13 key
Const VK_F14 = &H7D ' dec = 125, F14 key
Const VK_F15 = &H7E ' dec = 126, F15 key
Const VK_F16 = &H7F ' dec = 127, F16 key
Const VK_F17 = &H80 ' dec = 128, F17 key
Const VK_F18 = &H81 ' dec = 129, F18 key
Const VK_F19 = &H82 ' dec = 130, F19 key
Const VK_F20 = &H83 ' dec = 131, F20 key
Const VK_F21 = &H84 ' dec = 132, F21 key
Const VK_F22 = &H85 ' dec = 133, F22 key
Const VK_F23 = &H86 ' dec = 134, F23 key
Const VK_F24 = &H87 ' dec = 135, F24 key
'??? = &H88-8F ' dec = 136-143, Reserved
Const VK_NUMLOCK = &H90 ' dec = 144, NUM LOCK key
Const VK_SCROLL = &H91 ' dec = 145, SCROLL LOCK key
'??? = &H92-96 ' dec = 146-150, OEM specific
'??? = &H97-9F ' dec = 151-159, Unassigned
Const VK_LSHIFT = &HA0 ' dec = 160, Left SHIFT key
Const VK_RSHIFT = &HA1 ' dec = 161, Right SHIFT key
Const VK_LCONTROL = &HA2 ' dec = 162, Left CONTROL key
Const VK_RCONTROL = &HA3 ' dec = 163, Right CONTROL key
Const VK_LMENU = &HA4 ' dec = 164, Left ALT key
Const VK_RMENU = &HA5 ' dec = 165, Right ALT key
Const VK_BROWSER_BACK = &HA6 ' dec = 166, Browser Back key
Const VK_BROWSER_FORWARD = &HA7 ' dec = 167, Browser Forward key
Const VK_BROWSER_REFRESH = &HA8 ' dec = 168, Browser Refresh key
Const VK_BROWSER_STOP = &HA9 ' dec = 169, Browser Stop key
Const VK_BROWSER_SEARCH = &HAA ' dec = 170, Browser Search key
Const VK_BROWSER_FAVORITES = &HAB ' dec = 171, Browser Favorites key
Const VK_BROWSER_HOME = &HAC ' dec = 172, Browser Start and Home key
Const VK_VOLUME_MUTE = &HAD ' dec = 173, Volume Mute key
Const VK_VOLUME_DOWN = &HAE ' dec = 174, Volume Down key
Const VK_VOLUME_UP = &HAF ' dec = 175, Volume Up key
Const VK_MEDIA_NEXT_TRACK = &HB0 ' dec = 176, Next Track key
Const VK_MEDIA_PREV_TRACK = &HB1 ' dec = 177, Previous Track key
Const VK_MEDIA_STOP = &HB2 ' dec = 178, Stop Media key
Const VK_MEDIA_PLAY_PAUSE = &HB3 ' dec = 179, Play/Pause Media key
Const VK_LAUNCH_MAIL = &HB4 ' dec = 180, Start Mail key
Const VK_LAUNCH_MEDIA_SELECT = &HB5 ' dec = 181, Select Media key
Const VK_LAUNCH_APP1 = &HB6 ' dec = 182, Start Application 1 key
Const VK_LAUNCH_APP2 = &HB7 ' dec = 183, Start Application 2 key
'??? = &HB8-B9 ' dec = 184-137, Reserved
Const VK_OEM_1 = &HBA ' dec = 186, Used for miscellaneous characters; it can vary by keyboard. For the US standard keyboard, the ;: key
Const VK_OEM_PLUS = &HBB ' dec = 187, For any country/region, the + key
Const VK_OEM_COMMA = &HBC ' dec = 188, For any country/region, the , key
Const VK_OEM_MINUS = &HBD ' dec = 189, For any country/region, the - key
Const VK_OEM_PERIOD = &HBE ' dec = 190, For any country/region, the . key
Const VK_OEM_2 = &HBF ' dec = 191, Used for miscellaneous characters; it can vary by keyboard. For the US standard keyboard, the /? key
Const VK_OEM_3 = &HC0 ' dec = 192, Used for miscellaneous characters; it can vary by keyboard. For the US standard keyboard, the `~ key
'??? = &HC1-DA ' dec = 193-218, Reserved
Const VK_OEM_4 = &HDB ' dec = 219, Used for miscellaneous characters; it can vary by keyboard. For the US standard keyboard, the [{ key
Const VK_OEM_5 = &HDC ' dec = 220, Used for miscellaneous characters; it can vary by keyboard. For the US standard keyboard, the \\| key
Const VK_OEM_6 = &HDD ' dec = 221, Used for miscellaneous characters; it can vary by keyboard. For the US standard keyboard, the ]} key
Const VK_OEM_7 = &HDE ' dec = 222, Used for miscellaneous characters; it can vary by keyboard. For the US standard keyboard, the '" key
Const VK_OEM_8 = &HDF ' dec = 223, Used for miscellaneous characters; it can vary by keyboard.
'??? = &HE0 ' dec = 224, Reserved
'??? = &HE1 ' dec = 225, OEM specific
Const VK_OEM_102 = &HE2 ' dec = 226, The <> keys on the US standard keyboard, or the \\| key on the non-US 102-key keyboard
'??? = &HE3-E4 ' dec = 227-228, OEM specific
Const VK_PROCESSKEY = &HE5 ' dec = 229, IME PROCESS key
'??? = &HE6 ' dec = 230, OEM specific
Const VK_PACKET = &HE7 ' dec = 231, Used to pass Unicode characters as if they were keystrokes. The VK_PACKET key is the low word of a 32-bit Virtual Key value used for non-keyboard input methods. For more information, see Remark in KEYBDINPUT, SendInput, WM_KEYDOWN, and WM_KEYUP
'??? = &HE8 ' dec = 232, Unassigned
'??? = &HE9-F5 ' dec = 233-245, OEM specific
Const VK_ATTN = &HF6 ' dec = 246, Attn key
Const VK_CRSEL = &HF7 ' dec = 247, CrSel key
Const VK_EXSEL = &HF8 ' dec = 248, ExSel key
Const VK_EREOF = &HF9 ' dec = 249, Erase EOF key
Const VK_PLAY = &HFA ' dec = 250, Play key
Const VK_ZOOM = &HFB ' dec = 251, Zoom key
Const VK_NONAME = &HFC ' dec = 252, Reserved
Const VK_PA1 = &HFD ' dec = 253, PA1 key
Const VK_OEM_CLEAR = &HFE ' dec = 254, Clear key
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' END Virtual-Key Codes
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' END CONSTANTS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' BEGIN TYPE DECLARATIONS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' UDT TO HOLD THE INFO FOR EACH PLAYER
Type PlayerType
IsAvailable As Integer ' IF FALSE, THIS PLAYER IS NOT AVAILABLE FOR THE CURRENT GAME OPTION
IsActive As Integer ' MOUSE DETECTED, CHANGE THIS TO TRUE AND SHOW PLAYER (IF AVAILABLE FOR CURRENT GAME)
TeamNumber As Integer ' 1 = LEFT SIDE OF SCREEN, 2 = RIGHT; LATER EXPAND FOR OTHER GAME VARIANTS (WARLORDS, QUADRAPONG, OCTOPONG, ETC.)
ID As String ' player identifier or mouse device ID
'Name As String ' player name
' GAME VALUES
Score As Integer
' WHERE TO DISPLAY PLAYER INFO
scoreCol As Integer ' text column to display score at
scoreRow As Integer ' text row to display score at
nameCol As Integer ' text column to display name at
nameRow As Integer ' text row to display name at
' POSITION + GRAPHIC VALUES
color As _Unsigned Long
x As Long ' player x position
y As Long ' player y position
width As Integer
height As Integer
BounceSegmentWidth As Double
BounceSegmentHeight As Double
'x1 As Integer
'y1 As Integer
'x2 As Integer
'y2 As Integer
' BOUNDARIES
minX As Long
maxX As Long
minY As Long
maxY As Long
' MOUSE INPUT VARIABLES
px As Long ' pointer x position (hires) for absolute position of mouse from raw input api
py As Long ' pointer y position (hires) for absolute position of mouse from raw input api
LeftDown As Integer ' tracks left mouse button state, TRUE=down
MiddleDown As Integer ' tracks middle mouse button state, TRUE=down
RightDown As Integer ' tracks right mouse button state, TRUE=down
LeftDownOld As Integer ' tracks left mouse button state, TRUE=down
MiddleDownOld As Integer ' tracks middle mouse button state, TRUE=down
RightDownOld As Integer ' tracks right mouse button state, TRUE=down
'wheel As Integer ' mouse wheel value
'wheelOld As Integer ' old mouse wheel value
' KEYBOARD INPUT VARIABLES
UpKey As Integer
DownKey As Integer
' NOT USED HERE
'dx As Integer ' mouse x movement -1=left, 1=right, 0=none
'dy As Integer ' mouse y movement -1=up , 1=down , 0=none
'oldX As Long ' tracks old x position to erase screen
'oldY As Long ' tracks old y position to erase screen
'pxOld As Long ' old pointer x position (hires) for absolute position of mouse from raw input api
'pyOld As Long ' old pointer y position (hires) for absolute position of mouse from raw input api
'pdx As Long ' x delta (hires) for absolute position of mouse from raw input api
'pdy As Long ' y delta (hires) for absolute position of mouse from raw input api
' TEST VALUES
'char As String ' cursor character
'row As Integer ' line to display values at
'Message As String
End Type ' PlayerType
' UDT TO HOLD THE INFO FOR EACH BALL
Type BallType
size As Integer
color As _Unsigned Long
' POSITION
x As Integer
y As Integer
'' FOR LOOK AHEAD
'nextX as integer
'nextY as integer
' MOVEMENT
dx As Integer
dy As Integer
' BOUNDARIES
minX As Long
maxX As Long
minY As Long
maxY As Long
'x1 as integer
'y1 as integer
'x2 as integer
'y2 as integer
End Type ' BallType
' UDT TO HOLD OPTIONS FOR EACH GAME VARIANT
' FOR NOW IT JUST HOLDS THE NAME
' TODO: MAYBE DEVELOP A NOTATION TO CONTROL THINGS LIKE
' HOW EACH PLAYER MOVES (HORIZONTALLY, VERTICALLY, BOTH, ETC.)
' EACH PLAYER'S BOUNDARIES
' ETC.
Type GameOptionType
name As String ' the name of the game
End Type ' GameOptionType
' UDT TO HOLD VALUES FOR THE CURRENT GAME
' THAT ARE SET INSIDE InitGame DEPENDING ON THE GAME VARIANT CHOSEN
Type GameType
imgBackground As Long ' NEEDS _FREEIMAGE AT END
imgWalls As Long ' NEEDS _FREEIMAGE AT END
imgText As Long ' NEEDS _FREEIMAGE AT END
imgPlayers As Long ' NEEDS _FREEIMAGE AT END
imgScore As Long ' NEEDS _FREEIMAGE AT END
ulngScreenColor As _Unsigned Long ' screen_color~& ulngScreenColor
ulngWallColor As _Unsigned Long ' wall_color~&
iTeam1ScoreColumn As Integer
iTeam2ScoreColumn As Integer
iTeam1ScoreRow As Integer
iTeam2ScoreRow As Integer
iScoreToWin As Integer
iScore1 As Integer
iScore2 As Integer
iGameMode As Integer ' TRACK GAME STATE, can be cAttractMode, cInPlay, cPaused
'iWhoLastHitBall as integer
iGameType As Integer ' the current game (variable index)
sGameName As String ' the current game (name)
' SPEED SETTINGS
MinSpeed As Integer
MaxSpeed As Integer
iIncreaseSpeedEvery As Integer ' # times ball crosses net before increasing speed (add +1 to speed)
' TRACK GAME SPEED, COUNT # VOLLEYS, ETC.
iSpeed As Integer ' for now just the overall speed of the game
iVolleyNum As Integer
iVolleyDir As Integer
iIncreaseSpeedAtVolley As Integer ' next iVolleyNum to increase speed at
bSpeedChanged As Integer
' FOR DEBUGGING
bTestMode As Integer ' IF TRUE, BALL BOUNCES BACK WHETHER IT HITS PADDLES OR NOT
bShowValues As Integer ' IF TRUE, DISPLAYS sMessage1..4 at bottom of screen, which can be set to show debug info
sMessage1 As String
sMessage2 As String
sMessage3 As String
sMessage4 As String
End Type ' GameType
' UDT TO HOLD THE PARAMETERS FOR EACH PLAYER PER GAME OPTION
Type InitPlayerType
IsAvailable As Integer ' IF FALSE, THIS PLAYER IS NOT AVAILABLE FOR THE CURRENT GAME OPTION
TeamNumber As Integer ' TEAM PLAYER IS ON FOR THIS OPTION; 1 = LEFT SIDE OF SCREEN, 2 = RIGHT; LATER EXPAND FOR OTHER GAME VARIANTS (WARLORDS, QUADRAPONG, OCTOPONG, ETC.)
ID As String ' default player identifier, can be used to describe positions, e.g., "center", "halfback", "fullback", etc.
' POSITION + GRAPHIC VALUES
color As _Unsigned Long
x As Long ' player x position
y As Long ' player y position
width As Integer
height As Integer
' BOUNDARIES
minX As Long
maxX As Long
minY As Long
maxY As Long
' KEYBOARD INPUT VARIABLES
UpKey As Integer
DownKey As Integer
'' WHERE TO DISPLAY PLAYER INFO
'scoreCol As Integer ' text column to display score at
'scoreRow As Integer ' text row to display score at
'nameCol As Integer ' text column to display name at
'nameRow As Integer ' text row to display name at
End Type ' InitPlayerType
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' END TYPE DECLARATIONS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' BEGIN API DECLARATIONS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' ================================================================================================================================================================
' BEGIN Dynamic Library definitions
' ================================================================================================================================================================
Declare Dynamic Library "user32"
' FOR CONTROLLING WINDOW ON TOP, ETC.:
Function FindWindowA%& (ByVal lpClassName%&, Byval lpWindowName%&)
Function SetWindowPos& (ByVal hWnd%&, Byval hWndInsertAfter%&, Byval X&, Byval Y&, Byval cx&, Byval cy&, Byval uFlags~&)
Function GetForegroundWindow%&
' FOR CONTROLLING SUB WINDOW FOCUS:
Sub ShowWindow (ByVal hWnd As _Offset, Byval nCmdShow As Long)
End Declare
Declare Dynamic Library "kernel32"
Function GetLastError~& ()
End Declare
' ================================================================================================================================================================
' END Dynamic Library definitions
' ================================================================================================================================================================
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' END API DECLARATIONS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' BEGIN GLOBAL VARIABLES
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' BASIC PROGRAM METADATA
Dim Shared m_ProgramPath$: m_ProgramPath$ = Left$(Command$(0), _InStrRev(Command$(0), "\"))
Dim Shared m_ProgramName$: m_ProgramName$ = Mid$(Command$(0), _InStrRev(Command$(0), "\") + 1)
Dim Shared m_VersionNum$: m_VersionNum$ = GetVersionNum$(m_ProgramName$)
' GLOBAL VARIABLES TO TRACK ERROR STATE
Dim Shared m_sError As String: m_sError = ""
Dim Shared m_sIncludeError As String: m_sIncludeError = ""
Dim Shared m_sTriggerFile As String: m_sTriggerFile = m_ProgramPath$ + "Pong.DELETE-TO-CLOSE"
Dim Shared m_sDebugFile As String: m_sDebugFile = m_ProgramPath$ + m_ProgramName$ + ".txt"
' GLOBAL VARIABLES FOR SCREEN
Dim Shared m_iScreenWidth As Long: m_iScreenWidth = 1024 ' _DesktopWidth
Dim Shared m_iScreenHeight As Long: m_iScreenHeight = 768 ' _DesktopHeight
Dim Shared m_iTextRows As Long: m_iTextRows = (m_iScreenHeight / _FontHeight)
Dim Shared m_iTextCols As Long: m_iTextCols = (m_iScreenWidth / _FontWidth)
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' END GLOBAL VARIABLES
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' ****************************************************************************************************************************************************************
' BEGIN DEBUG CONSOLE
' ****************************************************************************************************************************************************************
' ENABLE / DISABLE DEBUG CONSOLE WINDOW
'If cDebugEnabled = TRUE Then
' $Console
' _Delay 4
' _Console On
' _Echo "Started " + m_ProgramName$
' _Echo "Debugging on..."
'End If
' ****************************************************************************************************************************************************************
' END DEBUG CONSOLE
' ****************************************************************************************************************************************************************
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' EXECUTION STARTS HERE!
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' =============================================================================
' START THE MAIN ROUTINE
'DebugLog m_ProgramName$ + " starting sub main"
main
' =============================================================================
' FINISH
Print m_ProgramName$ + " finished."
' ****************************************************************************************************************************************************************
' DEACTIVATE DEBUGGING WINDOW
'If cDebugEnabled = TRUE Then
' _Console Off
'End If
' ****************************************************************************************************************************************************************
'End
System ' return control to the operating system
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' BEGIN GLOBAL ERROR HANDLER
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ErrorHandler:
m_sError = "Error #" + _Trim$(Str$(Err)) + " at line " + _Trim$(Str$(_ErrorLine)) + "."
m_sIncludeError = "File " + Chr$(34) + _InclErrorFile$ + Chr$(34) + " at line " + _Trim$(Str$(_InclErrorLine)) + "."
Resume Next
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' END GLOBAL ERROR HANDLER
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' /////////////////////////////////////////////////////////////////////////////
' TODO:
' * player colors
' * how many volleys to increase ball speed
' * extra balls?
' * configure controls
' * paddle size
' * paddle distance from edge
' * court color
' * court line style (dash/dot/solid/double line/etc., line thickness, etc.)
' * reset ball speed on serve? (until volley x?)
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' BEGIN PONG ROUTINES
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' /////////////////////////////////////////////////////////////////////////////
' TODO:
' * reset ball speed when serving
Sub main
' PONG GAME VARIABLES
Dim iPlayer As Integer
Dim iBall As Integer
Dim ThisGame As GameType ' HOLDS VALUES FOR THE CURRENT GAME
' FOR ANGLE BALL BOUNCES OFF PADDLE
Dim arrZone(8, 7) As Integer ' 8 speeds, 7 paddle zones
Dim iDeflectionZone As Integer
' FOR FIGURING OUT BOUNCE ANGLE #1
Dim iCenterY As Integer
Dim dblHalf As Double
Dim iValueA As Integer
Dim iValueB As Integer
Dim dblValueC As Double
' OTHER
Dim sMessage As String
Dim bFinished As Integer
Dim iNextValue As Integer
Dim iNextX As Integer
Dim iNextY As Integer
' GAME OPTIONS
Dim arrGameOption(1 To 2) As GameOptionType
' GAME OBJECTS
Dim arrPlayer(1 To 8) As PlayerType
Dim arrBall(1 To 8) As BallType
' WINDOW VARIABLES
Dim hwndSub As _Offset ' FOR CONTROLLING WINDOW FOCUS
' MOUSE READER PROG
Dim sMouseReaderProg As String
' VARIABLES FOR READING MICE FROM CLIENT
Dim uintPort As _Unsigned Integer ' port
Dim lngHost ' h&
Dim lngConn ' c&
Dim fTime As _Float ' MyTime##
Dim sInput As String ' s$
Dim sMessageType As String
Dim sValue As String
' OTHER VARS
Dim iLoop1 As Integer
Dim iLoop2 As Integer
Dim sNextError As String
Dim iBallSpeed As Integer
Dim iIndex As Integer
Dim iCount As Integer
Dim iCol As Integer
Dim iRow As Integer
Dim in$
Dim sDebug As String
' FOR LOOPING THROUGH INPUT DATA FROM SUBPROGRAM
ReDim arrMice(-1 To -1) As String
ReDim arrMessage(-1 To -1) As String
ReDim arrValue(-1 To -1) As String
Dim sNextChunk As String
Dim sNextValue As String
Dim iValuePosition As Integer
Dim sText As String
' TEST VALUES
Dim iLastKeyDown As Integer
Dim iLastKeyUp As Integer
Dim sLastKeyDown As String
Dim sLastKeyUp As String
Dim iTestCount As Integer
' INITIALIZE
m_sError = ""
' SHOW SOME INSTRUCTIONS
Cls
Color c_Cyan
Print "MULTI MOUSE PONG v0.33 by Softintheheadware"
Print "-------------------------------------------"
Print "Plug in 2 or more USB mice now, then press any key to start the game."
Print "If your PC prompts for network permission, click Allow. This will allow the "
Print "Raw Input API subprogram to send the mouse and keyboard input to the game."
Print "This is just to allow the program to talk to the subprogram on the same PC,"
Print "it does NOT attempt to communicate with another computer over Internet or LAN!"
Print "(Maybe one day we'll figure out how to do this all in one program!)"
Print "(Also maybe we'll figure out how to read >1 mouse for Mac and Linux, too!)"
Print "When the game first starts, it might take a few seconds to get going."
Print
Print "Press any key to begin..."
Sleep
'print "-------------------------------------------------------------------------------"
' XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
' BEGIN INITIALIZE INPUT SUBPROGRAM
' XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
' =============================================================================
' SET ERROR TRAPPING
On Error GoTo ErrorHandler
' ================================================================================================================================================================
' OPEN A PORT TO TALK TO THE MOUSE READER SUBPROGRAM
If Len(m_sError) = 0 Then
'DebugLog "OPEN A PORT TO TALK TO THE MOUSE READER SUBPROGRAM..."
Randomize Timer
uintPort = Rnd * 10000 + 40000 ' between 40000 and 50000
lngHost = _OpenHost("tcp/ip:" + _Trim$(Str$(uintPort)))
End If
' ================================================================================================================================================================
' START THE MOUSE READER SUBPROGRAM
If Len(m_sError) = 0 Then
'DebugLog "START THE MOUSE READER SUBPROGRAM..."
sMouseReaderProg = "pongsub" + m_VersionNum$ + ".exe"
If _FileExists(sMouseReaderProg) = FALSE Then
m_sError = ""
m_sError = m_sError + "Subprogram " + Chr$(34) + sMouseReaderProg + Chr$(34) + " not found." + Chr$(13)
m_sError = m_sError + "Be sure to compile " + Chr$(34) + "pongsub" + m_VersionNum$ + ".bas" + Chr$(34) + " before running this." + Chr$(13)
Cls
Color c_Cyan
Print "Subprogram " + Chr$(34) + sMouseReaderProg + Chr$(34) + " not found."
Print "Please move the file to the same folder as " + m_ProgramName$
Print "then restart the game."
Print
Print "Press any key to exit"
Sleep
'print "-------------------------------------------------------------------------------"
End If
End If
If Len(m_sError) = 0 Then
'sDebug = "Shell _DontWait `pongsub` + m_VersionNum$ + `.exe ` + _Trim$(Str$(uintPort))"
'sDebug = Replace$(sDebug, "`", chr$(34))
''DebugLog sDebug
'sDebug = "Shell _DontWait " + chr$(34) + "pongsub" + m_VersionNum$ + ".exe" + chr$(34) + " " + _Trim$(Str$(uintPort))
''DebugLog sDebug
Shell _DontWait "pongsub" + m_VersionNum$ + ".exe " + _Trim$(Str$(uintPort))
End If
' ================================================================================================================================================================
' OPEN TCP/IP CONNECTION AS HOST
If Len(m_sError) = 0 Then
' ' GET CONNECTION WITH MOUSE READER
' lngConn = 0
' While lngConn = 0
' lngConn = _OpenConnection(lngHost)
' _Limit 60
' Wend
'DebugLog "OPEN TCP/IP CONNECTION AS HOST..."
lngConn = 0
fTime = ExtendedTimer + 30 ' TRY FOR 30 SECONDS
Do
lngConn = _OpenConnection(lngHost)
If lngConn <> 0 Then Exit Do
_Limit 60
Loop Until Timer > fTime
If lngConn = 0 Then
m_sError = "Failed to open tcp/ip host connection."
'DebugLog m_sError
End If
End If
' ================================================================================================================================================================
' GET CONNECTION WITH MOUSE READER SUBPROGRAM
If Len(m_sError) = 0 Then
'DebugLog "GET CONNECTION WITH MOUSE READER SUBPROGRAM..."
sInput = ""
fTime = ExtendedTimer + 30 ' TRY FOR 30 SECONDS
Do
Get #lngConn, , sInput
If Left$(sInput, 2) = "w:" Then Exit Do
Loop Until Timer > fTime
' remove trailing cr
If Right$(sInput, 1) = Chr$(13) Then
sInput = Left$(sInput, Len(sInput) - 1)
End If
' is it a window handle?
If Left$(sInput, 2) = "w:" Then
sValue = Right$(sInput, Len(sInput) - 2)
If IsNumber%(sValue) Then
hwndSub = Val(sValue)
Else
m_sError = "Mouse reader subprogram failed to return a valid window handle."
m_sError = m_sError + Chr$(13)
m_sError = m_sError + "sInput=" + Chr$(34) + sInput + Chr$(34) + Chr$(13)
m_sError = m_sError + "sValue=" + Chr$(34) + sValue + Chr$(34) + Chr$(13)
End If
ElseIf Left$(sInput, 2) = "e:" Then
If Len(sInput) > 2 Then
m_sError = Right$(sInput, Len(sInput) - 2)
Else
m_sError = "Unspecified error."
End If
Else
m_sError = "Mouse reader subprogram failed to return a window handle."
m_sError = m_sError + Chr$(13)
m_sError = m_sError + "sInput=" + Chr$(34) + sInput + Chr$(34) + Chr$(13)
End If
End If
' XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
' END INITIALIZE INPUT SUBPROGRAM
' XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
' XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
' BEGIN PRECALCULATIONS
' XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
If Len(m_sError) = 0 Then
' THIS NEEDS WORK!
' dx SHOULD INCREASE BASED ON SPEED, NOT dy!
' WHAT WAS I THINKING??
' SET UP BOUNCE ZONES
' * Ball direction depends on which of 7 segments the ball hits (NOTE: the vertical center of the ball)
' * The faster the horizontal speed, the greater the deflection angles
' * Middle = always straight
' HORIZONTAL SPEED (pixels)
' PADDLE ZONE 1 2 3 4 5 6 7 8
' ----------- -- -- -- -- -- -- -- --
' 1 -3 -3 -4 -4 -5 -6 -7 -8
' 2 -2 -2 -3 -3 -4 -5 -6 -7
' 3 -1 -1 -2 -2 -3 -4 -5 -6
' MIDDLE -> 4 0 0 0 0 0 0 0 0
' 5 +1 +1 +2 +2 +3 +4 +5 +6
' 6 +2 +2 +3 +3 +4 +5 +6 +7
' 7 +3 +3 +4 +4 +5 +6 +7 +8
' If we set this up this way in data statements,
' it turns out we have to do lots of loops within loops
' which makes for ugly complicated code - DOH!
' There has to be a better way!
' To set up the assigning the values in the simplest way,
' we'll rearrange the numbers in data statements
' so they correspond to speed first (rows), then zone (columns):
' ZONE
' SPEED 1 2 3 4 5 6 7
' ----- -- -- -- -- -- -- --
' 1 -3 -2 -1 0 1 2 3
' 2 -3 -2 -1 0 1 2 3
' 3 -4 -3 -2 0 2 3 4
' 4 -4 -3 -2 0 2 3 4
' 5 -5 -4 -3 0 3 4 5
' 6 -6 -5 -4 0 4 5 6
' 7 -7 -6 -5 0 5 6 7
' 8 -8 -7 -6 0 6 7 8
BounceData:
Data -3,-2,-1,0,1,2,3: ' DY VALUES FOR SPEED 1 (ZONES 1-7)
Data -3,-2,-1,0,1,2,3: ' DY VALUES FOR SPEED 2 (ZONES 1-7)
Data -4,-3,-2,0,2,3,4: ' DY VALUES FOR SPEED 3 (ZONES 1-7)
Data -4,-3,-2,0,2,3,4: ' DY VALUES FOR SPEED 4 (ZONES 1-7)
Data -5,-4,-3,0,3,4,5: ' DY VALUES FOR SPEED 5 (ZONES 1-7)
Data -6,-5,-4,0,4,5,6: ' DY VALUES FOR SPEED 6 (ZONES 1-7)
Data -7,-6,-5,0,5,6,7: ' DY VALUES FOR SPEED 7 (ZONES 1-7)
Data -8,-7,-6,0,6,7,8: ' DY VALUES FOR SPEED 8 (ZONES 1-7)
' FIRST GET THE VERTICAL BALL SPEEDS FOR THE 7 PADDLE ZONES, AT 8 DIFFERENT HORIZONTAL BALL SPEEDS
Restore BounceData
For iBallSpeed = 1 To 8
For iDeflectionZone = 1 To 7
Read iNextValue
arrZone(iBallSpeed, iDeflectionZone) = iNextValue
Next iDeflectionZone
Next iBallSpeed
End If
' XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
' END PRECALCULATIONS
' XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
' XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
' BEGIN INITIALIZE VARIABLES
' XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
If Len(m_sError) = 0 Then
' SET UP SCREEN
m_iScreenWidth = 1024 ' _DesktopWidth
m_iScreenHeight = 768 ' _DesktopHeight
' GAME OPTIONS
arrGameOption(1).name = "Pong Doubles"
arrGameOption(2).name = "Pong Volleyball"
'arrGameOption(xx).name = "Quadrapong"
'arrGameOption(xx).name = "Foos-pong"
'arrGameOption(xx).name = "Octopong"
'arrGameOption(xx).name = "Warlords"
'arrGameOption(xx).name = "S'morelords"
'arrGameOption(xx).name = "Breakout"
'arrGameOption(xx).name = "Hockey"
'arrGameOption(xx).name = "Basketball"
'arrGameOption(xx).name = "Volleyball"
'arrGameOption(xx).name = "Curling"
'arrGameOption(xx).name = "Pinball"
'arrGameOption(xx).name = "Kaboom"
'arrGameOption(xx).name = "Maze Craze"
'arrGameOption(xx).name = "Maze War"
'arrGameOption(xx).name = "Spacewar!"
'arrGameOption(xx).name = "Sprint" ' = Indy 500 / Sprint / Sprint 4 / Sprint 8
'arrGameOption(xx).name = "Omega Race"
'arrGameOption(xx).name = "Super Octopong"
'arrGameOption(xx).name = "Super Deluxe Octopong"
'arrGameOption(xx).name = "Super Deluxe Octohookapong"
'arrGameOption(xx).name = "Surround" ' Tron
'arrGameOption(xx).name = "Drone Hunt" ' like duck hunt
' INITIALIZE PLAYERS
For iPlayer = 1 To 4
arrPlayer(iPlayer).IsActive = FALSE ' WAIT UNTIL GIVEN MOUSE IS MOVED TO ACTIVATE EACH PLAYER (IsActive = TRUE)
arrPlayer(iPlayer).px = 0
arrPlayer(iPlayer).py = 0
arrPlayer(iPlayer).LeftDown = FALSE
arrPlayer(iPlayer).LeftDownOld = FALSE
arrPlayer(iPlayer).MiddleDown = FALSE
arrPlayer(iPlayer).MiddleDownOld = FALSE
arrPlayer(iPlayer).RightDown = FALSE
arrPlayer(iPlayer).RightDownOld = FALSE
Next iPlayer
' CURRENT GAME OPTIONS
ThisGame.iGameType = LBound(arrGameOption)
ThisGame.sGameName = arrGameOption(ThisGame.iGameType).name
InitGame ThisGame, arrPlayer(), arrBall()
' INITIALIZE GAME
bFinished = FALSE ' NO ONE HAS WON YET
' TEST VARIABLES
iTestCount = -63
iLastKeyDown = 0
iLastKeyUp = 0
sLastKeyDown = "(None)"
sLastKeyUp = "(None)"
End If
' XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
' END INITIALIZE VARIABLES
' XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
' XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
' BEGIN SETUP SCREEN + LAYERS
' XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
If Len(m_sError) = 0 Then
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' INIT SCREEN
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
Screen _NewImage(m_iScreenWidth, m_iScreenHeight, 32)
'Screen _NewImage(_DesktopWidth, _DesktopHeight, 32)
' window needs to be lined up directly under the main program, so the mouse coordinates align with the display
_ScreenMove 0, 0
' CLEAR THE SCREEN
_Dest 0: Cls , cEmpty
' update screen with changes & wait for next update
_Display
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' ATTEMPT FULLSCREEN
' *** NOT WORKING ***
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
'_FULLSCREEN _SQUAREPIXELS
''_FULLSCREEN _STRETCH, _SMOOTH
' check that a full screen mode initialized:
'IF _FULLSCREEN = 0 THEN
' _FULLSCREEN _OFF
' SOUND 100, .75
'END IF
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' DRAW INITIAL SCREEN
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
DrawInstructionsLayer ThisGame
RenderScreen ThisGame
' XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
' END SETUP SCREEN + LAYERS
' XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
' XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
' BEGIN MAIN LOOP
' XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
Do
' ================================================================================================================================================================
' BEGIN PROCESS INPUT FROM SUBPROGRAM
' ================================================================================================================================================================
' KEEP PONGSUB WINDOW ON TOP
If _WindowHasFocus = TRUE Then
ShowWindow hwndSub, 1
'_ScreenIcon
' CLICK ON SCREEN TO GIVE IT THE FOCUS
_ScreenClick 0, 0
End If
' READ MICE COORDINATES FROM CONNECTION...
Get #lngConn, , sInput
' DID IT WORK?
If Len(m_sError) = 0 Then
'DebugLog "sInput=" + chr$(34) + sInput + chr$(34)
' HAVE DATA?
If Len(sInput) > 0 Then
' * The subprogram "PongSub" sends its data back to "PongMain"
' via TCPIP in the form of a tab-delimited string. Tab is chr$(9).
' Sometimes it sends multiple messages, which are separated by chr$(13).
' Here we split the input by chr$(13) and process each line seperately,
' which should make concurrent input smoother:
split sInput, Chr$(13), arrMessage() ' SPLIT OUTPUT INTO PAGES
For iLoop2 = LBound(arrMessage) To UBound(arrMessage)
sInput = arrMessage(iLoop2)
' WHAT KIND OF MESSAGE?
sMessageType = Left$(sInput, 2)
'DebugLog "sMessageType=" + chr$(34) + sMessageType + chr$(34)
If sMessageType = "d:" Then
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' BEGIN KEY DOWN
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
sValue = Right$(sInput, Len(sInput) - 2)
If IsNumber%(sValue) Then
iLastKeyDown = Val(sValue)
sLastKeyDown = VirtualKeyCodeToString$(iLastKeyDown)
'DebugLog "sLastKeyDown=" + chr$(34) + sLastKeyDown + chr$(34)
' ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
' BEGIN PROCESS KEYBOARD INPUT
' ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
' TODO: cleanup logic, move into Case or ElseIf structure
'' PLAYER 1 KEYBOARD INPUT
'if iLastKeyDown = arrPlayer(1).UpKey then
' arrPlayer(1).y = arrPlayer(1).y - arrBall(1).size
' IF arrPlayer(1).y < arrPlayer(1).minY THEN
' arrPlayer(1).y = arrPlayer(1).minY
' END IF
'ElseIf iLastKeyDown = arrPlayer(1).DownKey then
' arrPlayer(1).y = arrPlayer(1).y + arrBall(1).size
' IF arrPlayer(1).y > arrPlayer(1).maxY THEN
' arrPlayer(1).y = arrPlayer(1).maxY
' END IF
'END IF
'
'' PLAYER 2 KEYBOARD INPUT
'if iLastKeyDown = arrPlayer(2).UpKey then
' arrPlayer(2).y = arrPlayer(2).y - arrBall(1).size
' IF arrPlayer(2).y < arrPlayer(2).minY THEN
' arrPlayer(2).y = arrPlayer(2).minY
' END IF
'ElseIf iLastKeyDown = arrPlayer(2).DownKey then
' arrPlayer(2).y = arrPlayer(2).y + arrBall(1).size
' IF arrPlayer(2).y > arrPlayer(2).maxY THEN
' arrPlayer(2).y = arrPlayer(2).maxY
' END IF
'END IF
' KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK
' CHECK IF "1" KEY IS PRESSED
' KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK
If iLastKeyDown = VK_1 Then
' SELECT GAME VARIATION
ThisGame.iGameType = ThisGame.iGameType + 1
If ThisGame.iGameType > UBound(arrGameOption) Then
ThisGame.iGameType = LBound(arrGameOption)
End If
ThisGame.sGameName = arrGameOption(ThisGame.iGameType).name
ThisGame.sMessage1 = "ThisGame.iGameType=" + _Trim$(Str$(ThisGame.iGameType))
InitGame ThisGame, arrPlayer(), arrBall()
DrawInstructionsLayer ThisGame
End If
' KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK
' CHECK IF "2" KEY IS PRESSED
' KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK
'If iLastKeyDown = VK_RETURN Then
If iLastKeyDown = VK_2 Then
If ThisGame.iGameMode = cAttractMode Then ' or ThisGame.iGameMode = cGameOver then
' ARE 2 OR MORE PLAYERS READY?
iCount = 0
For iPlayer = 1 To 4
If arrPlayer(iPlayer).IsActive = TRUE Then
iCount = iCount + 1
End If
Next iPlayer
If iCount > 1 Then
ThisGame.iGameMode = cInPlay
' RESET SCORES
For iPlayer = 1 To 4
arrPlayer(iPlayer).Score = 0
Next iPlayer
ThisGame.iScore1 = 0
ThisGame.iScore2 = 0
' UPDATE INSTRUCTIONS
DrawInstructionsLayer ThisGame
' SERVE BALL
ServeBall ThisGame, arrBall(1), arrPlayer(), 0
End If
End If
End If
' KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK
' CHECK IF "3" KEY IS PRESSED
' KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK
If iLastKeyDown = VK_3 Then
If ThisGame.iGameMode = cInPlay Or ThisGame.iGameMode = cPaused Then
ThisGame.iGameMode = cAttractMode
InitGame ThisGame, arrPlayer(), arrBall()
DrawInstructionsLayer ThisGame
Else
' (ignore)
End If
End If
' KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK
' CHECK IF "4" KEY IS PRESSED
' KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK
If iLastKeyDown = VK_4 Then
' TOGGLE SHOW VALUES MODE
If ThisGame.bShowValues = FALSE Then
ThisGame.bShowValues = TRUE
ThisGame.sMessage4 = "bShowValues=TRUE"
Else
ThisGame.bShowValues = FALSE
End If
End If
' KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK
' CHECK IF "5" KEY IS PRESSED
' KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK
If iLastKeyDown = VK_5 Then
' TOGGLE TEST MODE
If ThisGame.bTestMode = FALSE Then
ThisGame.bTestMode = TRUE
Else
ThisGame.bTestMode = FALSE
End If
End If
' KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK
' CHECK IF PAUSE "P" KEY IS PRESSED
' KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK
If iLastKeyDown = VK_P Then
If ThisGame.iGameMode = cInPlay Then
ThisGame.iGameMode = cPaused
DrawInstructionsLayer ThisGame
ElseIf ThisGame.iGameMode = cPaused Then
ThisGame.iGameMode = cInPlay
DrawInstructionsLayer ThisGame
Else
' (ignore)
End If
End If
' KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK
' CHECK IF - (MINUS) KEY IS PRESSED
' KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK
If iLastKeyDown = VK_OEM_MINUS Then
ThisGame.iSpeed = ThisGame.iSpeed - 1
If ThisGame.iSpeed < ThisGame.MinSpeed Then
ThisGame.iSpeed = ThisGame.MinSpeed
Else
ThisGame.bSpeedChanged = TRUE
End If
End If
' KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK
' CHECK IF =/+ KEY IS PRESSED
' KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK
If iLastKeyDown = VK_OEM_PLUS Then
ThisGame.iSpeed = ThisGame.iSpeed + 1
If ThisGame.iSpeed > ThisGame.MaxSpeed Then
ThisGame.iSpeed = ThisGame.MaxSpeed
Else
ThisGame.bSpeedChanged = TRUE
End If
End If
' ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
' END PROCESS KEYBOARD INPUT
' ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Else
' INVALID KEYBOARD INPUT = NOT A NUMBER
iLastKeyDown = 0
sLastKeyDown = Chr$(34) + sValue + Chr$(34) + " IS NOT A NUMBER"
End If
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' END KEY DOWN
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
ElseIf sMessageType = "u:" Then
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' BEGIN KEY UP
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
sValue = Right$(sInput, Len(sInput) - 2)
If IsNumber%(sValue) Then
' KEY WAS RELEASED
iLastKeyUp = Val(sValue)
sLastKeyUp = VirtualKeyCodeToString$(iLastKeyUp)
Else
' INVALID KEYBOARD INPUT = NOT A NUMBER
iLastKeyUp = 0
sLastKeyUp = Chr$(34) + sValue + Chr$(34) + " IS NOT A NUMBER"
End If
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' END KEY UP
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
ElseIf sMessageType = "m:" Then
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' BEGIN MOUSE MOVED
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' SPLIT INPUT INTO VALUES
' cForPlayer cMouseDX cMouseDY cMousePosX cMousePosY cMouseWheel cMouseLeftDown cMouseMiddleDown cMouseRightDown
' {mouse #}\t{dx}\t{dy}\t{pos x}\t{pos y}\t{wheel}\t{leftDown}\t{middleDown}\t{rightDown}\n
sValue = Right$(sInput, Len(sInput) - 2)
split sValue, Chr$(9), arrValue() ' SPLIT OUTPUT INTO PAGES
' PROCESS VALUES
iIndex = -1
iValuePosition = 0
For iLoop1 = LBound(arrValue) To UBound(arrValue)
' TRACK WHAT VALUE # WE'RE ON
iValuePosition = iValuePosition + 1
' GET VALUE
sNextValue = _Trim$(arrValue(iLoop1))
' IS IT A VALID INTEGER?
If IsNumber%(sNextValue) Then
' DETERMINE WHICH VALUE IT IS FROM ORDINAL POSITION IN THE INPUT
' AND WRITE TO APPROPRIATE VARIABLE
Select Case iValuePosition
Case cForPlayer
' THIS VALUE TELLS US WHO IT'S FOR
iIndex = Val(sNextValue)
'DebugLog "MOUSE " + sNextValue + " INPUT, iIndex = " + _Trim$(Str$(iIndex))
If iIndex >= 0 And iIndex < 4 Then
iIndex = iIndex + 1
Else
'DebugLog "SKIPPING THIS MOUSE"
Exit For
End If
'Case cMouseDX:
' ' READ RAW VALUE
' arrPlayer(iIndex).dx = Val(sNextValue)
' 'DebugPrint " DX = " + _Trim$(Str$(arrPlayer(iIndex).dx))
'Case cMouseDY:
' ' READ RAW VALUE
' arrPlayer(iIndex).dy = Val(sNextValue)
' 'DebugPrint " DY = " + _Trim$(Str$(arrPlayer(iIndex).dy))
Case cMousePosX:
' READ RAW VALUE
arrPlayer(iIndex).px = Val(sNextValue)
If arrPlayer(iIndex).px < arrPlayer(iIndex).minX Then
arrPlayer(iIndex).x = arrPlayer(iIndex).minX
ElseIf arrPlayer(iIndex).px > arrPlayer(iIndex).maxX Then
arrPlayer(iIndex).x = arrPlayer(iIndex).maxX
Else
arrPlayer(iIndex).x = arrPlayer(iIndex).px
End If
Case cMousePosY:
' READ RAW VALUE
arrPlayer(iIndex).py = Val(sNextValue)
If arrPlayer(iIndex).py < arrPlayer(iIndex).minY Then
arrPlayer(iIndex).y = arrPlayer(iIndex).minY
ElseIf arrPlayer(iIndex).py > arrPlayer(iIndex).maxY Then
arrPlayer(iIndex).y = arrPlayer(iIndex).maxY
Else
arrPlayer(iIndex).y = arrPlayer(iIndex).py
End If
Case cMouseWheel:
'' READ RAW VALUE
'arrPlayer(iIndex).wheel = Val(sNextValue)
Case cMouseLeftDown:
' READ RAW VALUE
arrPlayer(iIndex).LeftDown = Val(sNextValue)
' DID VALUE CHANGE?
If arrPlayer(iIndex).LeftDown <> arrPlayer(iIndex).LeftDownOld Then
If arrPlayer(iIndex).LeftDown = TRUE Then
'DebugLog "arrPlayer(" + _Trim$(Str$(iIndex)) + ").LeftDown = TRUE"
' CLICKED BUTTON
If ThisGame.iGameMode = cAttractMode Then
'DebugLog "MOUSE " + _Trim$(Str$(iIndex)) + " LEFT CLICKED: arrPlayer(" + _Trim$(Str$(iIndex)) + ").IsActive = TRUE"
If arrPlayer(iIndex).IsAvailable = TRUE Then
arrPlayer(iIndex).IsActive = TRUE
Else
arrPlayer(iIndex).IsActive = FALSE
End If
End If
Else
' RELEASED BUTTON
End If
arrPlayer(iIndex).LeftDownOld = arrPlayer(iIndex).LeftDown
End If
Case cMouseMiddleDown:
' READ RAW VALUE
arrPlayer(iIndex).MiddleDown = Val(sNextValue)
' DID VALUE CHANGE?
If arrPlayer(iIndex).MiddleDown <> arrPlayer(iIndex).MiddleDownOld Then
If arrPlayer(iIndex).MiddleDown = TRUE Then
' CLICKED BUTTON
Else
' RELEASED BUTTON
End If
arrPlayer(iIndex).MiddleDownOld = arrPlayer(iIndex).MiddleDown
End If
Case cMouseRightDown:
' READ RAW VALUE
arrPlayer(iIndex).RightDown = Val(sNextValue)
' DID VALUE CHANGE?
If arrPlayer(iIndex).RightDown <> arrPlayer(iIndex).RightDownOld Then
If arrPlayer(iIndex).RightDown = TRUE Then
' CLICKED BUTTON
If ThisGame.iGameMode = cAttractMode Then
'DebugLog "MOUSE " + _Trim$(Str$(iIndex)) + " RIGHT CLICKED: arrPlayer(" + _Trim$(Str$(iIndex)) + ").IsActive = FALSE"
arrPlayer(iIndex).IsActive = FALSE
End If
Else
' RELEASED BUTTON
End If
arrPlayer(iIndex).RightDownOld = arrPlayer(iIndex).RightDown
End If
Case Else:
' Unknown
End Select
Else
' (VALUE ISN'T A NUMBER)
' (DO NOTHING)
'DebugPrint " " + _
' "Value " + _
' chr$(34) + sNextValue + chr$(34) + " " + _
' "at position " + _
' _Trim$(Str$(iLoop1)) + " " + _
' "(" + MouseDataPositionToString(iLoop1) + ") " + _
' "is not a number."
End If
Next iLoop1
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' END MOUSE MOVED
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
ElseIf sMessageType = "e:" Then
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' BEGIN INPUT ERROR
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
sValue = Right$(sInput, Len(sInput) - 2)
'DebugLog "Received error message from subprogram: " + sValue
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' END INPUT ERROR
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
Else
'DebugLog "Message type from subprogram not recognized: " + sInput
End If
Next iLoop2
Else
' RETRIEVED DATA IS EMPTY
' (JUST IGNORE FOR NOW)
' DebugPrint " DATA IS EMPTY"
' TODO:
' WE SHOULD QUIT IF NO DATA IS RETRIEVED IN A CERTAIN THRESHOLD OF TIME...
End If
Else
' ERROR RETRIEVING DATA...
'DebugLog "ERROR RETRIEVING DATA FROM CONNECTION: " + m_sError
ErrorClear
' (OUTPUT ERROR TO LOG HERE)
'color cLtRed, cBlack
'PrintString1 1, 1, "Error opening file " + chr$(34) + arrFile(iIndex, cFileName) + chr$(34)
'PrintString1 1, 1, m_sError
' TODO:
' WE SHOULD QUIT HERE, AND RESTART THE CLIENT...
End If
' ================================================================================================================================================================
' END PROCESS INPUT FROM SUBPROGRAM
' ================================================================================================================================================================
' ================================================================================================================================================================
' BEGIN GAME LOGIC
' ================================================================================================================================================================
' *** THIS PART NEEDS WORK - THE MATH OF THE BALL ANGLES SEEMS WRONG ***
If ThisGame.iGameMode = cInPlay Then
'' LOOK AHEAD
'arrBall(1).nextX = arrBall(1).x + arrBall(1).dx
'arrBall(1).nextY = arrBall(1).y + arrBall(1).dy
'(test first for look ahead)
' MOVE BALL HORIZONTALLY
arrBall(1).x = arrBall(1).x + arrBall(1).dx
If arrBall(1).x > arrBall(1).maxX Then
' ****************************************************************************************************************************************************************
' TEAM 1 SCORES
' ****************************************************************************************************************************************************************
ScoreSound1
_Delay 2 ' WAIT A COUPLE SECONDS
ThisGame.iScore1 = ThisGame.iScore1 + 1 ' AWARD THEM A POINT
' IF THEY WON THEN END GAME
If ThisGame.iScore1 >= ThisGame.iScoreToWin Then
ThisGame.iGameMode = cAttractMode
'EXIT DO
Else
' The person who misses the ball always receives the next serve
ServeBall ThisGame, arrBall(1), arrPlayer(), 2
End If
ElseIf arrBall(1).x < arrBall(1).minX Then
' ****************************************************************************************************************************************************************
' TEAM 2 SCORES
' ****************************************************************************************************************************************************************
ScoreSound1
_Delay 2 ' WAIT A COUPLE SECONDS
ThisGame.iScore2 = ThisGame.iScore2 + 1 ' AWARD THEM A POINT
' IF THEY WON THEN END GAME
If ThisGame.iScore2 >= ThisGame.iScoreToWin Then
ThisGame.iGameMode = cAttractMode
'EXIT DO
Else
' The person who misses the ball always receives the next serve
ServeBall ThisGame, arrBall(1), arrPlayer(), 1
End If
ElseIf (arrBall(1).x < arrPlayer(1).x) And (arrPlayer(1).IsActive = TRUE) And (ThisGame.bTestMode = TRUE) Then
' ****************************************************************************************************************************************************************
' TEST MODE BOUNCE BACK FOR PADDLE #1
' ****************************************************************************************************************************************************************
BounceBack ThisGame, arrBall(1), arrPlayer(1), cLeftDir
ElseIf (arrBall(1).x > arrPlayer(2).x) And (arrPlayer(2).IsActive = TRUE) And (ThisGame.bTestMode = TRUE) Then
' ****************************************************************************************************************************************************************
' TEST MODE BOUNCE BACK FOR PADDLE #2
' ****************************************************************************************************************************************************************
BounceBack ThisGame, arrBall(1), arrPlayer(2), cRightDir
ElseIf (arrBall(1).x < arrPlayer(3).x) And (arrPlayer(3).IsActive = TRUE) And (ThisGame.bTestMode = TRUE) Then
' ****************************************************************************************************************************************************************
' TEST MODE BOUNCE BACK FOR PADDLE #3
' ****************************************************************************************************************************************************************
BounceBack ThisGame, arrBall(1), arrPlayer(3), cLeftDir
ElseIf (arrBall(1).x > arrPlayer(4).x) And (arrPlayer(4).IsActive = TRUE) And (ThisGame.bTestMode = TRUE) Then
' ****************************************************************************************************************************************************************
' TEST MODE BOUNCE BACK FOR PADDLE #4
' ****************************************************************************************************************************************************************
BounceBack ThisGame, arrBall(1), arrPlayer(4), cRightDir
ELSEIF ( (arrBall(1).x >= arrPlayer(1).x) AND (arrBall(1).x < (arrPlayer(1).x + arrPlayer(1).width)) ) AND _
( (arrBall(1).y >= arrPlayer(1).y) AND (arrBall(1).y <= (arrPlayer(1).y + arrPlayer(1).height)) ) AND _
(arrPlayer(1).IsActive = true) then
' ****************************************************************************************************************************************************************
' BALL HIT PADDLE #1
' ****************************************************************************************************************************************************************
BallHitPaddle ThisGame, arrBall(1), arrPlayer(1), arrZone()
ELSEIF ( (arrBall(1).x >= arrPlayer(2).x) AND (arrBall(1).x < (arrPlayer(2).x + arrPlayer(2).width)) ) AND _
( (arrBall(1).y >= arrPlayer(2).y) AND (arrBall(1).y <= (arrPlayer(2).y + arrPlayer(2).height)) ) AND _
(arrPlayer(2).IsActive = true) then
' ****************************************************************************************************************************************************************
' BALL HIT PADDLE #2
' ****************************************************************************************************************************************************************
BallHitPaddle ThisGame, arrBall(1), arrPlayer(2), arrZone()
ELSEIF ( (arrBall(1).x >= arrPlayer(3).x) AND (arrBall(1).x < (arrPlayer(3).x + arrPlayer(3).width)) ) AND _
( (arrBall(1).y >= arrPlayer(3).y) AND (arrBall(1).y <= (arrPlayer(3).y + arrPlayer(3).height)) ) AND _
(arrPlayer(3).IsActive = true) then
' ****************************************************************************************************************************************************************
' BALL HIT PADDLE #3
' ****************************************************************************************************************************************************************
BallHitPaddle ThisGame, arrBall(1), arrPlayer(3), arrZone()
ELSEIF ( (arrBall(1).x >= arrPlayer(4).x) AND (arrBall(1).x < (arrPlayer(4).x + arrPlayer(4).width)) ) AND _
( (arrBall(1).y >= arrPlayer(4).y) AND (arrBall(1).y <= (arrPlayer(4).y + arrPlayer(4).height)) ) AND _
(arrPlayer(4).IsActive = true) then
' ****************************************************************************************************************************************************************
' BALL HIT PADDLE #4
' ****************************************************************************************************************************************************************
BallHitPaddle ThisGame, arrBall(1), arrPlayer(4), arrZone()
Else
' COUNT VOLLEY IF BALL CROSSES CENTER LINE
' IS BALL TRAVELING IN THE RIGHT DIRECTION?
If ((ThisGame.iVolleyDir < 0) And (arrBall(1).dx < 0)) Or ((ThisGame.iVolleyDir > 0) And (arrBall(1).dx > 0)) Then
If arrBall(1).dx < 0 Then
' MOVING TO THE LEFT
If arrBall(1).x < (m_iScreenWidth / 2) Then
' INCREASE VOLLEY #
ThisGame.iVolleyNum = ThisGame.iVolleyNum + 1
' NOW WAIT FOR BALL TO CROSS IN OTHER DIRECTION
ThisGame.iVolleyDir = 0 - ThisGame.iVolleyDir
If ThisGame.iVolleyNum >= ThisGame.iIncreaseSpeedAtVolley Then
' SPEED UP
ThisGame.iSpeed = ThisGame.iSpeed + 1
ThisGame.bSpeedChanged = TRUE
' PAST MAX SPEED?
If ThisGame.iSpeed > ThisGame.MaxSpeed Then
ThisGame.iSpeed = ThisGame.MinSpeed
End If
' GET VOLLEY # FOR NEXT SPEED INCREASE
ThisGame.iIncreaseSpeedAtVolley = ThisGame.iVolleyNum + ThisGame.iIncreaseSpeedEvery
End If
End If
ElseIf arrBall(1).dx > 0 Then
' MOVING TO THE RIGHT
If arrBall(1).x > (m_iScreenWidth / 2) Then
' INCREASE VOLLEY #
ThisGame.iVolleyNum = ThisGame.iVolleyNum + 1
' NOW WAIT FOR BALL TO CROSS IN OTHER DIRECTION
ThisGame.iVolleyDir = 0 - ThisGame.iVolleyDir
If ThisGame.iVolleyNum >= ThisGame.iIncreaseSpeedAtVolley Then
' SPEED UP
ThisGame.iSpeed = ThisGame.iSpeed + 1
ThisGame.bSpeedChanged = TRUE
' PAST MAX SPEED?
If ThisGame.iSpeed > ThisGame.MaxSpeed Then
ThisGame.iSpeed = ThisGame.MinSpeed
End If
' GET VOLLEY # FOR NEXT SPEED INCREASE
ThisGame.iIncreaseSpeedAtVolley = ThisGame.iVolleyNum + ThisGame.iIncreaseSpeedEvery
End If
End If
End If
End If
End If
' MOVE BALL VERTICALLY
arrBall(1).y = arrBall(1).y + arrBall(1).dy
If arrBall(1).y < arrBall(1).minY Then
arrBall(1).y = arrBall(1).minY
arrBall(1).dy = 0 - arrBall(1).dy
WallSound1
ElseIf arrBall(1).y > arrBall(1).maxY Then
arrBall(1).y = arrBall(1).maxY
arrBall(1).dy = 0 - arrBall(1).dy
WallSound2
End If
' SHOW IN-GAME VALUES
If ThisGame.bShowValues = TRUE Then
' SHOW BALL SPEED
ThisGame.sMessage2 = "BALL: DX=" + cstr$(arrBall(1).dx) + " DY=" + cstr$(arrBall(1).dy)
' SHOW VOLLEY # NEXT SPEED INCREASE AT
ThisGame.sMessage3 = "INCREASE AT: " + cstr$(ThisGame.iIncreaseSpeedAtVolley)
End If
' DID GAME END?
If ThisGame.iGameMode = cAttractMode Then
' DEACTIVATE PLAYERS
For iPlayer = 1 To 4
arrPlayer(iPlayer).IsActive = FALSE
Next iPlayer
' UPDATE INSTRUCTIONS
DrawInstructionsLayer ThisGame
End If
End If
' ================================================================================================================================================================
' END GAME LOGIC
' ================================================================================================================================================================
' ================================================================================================================================================================
' BEGIN UPDATE DISPLAY
' ================================================================================================================================================================
' DRAW THE SCORE LAYER
DrawScoreLayer ThisGame
' DRAW THE OBJECTS LAYER
DrawObjectsLayer ThisGame, arrPlayer(), arrBall()
' COPY LAYERS TO SCREEN AND UPDATE DISPLAY
RenderScreen ThisGame
' ================================================================================================================================================================
' END UPDATE DISPLAY
' ================================================================================================================================================================
' ================================================================================================================================================================
' QUIT ONCE PLAYER PRESSES ESC KEY
' ================================================================================================================================================================
If iLastKeyDown = VK_ESCAPE Then
'DebugLog "USER HIT ESCAPE, DELETING TRIGGER FILE"
DeleteFile m_sTriggerFile
End If
' ================================================================================================================================================================
' QUIT IF TRIGGER FILE IS GONE
' ================================================================================================================================================================
If _FileExists(m_sTriggerFile) = FALSE Then
'DebugLog "_FileExists(" + chr$(34) + m_sTriggerFile + chr$(34) + ") = FALSE, exiting"
Exit Do
End If
' SET GAME SPEED IN FPS
'_Limit 60 ' run 60 fps
Loop While _Connected(lngConn)
' RETURN TO AUTODISPLAY
_AutoDisplay
' XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
' END MAIN LOOP
' XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
'DebugLog "EXITED MAIN LOOP"
End If
If Len(m_sError) > 0 Then
_AutoDisplay
'DebugLog "ERROR: " + m_sError
Screen 0
Print m_sError
Input "PRESS ENTER TO CONTINUE TEST"; in$
End If
End Sub ' main
' /////////////////////////////////////////////////////////////////////////////
' COPY LAYERS TO SCREEN AND UPDATE DISPLAY
Sub RenderScreen (ThisGame As GameType)
' CLEAR THE SCREEN
_Dest 0: Cls , cEmpty
' Add the background
_PutImage , ThisGame.imgBackground, 0
' Add the walls
_PutImage , ThisGame.imgWalls, 0
' Add the instructions
_PutImage , ThisGame.imgText, 0
' Add the score
_PutImage , ThisGame.imgScore, 0
' Add the players
_PutImage , ThisGame.imgPlayers, 0
' update screen with changes
_Display
End Sub ' RenderScreen
' /////////////////////////////////////////////////////////////////////////////
' DRAW THE INSTRUCTIONS LAYER
' TEXT SCREEN AT 1024 x 768 = 128 x 48 (m_iTextCols x m_iTextRows)
' DrawInstructionsLayer ThisGame
Sub DrawInstructionsLayer (ThisGame As GameType)
Dim sMessage As String
Dim iCol As Integer
_Dest ThisGame.imgText: Cls , cEmpty
Select Case ThisGame.sGameName
Case "Pong Doubles", "Pong Volleyball":
Select Case ThisGame.iGameMode
Case cAttractMode:
' ROW 1: PLUG MOUSE / TITLE
Color cWhite, cEmpty
sMessage = "MULTI-MOUSE PONG BY SOFTINTHEHEADWARE"
iCol = (m_iTextCols / 2) - (Len(sMessage) / 2)
Locate 2, iCol: Print sMessage; ' CENTERED TEXT
Color cYellow, cEmpty
sMessage = "PLUG IN A USB MOUSE FOR EACH PLAYER"
iCol = (m_iTextCols / 2) - (Len(sMessage) / 2)
Locate 3, iCol: Print sMessage; ' CENTERED TEXT
' ROW 2: SCORE
' ROW 47: CLICK MOUSE
Color cYellow, cEmpty
sMessage = "EACH PLAYER: CLICK MOUSE TO JOIN GAME, RIGHT-CLICK TO LEAVE"
Locate 47, ((m_iTextCols / 2) - (Len(sMessage) / 2)): Print sMessage; ' CENTERED TEXT
'Locate 47, 64 - (Len(sMessage) / 2): Print sMessage;
' ROW 48: GAME OPTIONS
Color cWhite, cEmpty
sMessage = "[1] SELECT GAME"
iCol = (((m_iTextCols / 3) / 2) - (Len(sMessage) / 2))
Locate 48, iCol: Print sMessage;
Color cCyan, cEmpty
Locate 48, iCol + Len(sMessage) + 2: Print ThisGame.sGameName;
Color cWhite, cEmpty
sMessage = "[2] START GAME"
Locate 48, ((m_iTextCols / 2) - (Len(sMessage) / 2)): Print sMessage ' MIDDLE THIRD
sMessage = "[ESC] EXIT"
Locate 48, (m_iTextCols - ((m_iTextCols / 3) / 2)) - (Len(sMessage) / 2): Print sMessage; ' RIGHT THIRD
Case cInPlay:
' PRINT TITLE ROW 1
Color cWhite, cEmpty
sMessage = "MULTI-MOUSE PONG BY SOFTINTHEHEADWARE"
iCol = (m_iTextCols / 2) - (Len(sMessage) / 2)
Locate 1, iCol: Print sMessage; ' CENTERED TEXT
'Locate 1, 64 - (Len(sMessage) / 2): Print sMessage; ' CENTER
' SHOW MORE INSTRUCTIONS ROW 47
Color cWhite, cEmpty
sMessage = "AVOID MISSING BALL FOR HIGH SCORE"
Locate 46, 64 - (Len(sMessage) / 2): Print sMessage; ' CENTER
' ROW 48: GAME OPTIONS
Color cWhite, cEmpty
'sMessage = "[2] START GAME"
sMessage = "[3] CANCEL GAME"
iCol = (((m_iTextCols / 3) / 2) - (Len(sMessage) / 2))
Locate 48, iCol: Print sMessage;
Color cCyan, cEmpty
Locate 48, iCol + Len(sMessage) + 2: Print ThisGame.sGameName;
sMessage = "[ESC] EXIT"
Locate 48, (m_iTextCols - ((m_iTextCols / 3) / 2)) - (Len(sMessage) / 2): Print sMessage; ' RIGHT THIRD
Case cPaused:
' PRINT TITLE ROW 1
Color cWhite, cEmpty
sMessage = "MULTI-MOUSE PONG BY SOFTINTHEHEADWARE"
iCol = (m_iTextCols / 2) - (Len(sMessage) / 2)
Locate 1, iCol: Print sMessage; ' CENTERED TEXT
'Locate 1, 64 - (Len(sMessage) / 2): Print sMessage;
' SHOW MORE INSTRUCTIONS ROW 47
Color cWhite, cEmpty
sMessage = "PAUSED - PRESS " + Chr$(34) + "P" + Chr$(34) + " TO CONTINUE"
Locate 47, 64 - (Len(sMessage) / 2): Print sMessage;
' ROW 48: GAME OPTIONS
Color cWhite, cEmpty
'sMessage = "[2] START GAME"
'sMessage = " PLAYING GAME"
sMessage = "[P] RESUME GAME"
iCol = (((m_iTextCols / 3) / 2) - (Len(sMessage) / 2))
Locate 48, iCol: Print sMessage;
Color cCyan, cEmpty
Locate 48, iCol + Len(sMessage) + 2: Print ThisGame.sGameName;
sMessage = "[ESC] EXIT"
Locate 48, (m_iTextCols - ((m_iTextCols / 3) / 2)) - (Len(sMessage) / 2): Print sMessage; ' RIGHT THIRD
End Select
End Select
End Sub ' DrawInstructionsLayer
' /////////////////////////////////////////////////////////////////////////////
' DRAW THE SCORE LAYER
' TEXT SCREEN AT 1024 x 768 = 128 x 48 (m_iTextCols x m_iTextRows)
' DrawScoreLayer ThisGame
Sub DrawScoreLayer (ThisGame As GameType)
Dim sMessage As String
Dim iCol As Integer
_Dest ThisGame.imgScore: Cls , cEmpty
Select Case ThisGame.sGameName
Case "Pong Doubles", "Pong Volleyball":
' PRINT SCORES
If ThisGame.iScore1 < ThisGame.iScoreToWin Then
Color cCyan, cEmpty
Else
Color ThisGame.ulngScreenColor, cCyan
End If
Locate ThisGame.iTeam1ScoreRow, ThisGame.iTeam1ScoreColumn: Print _Trim$(Str$(ThisGame.iScore1));
If ThisGame.iScore2 < ThisGame.iScoreToWin Then
Color cCyan, cEmpty
Else
Color ThisGame.ulngScreenColor, cCyan
End If
Locate ThisGame.iTeam2ScoreRow, ThisGame.iTeam2ScoreColumn: Print _Trim$(Str$(ThisGame.iScore2));
' PRINT OTHER INFO
If ThisGame.iGameMode = cInPlay Or ThisGame.iGameMode = cPaused Then
Color cWhite, cEmpty
Locate 46, 32: Print "SPEED: " + cstr$(ThisGame.iSpeed); ' SHOW SPEED
Locate 46, 96: Print "VOLLEY: " + cstr$(ThisGame.iVolleyNum); ' SHOW VOLLEY #
End If
Case Else:
' FOR INDIVIDUAL COMPETITION GAMES:
'for iPlayer = 1 to 4
' if arrPlayer(iPlayer).IsActive = true then
' IF arrPlayer(iPlayer).score < ThisGame.iScoreToWin THEN
' color arrPlayer(iPlayer).color, cEmpty
' else
' color ThisGame.ulngScreenColor, arrPlayer(iPlayer).color
' end if
' LOCATE arrPlayer(iPlayer).nameRow, arrPlayer(iPlayer).nameCol: PRINT arrPlayer(iPlayer).ID + ": ";
' LOCATE arrPlayer(iPlayer).scoreRow, arrPlayer(iPlayer).scoreCol: PRINT _Trim$(Str$(arrPlayer(1).score));
' end if
'next iPlayer
End Select
' SHOW TEST VALUES?
If ThisGame.bShowValues = TRUE Then
Color cHotPink, cEmpty
Locate 47, 1: Print ThisGame.sMessage1;
Locate 47, 32: Print ThisGame.sMessage2;
Locate 47, 64: Print ThisGame.sMessage3;
Locate 47, 96: Print ThisGame.sMessage4;
End If
' INDICATE IF WE'RE IN TEST MODE
If ThisGame.bTestMode = TRUE Then
Color cHotPink, cEmpty
Locate 47, 120: Print "TEST MODE";
End If
End Sub ' DrawScoreLayer
' /////////////////////////////////////////////////////////////////////////////
' DRAW THE OBJECTS LAYER
' DrawObjectsLayer ThisGame, arrPlayer(), arrBall()
Sub DrawObjectsLayer (ThisGame As GameType, arrPlayer() As PlayerType, arrBall() As BallType)
Dim iPlayer As Integer
Dim iBall As Integer
_Dest ThisGame.imgPlayers: Cls , cEmpty
Select Case ThisGame.sGameName
Case "Pong Doubles", "Pong Volleyball":
For iPlayer = 1 To 4
If arrPlayer(iPlayer).IsActive = TRUE Then
DrawRectSolid arrPlayer(iPlayer).x, arrPlayer(iPlayer).y, arrPlayer(iPlayer).width, arrPlayer(iPlayer).height, arrPlayer(iPlayer).color
End If
Next iPlayer
For iBall = 1 To 1
If ThisGame.iGameMode = cInPlay Or ThisGame.iGameMode = cPaused Then
DrawBoxSolid arrBall(iBall).x, arrBall(iBall).y, arrBall(iBall).size, arrBall(iBall).color
End If
Next iBall
End Select
End Sub ' DrawObjectsLayer' /////////////////////////////////////////////////////////////////////////////
' arrInitPlayer({iNumPlayers}, [iPlayer}) as InitPlayerType
' NOTE: scoreCol, scoreRow, nameCol, nameRow are for future use
' such as games where players compete individually,
' currently all game options use team play
Sub InitGame (ThisGame As GameType, arrPlayer() As PlayerType, arrBall() As BallType)
Dim arrInitPlayer(1 To 4) As InitPlayerType ' (# players): for now support upto 4 players, later we'll add 8 or 16
Dim iNumPlayers As Integer
Dim iPlayer As Integer
Dim iNextX As Integer
Dim iNextY As Integer
' ENABLE/DISABLE DEBUGGING
'ThisGame.bTestMode = FALSE
'ThisGame.bShowValues = FALSE
'ThisGame.sMessage1 = ""
'ThisGame.sMessage2 = ""
'ThisGame.sMessage3 = ""
'ThisGame.sMessage4 = ""
' ================================================================================================================================================================
' SETUP COMMON TO ALL GAMES
' ================================================================================================================================================================
' PROGRAM STATUS
ThisGame.iGameMode = cAttractMode ' cAttractMode=wait for player input to change options or start game; cInPlay=game in session; cPaused=game paused, wait for P key or escape
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' INIT LAYERS
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
_Dest 0: Cls , cEmpty
If ThisGame.imgBackground = -1 Or ThisGame.imgBackground = 0 Then
ThisGame.imgBackground = _NewImage(m_iScreenWidth, m_iScreenHeight, 32)
End If
If ThisGame.imgWalls = -1 Or ThisGame.imgWalls = 0 Then
ThisGame.imgWalls = _NewImage(m_iScreenWidth, m_iScreenHeight, 32)
End If
If ThisGame.imgText = -1 Or ThisGame.imgText = 0 Then
ThisGame.imgText = _NewImage(m_iScreenWidth, m_iScreenHeight, 32)
End If
If ThisGame.imgPlayers = -1 Or ThisGame.imgPlayers = 0 Then
ThisGame.imgPlayers = _NewImage(m_iScreenWidth, m_iScreenHeight, 32)
_Dest ThisGame.imgPlayers: Cls , cEmpty
End If
If ThisGame.imgScore = -1 Or ThisGame.imgScore = 0 Then
ThisGame.imgScore = _NewImage(m_iScreenWidth, m_iScreenHeight, 32)
_Dest ThisGame.imgScore: Cls , cEmpty
End If
'If imgScreen& < -1 Or imgScreen& > 0 Then
' _FreeImage imgScreen&
'End If
'' update screen with changes
'_Display
' ================================================================================================================================================================
' SPECIFIC GAME SETUP
' ================================================================================================================================================================
Select Case ThisGame.sGameName
Case "Pong Doubles":
' COLORS
ThisGame.ulngScreenColor = cBlack
ThisGame.ulngWallColor = cWhite
' FOR PLACING TEXT ON SCREEN: currently 1024 x 768 = 128 columns x 48 rows of text
ThisGame.iTeam1ScoreColumn = 32
ThisGame.iTeam2ScoreColumn = 96
ThisGame.iTeam1ScoreRow = 2
ThisGame.iTeam2ScoreRow = 2
' GAME PARAMETERS
ThisGame.iScoreToWin = 11
ThisGame.MinSpeed = 1
ThisGame.MaxSpeed = 32
ThisGame.iIncreaseSpeedEvery = 4 ' # times ball crosses net before increasing speed (add +1 to speed)
' GAME VARIABLES
ThisGame.iScore1 = 0
ThisGame.iScore2 = 0
ThisGame.iVolleyNum = 0
ThisGame.iSpeed = ThisGame.MinSpeed
ThisGame.bSpeedChanged = TRUE
ThisGame.iIncreaseSpeedAtVolley = ThisGame.iIncreaseSpeedEvery ' next iVolleyNum to increase speed at
ThisGame.iVolleyDir = 0 ' (set at serveball)
'ThisGame.iWhoLastHitBall = 0 ' FOR MULTIPLAYER NON-TEAM SCORING:
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' DRAW THE BACKGROUND LAYER
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
_Dest ThisGame.imgBackground: Cls , ThisGame.ulngScreenColor
' DRAW THE NET
For iNextY = 44 To (m_iScreenHeight - 48) Step 20
Line ((m_iScreenWidth / 2) - 2, iNextY)-((m_iScreenWidth / 2) + 2, iNextY + 10), ThisGame.ulngWallColor, BF
Next iNextY
'LINE (0, 0)-(iScreenWidth, iScreenHeight), ulngScreenColor, BF ' Draw a solid box
' DRAW LINE BETWEEN PLAYERS
For iNextX = 7 To m_iScreenWidth Step 20
Line (iNextX, (m_iScreenHeight / 2) - 2)-(iNextX + 10, (m_iScreenHeight / 2) + 2), ThisGame.ulngWallColor, BF
Next iNextX
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' DRAW THE WALLS LAYER
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
_Dest ThisGame.imgWalls: Cls , cEmpty
' DRAW WALLS AROUND EDGES
For iNextX = 7 To m_iScreenWidth Step 20
Line (iNextX, 40)-(iNextX + 10, 44), ThisGame.ulngWallColor, BF
Line (iNextX, m_iScreenHeight - 50)-(iNextX + 10, m_iScreenHeight - 54), ThisGame.ulngWallColor, BF
Next iNextX
'DrawRectSolid (iX As Integer, iY As Integer, iSizeW As Integer, iSizeH As Integer, fgColor As _Unsigned Long)
'DrawBoxSolid (iX As Integer, iY As Integer, iSize As Integer, fgColor As _Unsigned Long)
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' PLAYER 1 (TEAM #1 ON LEFT) SETTINGS
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
iPlayer = 1
arrInitPlayer(iPlayer).ID = "Player" + _Trim$(Str$(iPlayer))
arrInitPlayer(iPlayer).IsAvailable = TRUE
arrInitPlayer(iPlayer).TeamNumber = 1
arrInitPlayer(iPlayer).color = cRed
arrInitPlayer(iPlayer).x = 64 ' LEFT SIDE OF SCREEN
arrInitPlayer(iPlayer).y = m_iScreenHeight / 4 ' MIDDLE OF TOP HALF OF SCREEN
arrInitPlayer(iPlayer).width = 16
arrInitPlayer(iPlayer).height = 64
arrInitPlayer(iPlayer).minX = arrInitPlayer(1).x
arrInitPlayer(iPlayer).maxX = arrInitPlayer(1).x
arrInitPlayer(iPlayer).minY = 45 ' TOP OF SCREEN
arrInitPlayer(iPlayer).maxY = (m_iScreenHeight / 2) - arrInitPlayer(iPlayer).height ' MIDDLE OF SCREEN
arrInitPlayer(iPlayer).UpKey = VK_A
arrInitPlayer(iPlayer).DownKey = VK_Z
'arrPlayer(iPlayer).scoreCol = 32
'arrPlayer(iPlayer).scoreRow = 2
'arrPlayer(iPlayer).nameCol = arrPlayer(1).scoreCol - 8
'arrPlayer(iPlayer).nameRow = arrPlayer(1).scoreRow
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' PLAYER 2 (TEAM #2 ON RIGHT) SETTINGS
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
iPlayer = 2
arrInitPlayer(iPlayer).ID = "Player" + _Trim$(Str$(iPlayer))
arrInitPlayer(iPlayer).IsAvailable = TRUE
arrInitPlayer(iPlayer).TeamNumber = 2
arrInitPlayer(iPlayer).color = cBlue
arrInitPlayer(iPlayer).x = m_iScreenWidth - 64 ' RIGHT SIDE OF SCREEN
arrInitPlayer(iPlayer).y = m_iScreenHeight / 4 ' MIDDLE OF TOP HALF OF SCREEN
arrInitPlayer(iPlayer).width = 16
arrInitPlayer(iPlayer).height = 64
arrInitPlayer(iPlayer).minX = arrInitPlayer(iPlayer).x
arrInitPlayer(iPlayer).maxX = arrInitPlayer(iPlayer).x
arrInitPlayer(iPlayer).minY = 45 ' TOP OF SCREEN
arrInitPlayer(iPlayer).maxY = (m_iScreenHeight / 2) - arrInitPlayer(iPlayer).height ' MIDDLE OF SCREEN
arrInitPlayer(iPlayer).UpKey = VK_UP
arrInitPlayer(iPlayer).DownKey = VK_DOWN
'arrPlayer(iPlayer).scoreCol = 54 '96
'arrPlayer(iPlayer).scoreRow = 2
'arrPlayer(iPlayer).nameCol = arrPlayer(iPlayer).scoreCol - 8
'arrPlayer(iPlayer).nameRow = arrPlayer(iPlayer).scoreRow
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' PLAYER 3 (TEAM #1 ON LEFT) SETTINGS
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
iPlayer = 3
arrInitPlayer(iPlayer).ID = "Player" + _Trim$(Str$(iPlayer))
arrInitPlayer(iPlayer).IsAvailable = TRUE
arrInitPlayer(iPlayer).TeamNumber = 1
arrInitPlayer(iPlayer).color = cYellow
arrInitPlayer(iPlayer).x = 64 ' LEFT SIDE OF SCREEN
arrInitPlayer(iPlayer).y = m_iScreenHeight - (m_iScreenHeight / 4) ' MIDDLE OF BOTTOM HALF OF SCREEN
arrInitPlayer(iPlayer).width = 16
arrInitPlayer(iPlayer).height = 64
arrInitPlayer(iPlayer).minX = arrInitPlayer(iPlayer).x
arrInitPlayer(iPlayer).maxX = arrInitPlayer(iPlayer).x
arrInitPlayer(iPlayer).minY = (m_iScreenHeight / 2) + 1 ' MIDDLE OF SCREEN +1px
arrInitPlayer(iPlayer).maxY = m_iScreenHeight - (54 + arrInitPlayer(iPlayer).height + 1)
arrInitPlayer(iPlayer).UpKey = VK_I
arrInitPlayer(iPlayer).DownKey = VK_K
'arrPlayer(iPlayer).scoreCol = 76 '32
'arrPlayer(iPlayer).scoreRow = 2
'arrPlayer(iPlayer).nameCol = arrPlayer(iPlayer).scoreCol - 8
'arrPlayer(iPlayer).nameRow = arrPlayer(iPlayer).scoreRow
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' PLAYER 4 (TEAM #2 ON RIGHT) SETTINGS
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
iPlayer = 4
arrInitPlayer(iPlayer).ID = "Player" + _Trim$(Str$(iPlayer))
arrInitPlayer(iPlayer).IsAvailable = TRUE
arrInitPlayer(iPlayer).TeamNumber = 2
arrInitPlayer(iPlayer).color = cLime
arrInitPlayer(iPlayer).x = m_iScreenWidth - 64 ' RIGHT SIDE OF SCREEN
arrInitPlayer(iPlayer).y = m_iScreenHeight - (m_iScreenHeight / 4) ' MIDDLE OF BOTTOM HALF OF SCREEN
arrInitPlayer(iPlayer).width = 16
arrInitPlayer(iPlayer).height = 64
arrInitPlayer(iPlayer).minX = arrInitPlayer(iPlayer).x
arrInitPlayer(iPlayer).maxX = arrInitPlayer(iPlayer).x
arrInitPlayer(iPlayer).minY = (m_iScreenHeight / 2) + 1 ' MIDDLE OF SCREEN +1px
arrInitPlayer(iPlayer).maxY = m_iScreenHeight - (54 + arrInitPlayer(iPlayer).height + 1) ' BOTTOM OF SCREEN
arrInitPlayer(iPlayer).UpKey = VK_SUBTRACT ' numeric keypad -
arrInitPlayer(iPlayer).DownKey = VK_ADD ' numeric keypad +
'arrPlayer(iPlayer).scoreCol = 98 '96
'arrPlayer(iPlayer).scoreRow = 2
'arrPlayer(iPlayer).nameCol = arrPlayer(iPlayer).scoreCol - 8
'arrPlayer(iPlayer).nameRow = arrPlayer(iPlayer).scoreRow
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' INITIALIZE BALL
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
arrBall(1).size = 8
arrBall(1).color = cCyan
arrBall(1).x = 0
arrBall(1).y = 0
'arrBall(1).nextX = 0
'arrBall(1).nextY = 0
arrBall(1).dx = 0
arrBall(1).dy = 0
arrBall(1).minX = 1
arrBall(1).maxX = m_iScreenWidth
arrBall(1).minY = 45
arrBall(1).maxY = m_iScreenHeight - (54 + arrBall(1).size + 1)
' ================================================================================================================================================================
Case "Pong Volleyball":
' COLORS
ThisGame.ulngScreenColor = cBlack
ThisGame.ulngWallColor = cWhite
' FOR PLACING TEXT ON SCREEN: currently 1024 x 768 = 128 columns x 48 rows of text
ThisGame.iTeam1ScoreColumn = 32
ThisGame.iTeam2ScoreColumn = 96
ThisGame.iTeam1ScoreRow = 2
ThisGame.iTeam2ScoreRow = 2
' GAME PARAMETERS
ThisGame.iScoreToWin = 11
ThisGame.MinSpeed = 1
ThisGame.MaxSpeed = 32
ThisGame.iIncreaseSpeedEvery = 4 ' # times ball crosses net before increasing speed (add +1 to speed)
' GAME VARIABLES
ThisGame.iScore1 = 0
ThisGame.iScore2 = 0
ThisGame.iVolleyNum = 0
ThisGame.iSpeed = ThisGame.MinSpeed
ThisGame.bSpeedChanged = TRUE
ThisGame.iIncreaseSpeedAtVolley = ThisGame.iIncreaseSpeedEvery ' next iVolleyNum to increase speed at
ThisGame.iVolleyDir = 0 ' (set at serveball)
'ThisGame.iWhoLastHitBall = 0 ' FOR MULTIPLAYER NON-TEAM SCORING:
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' DRAW THE BACKGROUND LAYER
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
_Dest ThisGame.imgBackground: Cls , ThisGame.ulngScreenColor
' DRAW THE NET
For iNextY = 44 To (m_iScreenHeight - 48) Step 20
Line ((m_iScreenWidth / 2) - 2, iNextY)-((m_iScreenWidth / 2) + 2, iNextY + 10), ThisGame.ulngWallColor, BF
Next iNextY
'LINE (0, 0)-(iScreenWidth, iScreenHeight), ulngScreenColor, BF ' Draw a solid box
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' DRAW THE WALLS LAYER
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
_Dest ThisGame.imgWalls: Cls , cEmpty
' DRAW WALLS AROUND EDGES
For iNextX = 7 To m_iScreenWidth Step 20
Line (iNextX, 40)-(iNextX + 10, 44), ThisGame.ulngWallColor, BF
Line (iNextX, m_iScreenHeight - 50)-(iNextX + 10, m_iScreenHeight - 54), ThisGame.ulngWallColor, BF
Next iNextX
'DrawRectSolid (iX As Integer, iY As Integer, iSizeW As Integer, iSizeH As Integer, fgColor As _Unsigned Long)
'DrawBoxSolid (iX As Integer, iY As Integer, iSize As Integer, fgColor As _Unsigned Long)
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' PLAYER 1 (TEAM #1 ON LEFT) SETTINGS
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
iPlayer = 1
arrInitPlayer(iPlayer).ID = "Player1"
arrInitPlayer(iPlayer).IsAvailable = TRUE
arrInitPlayer(iPlayer).TeamNumber = 1
arrInitPlayer(iPlayer).color = cRed
arrInitPlayer(iPlayer).x = 64 ' LEFT SIDE OF SCREEN
arrInitPlayer(iPlayer).y = m_iScreenHeight / 2 ' MIDDLE OF SCREEN
arrInitPlayer(iPlayer).width = 16
arrInitPlayer(iPlayer).height = 64
arrInitPlayer(iPlayer).minX = arrInitPlayer(1).x
arrInitPlayer(iPlayer).maxX = arrInitPlayer(1).x
arrInitPlayer(iPlayer).minY = 45 ' TOP OF SCREEN
arrInitPlayer(iPlayer).maxY = m_iScreenHeight - (54 + arrInitPlayer(1).height + 1) ' BOTTOM OF SCREEN
arrInitPlayer(iPlayer).UpKey = VK_A
arrInitPlayer(iPlayer).DownKey = VK_Z
'arrPlayer(iPlayer).scoreCol = 32
'arrPlayer(iPlayer).scoreRow = 2
'arrPlayer(iPlayer).nameCol = arrPlayer(1).scoreCol - 8
'arrPlayer(iPlayer).nameRow = arrPlayer(1).scoreRow
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' PLAYER 2 (TEAM #2 ON RIGHT) SETTINGS
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
iPlayer = 2
arrInitPlayer(iPlayer).ID = "Player2"
arrInitPlayer(iPlayer).IsAvailable = TRUE
arrInitPlayer(iPlayer).TeamNumber = 2
arrInitPlayer(iPlayer).color = cBlue
arrInitPlayer(iPlayer).x = m_iScreenWidth - 64 ' RIGHT SIDE OF SCREEN
arrInitPlayer(iPlayer).y = m_iScreenHeight / 2 ' MIDDLE OF SCREEN
arrInitPlayer(iPlayer).width = 16
arrInitPlayer(iPlayer).height = 64
arrInitPlayer(iPlayer).minX = arrInitPlayer(iPlayer).x
arrInitPlayer(iPlayer).maxX = arrInitPlayer(iPlayer).x
arrInitPlayer(iPlayer).minY = 45 ' TOP OF SCREEN
arrInitPlayer(iPlayer).maxY = m_iScreenHeight - (54 + arrInitPlayer(iPlayer).height + 1) ' BOTTOM OF SCREEN
arrInitPlayer(iPlayer).UpKey = VK_UP
arrInitPlayer(iPlayer).DownKey = VK_DOWN
'arrPlayer(iPlayer).scoreCol = 54 '96
'arrPlayer(iPlayer).scoreRow = 2
'arrPlayer(iPlayer).nameCol = arrPlayer(iPlayer).scoreCol - 8
'arrPlayer(iPlayer).nameRow = arrPlayer(iPlayer).scoreRow
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' PLAYER 3 (TEAM #1 ON LEFT) SETTINGS
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
iPlayer = 3
arrInitPlayer(iPlayer).ID = "Player3"
arrInitPlayer(iPlayer).IsAvailable = TRUE
arrInitPlayer(iPlayer).TeamNumber = 3
arrInitPlayer(iPlayer).color = cYellow
arrInitPlayer(iPlayer).x = 64 * 5 ' TO THE LEFT OF THE NET
arrInitPlayer(iPlayer).y = m_iScreenHeight / 2 ' MIDDLE OF SCREEN
arrInitPlayer(iPlayer).width = 16
arrInitPlayer(iPlayer).height = 64
arrInitPlayer(iPlayer).minX = arrInitPlayer(iPlayer).x
arrInitPlayer(iPlayer).maxX = arrInitPlayer(iPlayer).x
arrInitPlayer(iPlayer).minY = 45 ' TOP OF SCREEN
arrInitPlayer(iPlayer).maxY = m_iScreenHeight - (54 + arrInitPlayer(iPlayer).height + 1) ' BOTTOM OF SCREEN
arrInitPlayer(iPlayer).UpKey = VK_I
arrInitPlayer(iPlayer).DownKey = VK_K
'arrPlayer(iPlayer).scoreCol = 76 '32
'arrPlayer(iPlayer).scoreRow = 2
'arrPlayer(iPlayer).nameCol = arrPlayer(iPlayer).scoreCol - 8
'arrPlayer(iPlayer).nameRow = arrPlayer(iPlayer).scoreRow
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' PLAYER 4 (TEAM #2 ON RIGHT) SETTINGS
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
iPlayer = 4
arrInitPlayer(iPlayer).ID = "Player4"
arrInitPlayer(iPlayer).IsAvailable = TRUE
arrInitPlayer(iPlayer).TeamNumber = 4
arrInitPlayer(iPlayer).color = cLime
arrInitPlayer(iPlayer).x = m_iScreenWidth - (64 * 5) ' TO THE RIGHT OF THE NET
arrInitPlayer(iPlayer).y = m_iScreenHeight / 2 ' MIDDLE OF SCREEN
arrInitPlayer(iPlayer).width = 16
arrInitPlayer(iPlayer).height = 64
arrInitPlayer(iPlayer).minX = arrInitPlayer(iPlayer).x
arrInitPlayer(iPlayer).maxX = arrInitPlayer(iPlayer).x
arrInitPlayer(iPlayer).minY = 45 ' TOP OF SCREEN
arrInitPlayer(iPlayer).maxY = m_iScreenHeight - (54 + arrInitPlayer(iPlayer).height + 1) ' BOTTOM OF SCREEN
arrInitPlayer(iPlayer).UpKey = VK_SUBTRACT ' numeric keypad -
arrInitPlayer(iPlayer).DownKey = VK_ADD ' numeric keypad +
'arrPlayer(iPlayer).scoreCol = 98 '96
'arrPlayer(iPlayer).scoreRow = 2
'arrPlayer(iPlayer).nameCol = arrPlayer(iPlayer).scoreCol - 8
'arrPlayer(iPlayer).nameRow = arrPlayer(iPlayer).scoreRow
End Select
' ================================================================================================================================================================
' INITIALIZE PLAYERS WITH SETTINGS FOR CURRENT GAME
' ================================================================================================================================================================
For iPlayer = 1 To 4
' GAME OPTION SPECIFIC PLAYER PARAMETERS
arrPlayer(iPlayer).IsAvailable = arrInitPlayer(iPlayer).IsAvailable
arrPlayer(iPlayer).TeamNumber = arrInitPlayer(iPlayer).TeamNumber
arrPlayer(iPlayer).ID = arrInitPlayer(iPlayer).ID
arrPlayer(iPlayer).color = arrInitPlayer(iPlayer).color
arrPlayer(iPlayer).x = arrInitPlayer(iPlayer).x
arrPlayer(iPlayer).y = arrInitPlayer(iPlayer).y
arrPlayer(iPlayer).width = arrInitPlayer(iPlayer).width
arrPlayer(iPlayer).height = arrInitPlayer(iPlayer).height
arrPlayer(iPlayer).minX = arrInitPlayer(iPlayer).minX
arrPlayer(iPlayer).maxX = arrInitPlayer(iPlayer).maxX
arrPlayer(iPlayer).minY = arrInitPlayer(iPlayer).minY
arrPlayer(iPlayer).maxY = arrInitPlayer(iPlayer).maxY
arrPlayer(iPlayer).UpKey = arrInitPlayer(iPlayer).UpKey
arrPlayer(iPlayer).DownKey = arrInitPlayer(iPlayer).DownKey
'arrPlayer(iPlayer).scoreCol = arrPlayer(iPlayer).scoreCol
'arrPlayer(iPlayer).scoreRow = arrPlayer(iPlayer).scoreRow
'arrPlayer(iPlayer).nameCol = arrPlayer(iPlayer).nameCol
'arrPlayer(iPlayer).nameRow = arrPlayer(iPlayer).nameRow
' CALCULATED BASED ON GAME PARAMETERS
arrPlayer(iPlayer).BounceSegmentWidth = arrPlayer(iPlayer).width / 7
arrPlayer(iPlayer).BounceSegmentHeight = arrPlayer(iPlayer).height / 7
' PLAYER PARAMETERS THAT ARE THE SAME FOR ALL GAMES
arrPlayer(iPlayer).Score = 0
'arrPlayer(iPlayer).IsActive = FALSE ' WAIT UNTIL GIVEN MOUSE IS MOVED TO ACTIVATE EACH PLAYER (IsActive = TRUE)
'arrPlayer(iPlayer).px = 0
'arrPlayer(iPlayer).py = 0
'arrPlayer(iPlayer).LeftDown = FALSE
'arrPlayer(iPlayer).LeftDownOld = FALSE
'arrPlayer(iPlayer).MiddleDown = FALSE
'arrPlayer(iPlayer).MiddleDownOld = FALSE
'arrPlayer(iPlayer).RightDown = FALSE
'arrPlayer(iPlayer).RightDownOld = FALSE
Next iPlayer
End Sub ' InitGame
' /////////////////////////////////////////////////////////////////////////////
' BALL HITS PADDLE SOUND
Sub BallPaddleSound (iSpeed As Integer)
Dim iNote As Integer
iNote = iSpeed * 100
If iNote > 4186 Then
iNote = 4186
End If
Sound iNote, .75
End Sub ' BallPaddleSound
' /////////////////////////////////////////////////////////////////////////////
Sub ScoreSound1
Sound 123, 4
End Sub ' ScoreSound1
' /////////////////////////////////////////////////////////////////////////////
Sub WallSound1
Sound 932, .75
End Sub ' WallSound1
' /////////////////////////////////////////////////////////////////////////////
Sub WallSound2
Sound 123, .75
End Sub ' WallSound2
' /////////////////////////////////////////////////////////////////////////////
'
' Calculates the angle of trajectory of puck based on where it hits
' the paddle and its current trajectory.
'
' (variables passed in by reference)
'
' PucksY! - puck's current y location
' PlayersY% - current player's paddle y location
'
' REMEMBER: If you modify a variable in a SUB/FUNCTION that has been passed
' by reference, that modification will also be seen in the variable
' used when calling the SUB/FUNCTION.
'
' A function's name acts like a variable, returning a value to the
' calling routine.
'
' NOTE : For less deflection increase the last value on the next code line.
' (default = 2)
Function TRAJECTORY% (ball_y%, player_y%, ball_size%, player_height%)
TRAJECTORY% = (((ball_y% - player_y%) + ball_size% - (player_height% + ball_size%) \ 2) / ((player_height% + ball_size%) / 2)) / 2
End Function ' TRAJECTORY%
' /////////////////////////////////////////////////////////////////////////////
'SUB ServeBall (to_player%, ball_x%, ball_x1%, ball_x2%, ball_y%, ball_y1%, ball_y2%, ball_size%, screen_width%, screen_height%, ball_dx%, ball_dy%, iVolleyNum)
Sub ServeBall (ThisGame As GameType, MyBall As BallType, arrPlayer() As PlayerType, iToPlayer As Integer)
Dim iGuess As Integer
' START IN THE MIDDLE OF THE COURT
MyBall.x = m_iScreenWidth / 2
' PICK A RANDOM STARTING POINT
MyBall.y = RandomNumber%(20, m_iScreenHeight - 20)
' CHOOSE HORIZONTAL DIRECTION?
If iToPlayer = 0 Then
' PICK A RANDOM HORIZONTAL DIRECTION
iGuess = RandomNumber%(1, 2)
If iGuess = 1 Then
' 1 = right
MyBall.dx = MyBall.size / 2
Else
' 2 = left
MyBall.dx = 0 - (MyBall.size / 2)
End If
If MyBall.dx < 1 Then
ThisGame.iVolleyDir = -1
Else
ThisGame.iVolleyDir = 1
End If
Else
' (BALL DX RESUMES FROM BEFORE)
End If
' CHOOSE VERTICAL DIRECTION?
If iToPlayer = 0 Then
' PICK A RANDOM VERTICAL DIRECTION & SPEED
iGuess = RandomNumber%(1, 2)
If iGuess = 1 Then
' 1 = down
iGuess = RandomNumber%(0, 6)
MyBall.dy = iGuess
Else
' 2 = up
iGuess = RandomNumber%(0, 6)
MyBall.dy = 0 - iGuess
End If
Else
' (BALL DY RESUMES FROM BEFORE)
End If
' RESTART COUNTER
ThisGame.iVolleyNum = 0
ThisGame.iIncreaseSpeedAtVolley = ThisGame.iIncreaseSpeedEvery
' PLAY SOUND
BallPaddleSound ThisGame.iSpeed
End Sub ' ServeBall
' /////////////////////////////////////////////////////////////////////////////
Sub BallHitPaddle (ThisGame As GameType, MyBall As BallType, MyPlayer As PlayerType, arrZone() As Integer)
Dim iDeflectionZone As Integer
BallPaddleSound ThisGame.iSpeed
' TURN BALL AROUND
MyBall.dx = 0 - MyBall.dx
' TIME TO SPEED UP BALL?
If ThisGame.bSpeedChanged = TRUE Then
If MyBall.dx < 0 Then
If Abs(MyBall.dx) < ThisGame.iSpeed Then
MyBall.dx = 0 - ThisGame.iSpeed
End If
ElseIf MyBall.dx > 0 Then
If MyBall.dx < ThisGame.iSpeed Then
MyBall.dx = ThisGame.iSpeed
End If
Else
' (BALL DX SHOULD NEVER BE ZERO FOR RIGHT<->LEFT PONG GAMES)
End If
ThisGame.bSpeedChanged = FALSE
End If
' MOVE BALL NEXT TO PADDLE (NOT ON IT)
If MyBall.dx < 0 Then
MyBall.x = (MyPlayer.x - 1)
Else
MyBall.x = (MyPlayer.x + MyPlayer.width)
End If
' DETERMINE WHAT SEGMENT OF THE PADDLE THE BALL HIT
' WHICH TELLS US WHAT ANGLE IT BOUNCES AT
' (MIDDLE SEGMENT = STRAIGHT)
If MyBall.y > MyPlayer.y + (MyPlayer.BounceSegmentHeight * 6) Then
iDeflectionZone = 7
ElseIf MyBall.y > MyPlayer.y + (MyPlayer.BounceSegmentHeight * 5) Then
iDeflectionZone = 6
ElseIf MyBall.y > MyPlayer.y + (MyPlayer.BounceSegmentHeight * 4) Then
iDeflectionZone = 5
ElseIf MyBall.y > MyPlayer.y + (MyPlayer.BounceSegmentHeight * 3) Then
iDeflectionZone = 4
ElseIf MyBall.y > MyPlayer.y + (MyPlayer.BounceSegmentHeight * 2) Then
iDeflectionZone = 3
ElseIf MyBall.y > MyPlayer.y + (MyPlayer.BounceSegmentHeight * 1) Then
iDeflectionZone = 2
Else
iDeflectionZone = 1
End If
MyBall.dy = arrZone(ThisGame.iSpeed, iDeflectionZone)
End Sub ' BallHitPaddle
' /////////////////////////////////////////////////////////////////////////////
' Bounces the ball back even if it doesn't hit player (for test mode)
Sub BounceBack (ThisGame As GameType, MyBall As BallType, MyPlayer As PlayerType, iDirection As Integer)
If iDirection = cLeftDir Then
BallPaddleSound ThisGame.iSpeed
' TURN BALL AROUND
MyBall.dx = 0 - MyBall.dx
' TIME TO SPEED UP BALL?
If ThisGame.bSpeedChanged = TRUE Then
If MyBall.dx < 0 Then
'If Abs(MyBall.dx) < ThisGame.iSpeed Then
MyBall.dx = 0 - ThisGame.iSpeed
'End If
ElseIf MyBall.dx > 0 Then
'If MyBall.dx < ThisGame.iSpeed Then
MyBall.dx = ThisGame.iSpeed
'End If
Else
' (BALL DX SHOULD NEVER BE ZERO FOR RIGHT<->LEFT PONG GAMES)
End If
ThisGame.bSpeedChanged = FALSE
End If
' MOVE BALL NEXT TO PADDLE (NOT ON IT)
If MyBall.dx < 0 Then
MyBall.x = (MyPlayer.x - 1)
Else
MyBall.x = (MyPlayer.x + MyPlayer.width)
End If
Else ' iDirection = cRightDir
' ****************************************************************************************************************************************************************
' TEST MODE BOUNCE BACK FOR PADDLE #2
' ****************************************************************************************************************************************************************
BallPaddleSound ThisGame.iSpeed
' TURN BALL AROUND
MyBall.dx = 0 - MyBall.dx
' TIME TO SPEED UP BALL?
If ThisGame.bSpeedChanged = TRUE Then
If MyBall.dx < 0 Then
If Abs(MyBall.dx) < ThisGame.iSpeed Then
MyBall.dx = 0 - ThisGame.iSpeed
End If
ElseIf MyBall.dx > 0 Then
If MyBall.dx < ThisGame.iSpeed Then
MyBall.dx = ThisGame.iSpeed
End If
Else
' (BALL DX SHOULD NEVER BE ZERO FOR RIGHT<->LEFT PONG GAMES)
End If
ThisGame.bSpeedChanged = FALSE
End If
' MOVE BALL NEXT TO PADDLE (NOT ON IT)
If MyBall.dx < 0 Then
MyBall.x = (MyPlayer.x - 1)
Else
MyBall.x = (MyPlayer.x + MyPlayer.width)
End If
End If
End Sub ' BounceBack
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' END PONG ROUTINES
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' BEGIN ERROR HANDLING HELPER FUNCTIONS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Sub ErrorClear
m_sError = ""
m_sIncludeError = ""
End Sub ' ErrorClear
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' END ERROR HANDLING HELPER FUNCTIONS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' BEGIN PROGRAM METADATA ROUTINES
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' /////////////////////////////////////////////////////////////////////////////
' Parses out the version # from the filename
' {filename}{version #}.{ext}
' and returns it as a string.
Function GetVersionNum$ (sFileName$)
Const cDigits = "1234567890"
Dim sResult As String
Dim sProgName As String
Dim iLoop As Integer
sResult$ = ""
sProgName$ = NoExt$(sFileName$)
For iLoop = Len(sProgName) To 1 Step -1
If InStr(1, cDigits, Mid$(sProgName, iLoop, 1)) = 0 Then
Exit For
Else
sResult = Mid$(sProgName, iLoop, 1) + sResult
End If
Next iLoop
GetVersionNum$ = sResult
End Function ' GetVersionNum$
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' END PROGRAM METADATA ROUTINES
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' BEGIN GRAPHIC PRINTING ROUTINES
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' /////////////////////////////////////////////////////////////////////////////
' Does a _PrintString at the specified row+column.
'
' iRow% and iCol% are 0-based in this version
'
' See also: PrintString, PrintString1, PutCharXY
Sub PrintAt (iRow%, iCol%, sText$)
_PrintString (iCol% * 8, iRow% * 16), sText$
'_PrintString (iCol%, iRow%), sText$
End Sub ' PrintAt
' /////////////////////////////////////////////////////////////////////////////
' Does a _PrintString at the specified row+column.
' iRow and iCol are 0-based.
' See also: PrintString1
Sub PrintString0 (iRow As Integer, iCol As Integer, MyString As String)
Dim iX As Integer
Dim iY As Integer
iX = _FontWidth * iCol
iY = _FontHeight * iRow ' (iRow + 1)
_PrintString (iX, iY), MyString
End Sub ' PrintString0
' /////////////////////////////////////////////////////////////////////////////
' Does a _PrintString at the specified row+column.
' iRow and iCol are 1-based.
' See also: PrintString
Sub PrintString1 (iRow As Integer, iCol As Integer, MyString As String)
Dim iX As Integer
Dim iY As Integer
iX = _FontWidth * (iCol - 1)
iY = _FontHeight * (iRow - 1)
_PrintString (iX, iY), MyString
End Sub ' PrintString1
' /////////////////////////////////////////////////////////////////////////////
' Eliminates the math.
' Text resolution:
' 648 x 480: 80 x 30
' 720 x 480: 90 x 30
' 800 x 600: 100 x 37
' 1024 x 768: 128 x 48
' 1280 x 1024: 160 x 64
' 1920 x 1080: 240 x 67
' 2048 x 1152: 256 x 72 (truncated after 70 rows, 255 columns)
' 3840 x 2160: 480 x135 (truncated after 133 rows, 479 columns)
Sub PrintStringCR1 (iCol As Integer, iRow As Integer, MyString As String)
Dim iCols As Integer
Dim iRows As Integer
Dim iX As Integer
Dim iY As Integer
iCols = _Width(0) \ _FontWidth
iRows = _Height(0) \ _FontHeight
iX = _FontWidth * (iCol - 1)
iY = _FontHeight * (iRow - 1)
_PrintString (iX, iY), MyString
End Sub ' PrintStringCR1
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' END GRAPHIC PRINTING ROUTINES
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' BEGIN COLOR FUNCTIONS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Function cRed~& ()
cRed = _RGB32(255, 0, 0)
End Function
Function cOrangeRed~& ()
cOrangeRed = _RGB32(255, 69, 0)
End Function ' cOrangeRed~&
Function cDarkOrange~& ()
cDarkOrange = _RGB32(255, 140, 0)
End Function ' cDarkOrange~&
Function cOrange~& ()
cOrange = _RGB32(255, 165, 0)
End Function ' cOrange~&
Function cGold~& ()
cGold = _RGB32(255, 215, 0)
End Function ' cGold~&
Function cYellow~& ()
cYellow = _RGB32(255, 255, 0)
End Function ' cYellow~&
' LONG-HAIRED FRIENDS OF JESUS OR NOT,
' THIS IS NOT YELLOW ENOUGH (TOO CLOSE TO LIME)
' TO USE FOR OUR COMPLEX RAINBOW SEQUENCE:
Function cChartreuse~& ()
cChartreuse = _RGB32(127, 255, 0)
End Function ' cChartreuse~&
' WE SUBSTITUTE THIS CSS3 COLOR FOR INBETWEEN LIME AND YELLOW:
Function cOliveDrab1~& ()
cOliveDrab1 = _RGB32(192, 255, 62)
End Function ' cOliveDrab1~&
Function cLime~& ()
cLime = _RGB32(0, 255, 0)
End Function ' cLime~&
Function cMediumSpringGreen~& ()
cMediumSpringGreen = _RGB32(0, 250, 154)
End Function ' cMediumSpringGreen~&
' ADDED THIS FOR THE GAUGE COLOR:
Function cSpringGreen~& ()
cSpringGreen = _RGB32(0, 255, 160)
End Function ' cSpringGreen~&
Function cCyan~& ()
cCyan = _RGB32(0, 255, 255)
End Function ' cCyan~&
Function cDeepSkyBlue~& ()
cDeepSkyBlue = _RGB32(0, 191, 255)
End Function ' cDeepSkyBlue~&
Function cDodgerBlue~& ()
cDodgerBlue = _RGB32(30, 144, 255)
End Function ' cDodgerBlue~&
Function cSeaBlue~& ()
cSeaBlue = _RGB32(0, 64, 255)
End Function ' cSeaBlue~&
Function cBlue~& ()
cBlue = _RGB32(0, 0, 255)
End Function ' cBlue~&
Function cBluePurple~& ()
cBluePurple = _RGB32(64, 0, 255)
End Function ' cBluePurple~&
Function cDeepPurple~& ()
cDeepPurple = _RGB32(96, 0, 255)
End Function ' cDeepPurple~&
Function cPurple~& ()
cPurple = _RGB32(128, 0, 255)
End Function ' cPurple~&
Function cPurpleRed~& ()
cPurpleRed = _RGB32(128, 0, 192)
End Function ' cPurpleRed~&
Function cDarkRed~& ()
cDarkRed = _RGB32(160, 0, 64)
End Function ' cDarkRed~&
Function cBrickRed~& ()
cBrickRed = _RGB32(192, 0, 32)
End Function ' cBrickRed~&
Function cDarkGreen~& ()
cDarkGreen = _RGB32(0, 100, 0)
End Function ' cDarkGreen~&
Function cGreen~& ()
cGreen = _RGB32(0, 128, 0)
End Function ' cGreen~&
Function cOliveDrab~& ()
cOliveDrab = _RGB32(107, 142, 35)
End Function ' cOliveDrab~&
Function cLightPink~& ()
cLightPink = _RGB32(255, 182, 193)
End Function ' cLightPink~&
Function cHotPink~& ()
cHotPink = _RGB32(255, 105, 180)
End Function ' cHotPink~&
Function cDeepPink~& ()
cDeepPink = _RGB32(255, 20, 147)
End Function ' cDeepPink~&
Function cMagenta~& ()
cMagenta = _RGB32(255, 0, 255)
End Function ' cMagenta~&
Function cBlack~& ()
cBlack = _RGB32(0, 0, 0)
End Function ' cBlack~&
Function cDimGray~& ()
cDimGray = _RGB32(105, 105, 105)
End Function ' cDimGray~&
Function cGray~& ()
cGray = _RGB32(128, 128, 128)
End Function ' cGray~&
Function cDarkGray~& ()
cDarkGray = _RGB32(169, 169, 169)
End Function ' cDarkGray~&
Function cSilver~& ()
cSilver = _RGB32(192, 192, 192)
End Function ' cSilver~&
Function cLightGray~& ()
cLightGray = _RGB32(211, 211, 211)
End Function ' cLightGray~&
Function cGainsboro~& ()
cGainsboro = _RGB32(220, 220, 220)
End Function ' cGainsboro~&
Function cWhiteSmoke~& ()
cWhiteSmoke = _RGB32(245, 245, 245)
End Function ' cWhiteSmoke~&
Function cWhite~& ()
cWhite = _RGB32(255, 255, 255)
'cWhite = _RGB32(254, 254, 254)
End Function ' cWhite~&
Function cDarkBrown~& ()
cDarkBrown = _RGB32(128, 64, 0)
End Function ' cDarkBrown~&
Function cLightBrown~& ()
cLightBrown = _RGB32(196, 96, 0)
End Function ' cLightBrown~&
Function cKhaki~& ()
cKhaki = _RGB32(240, 230, 140)
End Function ' cKhaki~&
Function cEmpty~& ()
'cEmpty~& = -1
cEmpty = _RGB32(0, 0, 0, 0)
End Function ' cEmpty~&
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' END COLOR FUNCTIONS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' BEGIN FILE FUNCTIONS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
'WORKS IN QB64PE BUT NOT QB64:
'' /////////////////////////////////////////////////////////////////////////////
'' QB64 Phoenix Edition › QB64 Rising › Code and Stuff › Help Me!
'' Using shell to delete a file
'' https://qb64phoenix.com/forum/showthread.php?tid=2618&pid=24683#pid24683
'' a740g
'' #5
'' 04-24-2024, 06:05 AM
''
'' There are no commands to directly make copies or backup of files.
'' But you could write one with a few lines of code like:
''
'' Copies src to dst
'' Set overwite to true if dst should be overwritten if present
'Sub CopyFile (src As String, dst As String, overwrite As _Byte)
' If _FileExists(src) Then
' If Not _FileExists(dst) Or (_FileExists(dst) And overwrite) Then
' _WriteFile dst, _ReadFile$(src)
' End If
' End If
'End Sub ' CopyFile
' /////////////////////////////////////////////////////////////////////////////
' QB64 Phoenix Edition › QB64 Rising › Code and Stuff › Help Me!
' Using shell to delete a file
' https://qb64phoenix.com/forum/showthread.php?tid=2618
Sub DeleteFile (sFile As String)
If _FileExists(sFile) Then
'Shell "DELETE " + sFile
'Shell "del " + sFile
Kill sFile
End If
End Sub ' DeleteFile
' /////////////////////////////////////////////////////////////////////////////
Function FileExt$ (sFile As String)
Dim iPos As Integer
iPos = _InStrRev(sFile, ".")
If iPos > 0 Then
If Len(sFile) > 1 Then
If iPos > 1 Then
FileExt$ = Right$(sFile, Len(sFile) - iPos)
Else
' dot is first character, return everything after it
FileExt$ = Right$(sFile, Len(sFile) - 1)
End If
Else
' file only has one character, the dot, the file extension is blank
FileExt$ = ""
End If
Else
' no dot found, the file extension is blank
FileExt$ = ""
End If
End Function ' FileExt$
' /////////////////////////////////////////////////////////////////////////////
Function NameOnly$ (sFile As String, sSlash As String)
Dim iPos As Integer
'sFile = Replace$(sFile, "/", "\")
iPos = _InStrRev(sFile, sSlash)
If iPos > 0 Then
If Len(sFile) > 1 Then
If iPos > 1 Then
NameOnly$ = Right$(sFile, Len(sFile) - iPos)
Else
' slash is first character, return everything after it
NameOnly$ = Right$(sFile, Len(sFile) - 1)
End If
Else
' file only has one character, the slash, name is blank
NameOnly$ = ""
End If
Else
' slash not found, return the entire thing
NameOnly$ = sFile
End If
End Function ' NameOnly$
' /////////////////////////////////////////////////////////////////////////////
Function NoExt$ (sFile As String)
Dim iPos As Integer
iPos = _InStrRev(sFile, ".")
If iPos > 0 Then
If Len(sFile) > 1 Then
If iPos > 1 Then
NoExt$ = Left$(sFile, iPos - 1)
Else
' dot is first character, removing it returns blank!
' our version will just return the name unchanged
' but you can return blank if you prefer
NoExt$ = sFile
End If
Else
' file only has one character, the dot, removing it returns blank!
' our version will just return the name unchanged
' but you can return blank if you prefer
NoExt$ = sFile
End If
Else
' no dot found
' return the name unchanged
NoExt$ = sFile
End If
End Function ' NoExt$
' /////////////////////////////////////////////////////////////////////////////
Function PathOnly$ (sFile As String, sSlash As String)
Dim iPos As Integer
'sFile = Replace$(sFile, "/", "\")
iPos = _InStrRev(sFile, sSlash)
If iPos > 0 Then
If Len(sFile) > 1 Then
If iPos > 1 Then
PathOnly$ = Left$(sFile, iPos)
Else
' slash is first character, so not much of a path, return blank
PathOnly$ = ""
End If
Else
' file only has one character, the slash, name is blank
PathOnly$ = ""
End If
Else
' slash not found, so not a path, return blank
PathOnly$ = ""
End If
End Function ' PathOnly$
' /////////////////////////////////////////////////////////////////////////////
' Writes sText to file sFileName.
' If bAppend=TRUE appends to file, else overwrites it.
' Returns blank if successful else returns error message.
' Example:
' ProgramPath$ = Left$(Command$(0), _InStrRev(Command$(0), "\"))
' ProgramName$: m_ProgramName$ = Mid$(Command$(0), _InStrRev(Command$(0), "\") + 1)
' sFileName = ProgramPath$ + ProgramName$ + ".OUT.txt"
' sText = "This is a test." + chr$(13) + "Here is line 2." + chr$(13) + "End."
' sError = PrintFile$(sFileName, sText, FALSE)
Function PrintFile$ (sFileName As String, sText As String, bAppend As Integer)
Dim sError As String: sError = ""
If (bAppend = TRUE) Then
If _FileExists(sFileName) Then
Open sFileName For Append As #1 ' opens an existing file for appending
Else
sError = "Error in PrintFile$ : File not found. Cannot append."
End If
Else
Open sFileName For Output As #1 ' opens and clears an existing file or creates new empty file
End If
If Len(sError) = 0 Then
' NOTE: WRITE places text in quotes in the file
'WRITE #1, x, y, z$
'WRITE #1, sText
' PRINT does not put text inside quotes
Print #1, sText
Close #1
End If
PrintFile$ = sError
End Function ' PrintFile$
' /////////////////////////////////////////////////////////////////////////////
' Fastest way is always to just read the whole life at once and then parse it.
Function ReadTextFile$ (sFileName As String, sDefault As String)
Dim x$
If _FileExists(sFileName) Then
Open sFileName For Binary As #1
x$ = Space$(LOF(1))
Get #1, 1, x$
Close #1
ReadTextFile$ = x$
Else
ReadTextFile$ = sDefault
End If
End Function ' ReadTextFile$
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' END FILE FUNCTIONS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' BEGIN CONSTANT TO STRING FUNCTIONS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' /////////////////////////////////////////////////////////////////////////////
Function MouseDataPositionToString$ (MyInteger As Integer)
Dim Mystring As String
Select Case MyInteger
Case cForPlayer:
Mystring = "cForPlayer"
Case cMouseDX:
Mystring = "cMouseDX"
Case cMouseDY:
Mystring = "cMouseDY"
Case cMousePosX:
Mystring = "cMousePosX"
Case cMousePosY:
Mystring = "cMousePosY"
Case cMouseWheel:
Mystring = "cMouseWheel"
Case cMouseLeftDown:
Mystring = "cMouseLeftDown"
Case cMouseMiddleDown:
Mystring = "cMouseMiddleDown"
Case cMouseRightDown:
Mystring = "cMouseRightDown"
Case Else:
Mystring = _Trim$(Str$(MyInteger))
End Select
MouseDataPositionToString$ = Mystring
End Function ' MouseDataPositionToString$
' /////////////////////////////////////////////////////////////////////////////
Function VirtualKeyCodeToString$ (MyInteger As Integer)
Dim Mystring As String
Select Case MyInteger
Case VK_LBUTTON:
Mystring = "VK_LBUTTON"
Case VK_RBUTTON:
Mystring = "VK_RBUTTON"
Case VK_CANCEL:
Mystring = "VK_CANCEL"
Case VK_MBUTTON:
Mystring = "VK_MBUTTON"
Case VK_XBUTTON1:
Mystring = "VK_XBUTTON1"
Case VK_XBUTTON2:
Mystring = "VK_XBUTTON2"
Case VK_BACK:
Mystring = "VK_BACK"
Case VK_TAB:
Mystring = "VK_TAB"
Case VK_CLEAR:
Mystring = "VK_CLEAR"
Case VK_RETURN:
Mystring = "VK_RETURN"
Case VK_SHIFT:
Mystring = "VK_SHIFT"
Case VK_CONTROL:
Mystring = "VK_CONTROL"
Case VK_MENU:
Mystring = "VK_MENU"
Case VK_PAUSE:
Mystring = "VK_PAUSE"
Case VK_CAPITAL:
Mystring = "VK_CAPITAL"
Case VK_KANA:
Mystring = "VK_KANA"
Case VK_HANGUL:
Mystring = "VK_HANGUL"
Case VK_IME_ON:
Mystring = "VK_IME_ON"
Case VK_JUNJA:
Mystring = "VK_JUNJA"
Case VK_FINAL:
Mystring = "VK_FINAL"
Case VK_HANJA:
Mystring = "VK_HANJA"
Case VK_KANJI:
Mystring = "VK_KANJI"
Case VK_IME_OFF:
Mystring = "VK_IME_OFF"
Case VK_ESCAPE:
Mystring = "VK_ESCAPE"
Case VK_CONVERT:
Mystring = "VK_CONVERT"
Case VK_NONCONVERT:
Mystring = "VK_NONCONVERT"
Case VK_ACCEPT:
Mystring = "VK_ACCEPT"
Case VK_MODECHANGE:
Mystring = "VK_MODECHANGE"
Case VK_SPACE:
Mystring = "VK_SPACE"
Case VK_PRIOR:
Mystring = "VK_PRIOR"
Case VK_NEXT:
Mystring = "VK_NEXT"
Case VK_END:
Mystring = "VK_END"
Case VK_HOME:
Mystring = "VK_HOME"
Case VK_LEFT:
Mystring = "VK_LEFT"
Case VK_UP:
Mystring = "VK_UP"
Case VK_RIGHT:
Mystring = "VK_RIGHT"
Case VK_DOWN:
Mystring = "VK_DOWN"
Case VK_SELECT:
Mystring = "VK_SELECT"
Case VK_PRINT:
Mystring = "VK_PRINT"
Case VK_EXECUTE:
Mystring = "VK_EXECUTE"
Case VK_SNAPSHOT:
Mystring = "VK_SNAPSHOT"
Case VK_INSERT:
Mystring = "VK_INSERT"
Case VK_DELETE:
Mystring = "VK_DELETE"
Case VK_HELP:
Mystring = "VK_HELP"
Case VK_0:
Mystring = "VK_0"
Case VK_1:
Mystring = "VK_1"
Case VK_2:
Mystring = "VK_2"
Case VK_3:
Mystring = "VK_3"
Case VK_4:
Mystring = "VK_4"
Case VK_5:
Mystring = "VK_5"
Case VK_6:
Mystring = "VK_6"
Case VK_7:
Mystring = "VK_7"
Case VK_8:
Mystring = "VK_8"
Case VK_9:
Mystring = "VK_9"
Case VK_A:
Mystring = "VK_A"
Case VK_B:
Mystring = "VK_B"
Case VK_C:
Mystring = "VK_C"
Case VK_D:
Mystring = "VK_D"
Case VK_E:
Mystring = "VK_E"
Case VK_F:
Mystring = "VK_F"
Case VK_G:
Mystring = "VK_G"
Case VK_H:
Mystring = "VK_H"
Case VK_I:
Mystring = "VK_I"
Case VK_J:
Mystring = "VK_J"
Case VK_K:
Mystring = "VK_K"
Case VK_L:
Mystring = "VK_L"
Case VK_M:
Mystring = "VK_M"
Case VK_N:
Mystring = "VK_N"
Case VK_O:
Mystring = "VK_O"
Case VK_P:
Mystring = "VK_P"
Case VK_Q:
Mystring = "VK_Q"
Case VK_R:
Mystring = "VK_R"
Case VK_S:
Mystring = "VK_S"
Case VK_T:
Mystring = "VK_T"
Case VK_U:
Mystring = "VK_U"
Case VK_V:
Mystring = "VK_V"
Case VK_W:
Mystring = "VK_W"
Case VK_X:
Mystring = "VK_X"
Case VK_Y:
Mystring = "VK_Y"
Case VK_Z:
Mystring = "VK_Z"
Case VK_LWIN:
Mystring = "VK_LWIN"
Case VK_RWIN:
Mystring = "VK_RWIN"
Case VK_APPS:
Mystring = "VK_APPS"
Case VK_SLEEP:
Mystring = "VK_SLEEP"
Case VK_NUMPAD0:
Mystring = "VK_NUMPAD0"
Case VK_NUMPAD1:
Mystring = "VK_NUMPAD1"
Case VK_NUMPAD2:
Mystring = "VK_NUMPAD2"
Case VK_NUMPAD3:
Mystring = "VK_NUMPAD3"
Case VK_NUMPAD4:
Mystring = "VK_NUMPAD4"
Case VK_NUMPAD5:
Mystring = "VK_NUMPAD5"
Case VK_NUMPAD6:
Mystring = "VK_NUMPAD6"
Case VK_NUMPAD7:
Mystring = "VK_NUMPAD7"
Case VK_NUMPAD8:
Mystring = "VK_NUMPAD8"
Case VK_NUMPAD9:
Mystring = "VK_NUMPAD9"
Case VK_MULTIPLY:
Mystring = "VK_MULTIPLY"
Case VK_ADD:
Mystring = "VK_ADD"
Case VK_SEPARATOR:
Mystring = "VK_SEPARATOR"
Case VK_SUBTRACT:
Mystring = "VK_SUBTRACT"
Case VK_DECIMAL:
Mystring = "VK_DECIMAL"
Case VK_DIVIDE:
Mystring = "VK_DIVIDE"
Case VK_F1:
Mystring = "VK_F1"
Case VK_F2:
Mystring = "VK_F2"
Case VK_F3:
Mystring = "VK_F3"
Case VK_F4:
Mystring = "VK_F4"
Case VK_F5:
Mystring = "VK_F5"
Case VK_F6:
Mystring = "VK_F6"
Case VK_F7:
Mystring = "VK_F7"
Case VK_F8:
Mystring = "VK_F8"
Case VK_F9:
Mystring = "VK_F9"
Case VK_F10:
Mystring = "VK_F10"
Case VK_F11:
Mystring = "VK_F11"
Case VK_F12:
Mystring = "VK_F12"
Case VK_F13:
Mystring = "VK_F13"
Case VK_F14:
Mystring = "VK_F14"
Case VK_F15:
Mystring = "VK_F15"
Case VK_F16:
Mystring = "VK_F16"
Case VK_F17:
Mystring = "VK_F17"
Case VK_F18:
Mystring = "VK_F18"
Case VK_F19:
Mystring = "VK_F19"
Case VK_F20:
Mystring = "VK_F20"
Case VK_F21:
Mystring = "VK_F21"
Case VK_F22:
Mystring = "VK_F22"
Case VK_F23:
Mystring = "VK_F23"
Case VK_F24:
Mystring = "VK_F24"
Case VK_NUMLOCK:
Mystring = "VK_NUMLOCK"
Case VK_SCROLL:
Mystring = "VK_SCROLL"
Case VK_LSHIFT:
Mystring = "VK_LSHIFT"
Case VK_RSHIFT:
Mystring = "VK_RSHIFT"
Case VK_LCONTROL:
Mystring = "VK_LCONTROL"
Case VK_RCONTROL:
Mystring = "VK_RCONTROL"
Case VK_LMENU:
Mystring = "VK_LMENU"
Case VK_RMENU:
Mystring = "VK_RMENU"
Case VK_BROWSER_BACK:
Mystring = "VK_BROWSER_BACK"
Case VK_BROWSER_FORWARD:
Mystring = "VK_BROWSER_FORWARD"
Case VK_BROWSER_REFRESH:
Mystring = "VK_BROWSER_REFRESH"
Case VK_BROWSER_STOP:
Mystring = "VK_BROWSER_STOP"
Case VK_BROWSER_SEARCH:
Mystring = "VK_BROWSER_SEARCH"
Case VK_BROWSER_FAVORITES:
Mystring = "VK_BROWSER_FAVORITES"
Case VK_BROWSER_HOME:
Mystring = "VK_BROWSER_HOME"
Case VK_VOLUME_MUTE:
Mystring = "VK_VOLUME_MUTE"
Case VK_VOLUME_DOWN:
Mystring = "VK_VOLUME_DOWN"
Case VK_VOLUME_UP:
Mystring = "VK_VOLUME_UP"
Case VK_MEDIA_NEXT_TRACK:
Mystring = "VK_MEDIA_NEXT_TRACK"
Case VK_MEDIA_PREV_TRACK:
Mystring = "VK_MEDIA_PREV_TRACK"
Case VK_MEDIA_STOP:
Mystring = "VK_MEDIA_STOP"
Case VK_MEDIA_PLAY_PAUSE:
Mystring = "VK_MEDIA_PLAY_PAUSE"
Case VK_LAUNCH_MAIL:
Mystring = "VK_LAUNCH_MAIL"
Case VK_LAUNCH_MEDIA_SELECT:
Mystring = "VK_LAUNCH_MEDIA_SELECT"
Case VK_LAUNCH_APP1:
Mystring = "VK_LAUNCH_APP1"
Case VK_LAUNCH_APP2:
Mystring = "VK_LAUNCH_APP2"
Case VK_OEM_1:
Mystring = "VK_OEM_1"
Case VK_OEM_PLUS:
Mystring = "VK_OEM_PLUS"
Case VK_OEM_COMMA:
Mystring = "VK_OEM_COMMA"
Case VK_OEM_MINUS:
Mystring = "VK_OEM_MINUS"
Case VK_OEM_PERIOD:
Mystring = "VK_OEM_PERIOD"
Case VK_OEM_2:
Mystring = "VK_OEM_2"
Case VK_OEM_3:
Mystring = "VK_OEM_3"
Case VK_OEM_4:
Mystring = "VK_OEM_4"
Case VK_OEM_5:
Mystring = "VK_OEM_5"
Case VK_OEM_6:
Mystring = "VK_OEM_6"
Case VK_OEM_7:
Mystring = "VK_OEM_7"
Case VK_OEM_8:
Mystring = "VK_OEM_8"
Case VK_OEM_102:
Mystring = "VK_OEM_102"
Case VK_PROCESSKEY:
Mystring = "VK_PROCESSKEY"
Case VK_PACKET:
Mystring = "VK_PACKET"
Case VK_ATTN:
Mystring = "VK_ATTN"
Case VK_CRSEL:
Mystring = "VK_CRSEL"
Case VK_EXSEL:
Mystring = "VK_EXSEL"
Case VK_EREOF:
Mystring = "VK_EREOF"
Case VK_PLAY:
Mystring = "VK_PLAY"
Case VK_ZOOM:
Mystring = "VK_ZOOM"
Case VK_NONAME:
Mystring = "VK_NONAME"
Case VK_PA1:
Mystring = "VK_PA1"
Case VK_OEM_CLEAR:
Mystring = "VK_OEM_CLEAR"
Case Else:
Mystring = _Trim$(Str$(MyInteger))
End Select
VirtualKeyCodeToString$ = Mystring
End Function ' VirtualKeyCodeToString$
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' END CONSTANT TO STRING FUNCTIONS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' BEGIN DRAWING ROUTINES
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' /////////////////////////////////////////////////////////////////////////////
' DRAW A 2-D BOX (SOLID)
' https://www.qb64.org/wiki/LINE
' Renamed DrawBox/DrawBoxLine to DrawSolidBox
Sub DrawBoxSolid (iX As Integer, iY As Integer, iSize As Integer, fgColor As _Unsigned Long)
Line (iX, iY)-(iX + iSize, iY + iSize), fgColor, BF ' Draw a solid box
End Sub ' DrawBoxSolid
' /////////////////////////////////////////////////////////////////////////////
' DRAW A 2-D RECTANGLE (SOLID)
Sub DrawRectSolid (iX As Integer, iY As Integer, iSizeW As Integer, iSizeH As Integer, fgColor As _Unsigned Long)
Line (iX, iY)-(iX + iSizeW, iY + iSizeH), fgColor, BF ' Draw a solid rectangle
End Sub ' DrawRectSolid
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' END DRAWING ROUTINES
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' BEGIN GENERAL PURPOSE ROUTINES #GENERAL
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' /////////////////////////////////////////////////////////////////////////////
Function AppendString$ (MyString As String, NewString As String, MyDelimiter As String)
Dim sResult As String: sResult = MyString
If Len(MyString) > 0 Then
sResult = sResult + MyDelimiter
End If
sResult = sResult + NewString
AppendString$ = sResult
End Function ' AppendString$
' /////////////////////////////////////////////////////////////////////////////
Sub AppendToStringArray (MyStringArray$(), MyString$)
ReDim _Preserve MyStringArray$(LBound(MyStringArray$) To UBound(MyStringArray$) + 1)
MyStringArray$(UBound(MyStringArray$)) = MyString$
End Sub ' AppendToStringArray
' /////////////////////////////////////////////////////////////////////////////
' See also StringTo2dArray
Function Array2dToString$ (MyArray() As String)
Dim MyString As String
Dim iY As Integer
Dim iX As Integer
Dim sLine As String
MyString = ""
For iY = LBound(MyArray, 1) To UBound(MyArray, 1)
sLine = ""
For iX = LBound(MyArray, 2) To UBound(MyArray, 2)
sLine = sLine + MyArray(iY, iX)
Next iX
MyString = MyString + sLine + Chr$(13)
Next iY
Array2dToString$ = MyString
End Function ' Array2dToString$
' /////////////////////////////////////////////////////////////////////////////
'Function Array2dToStringTest$ (MyArray() As String)
' Dim MyString As String
' Dim iY As Integer
' Dim iX As Integer
' Dim sLine As String
' MyString = ""
' MyString = MyString + " 11111111112222222222333" + Chr$(13)
' MyString = MyString + " 12345678901234567890123456789012" + Chr$(13)
' For iY = LBound(MyArray, 1) To UBound(MyArray, 1)
' sLine = ""
' sLine = sLine + Right$(" " + cstr$(iY), 2)
' For iX = LBound(MyArray, 2) To UBound(MyArray, 2)
' sLine = sLine + MyArray(iY, iX)
' Next iX
' sLine = sLine + Right$(" " + cstr$(iY), 2)
' MyString = MyString + sLine + Chr$(13)
' Next iY
' MyString = MyString + " 12345678901234567890123456789012" + Chr$(13)
' MyString = MyString + " 11111111112222222222333" + Chr$(13)
' Array2dToStringTest$ = MyString
'End Function ' Array2dToStringTest$
' /////////////////////////////////////////////////////////////////////////////
' use angles in degrees units instead of radians (converted inside sub)
' Note this function uses whatever the default type is, better not be some Integer Type.
Function CosD (degrees)
CosD = Cos(_D2R(degrees))
End Function ' CosD
' /////////////////////////////////////////////////////////////////////////////
' Integer to string
Function cstr$ (myValue)
'cstr$ = LTRIM$(RTRIM$(STR$(myValue)))
cstr$ = _Trim$(Str$(myValue))
End Function ' cstr$
' /////////////////////////////////////////////////////////////////////////////
' Long to string
Function cstrl$ (myValue As Long)
cstrl$ = _Trim$(Str$(myValue))
End Function ' cstrl$
' /////////////////////////////////////////////////////////////////////////////
' Single to string
Function cstrs$ (myValue As Single)
''cstr$ = LTRIM$(RTRIM$(STR$(myValue)))
cstrs$ = _Trim$(Str$(myValue))
End Function ' cstrs$
' /////////////////////////////////////////////////////////////////////////////
' Unsigned Long to string
Function cstrul$ (myValue As _Unsigned Long)
cstrul$ = _Trim$(Str$(myValue))
End Function ' cstrul$
' /////////////////////////////////////////////////////////////////////////////
' Simple timestamp function
Function CurrentDateTime$
CurrentDateTime$ = Mid$(Date$, 7, 4) + "-" + _
Mid$(Date$, 1, 5) + " " + _
Time$
End Function ' CurrentDateTime$
' /////////////////////////////////////////////////////////////////////////////
' use angles in degrees units instead of radians (converted inside sub)
' Note this function uses whatever the default type is, better not be some Integer Type.
Function DAtan2 (x1, y1, x2, y2) ' The angle in degrees a 2nd point (x2, y2) makes to a first point (x1, y1)
Dim deltaX As Integer
Dim deltaY As Integer
Dim rtn As Integer
' Delta means change between 1 measure and another for example x2 - x1
deltaX = x2 - x1
deltaY = y2 - y1
' To find the angle point(x2, y2) makes to (x1, y1) in Degrees
' Take DegreeAngle = DAtan2(y2 - y1, x2 - x1)
rtn = _R2D(_Atan2(deltaY, deltaX))
If rtn < 0 Then
DAtan2 = rtn + 360
Else
DAtan2 = rtn
End If
End Function ' DAtan2
' /////////////////////////////////////////////////////////////////////////////
' Hack function, to be replaced with something better
Function DblToInt% (dblOld As Double)
Dim dblNew As Double
Dim sValue As String
Dim iPos As Integer
dblNew = RoundDouble#(dblOld, 0)
sValue = DblToStr$(dblNew)
DblToInt% = Val(sValue)
End Function ' DblToInt%
' /////////////////////////////////////////////////////////////////////////////
' Scientific notation - QB64 Wiki
' https://www.qb64.org/wiki/Scientific_notation
' Example: A string function that displays extremely small or large exponential decimal values.
Function DblToStr$ (n#)
Dim result$: result$ = ""
Dim value$
Dim Xpos%
Dim expo%
Dim sign$
Dim valu$
Dim dot%
Dim L%
Dim add$
Dim min$
Dim DP$
Dim n%
Dim num$: num$ = ""
value$ = UCase$(LTrim$(Str$(n#)))
Xpos% = InStr(value$, "D") + InStr(value$, "E") ' only D or E can be present
If Xpos% Then
expo% = Val(Mid$(value$, Xpos% + 1))
If Val(value$) < 0 Then
sign$ = "-"
valu$ = Mid$(value$, 2, Xpos% - 2)
Else
valu$ = Mid$(value$, 1, Xpos% - 1)
End If
dot% = InStr(valu$, ".")
L% = Len(valu$)
If expo% > 0 Then
add$ = String$(expo% - (L% - dot%), "0")
End If
If expo% < 0 Then
min$ = String$(Abs(expo%) - (dot% - 1), "0")
DP$ = "."
End If
For n% = 1 To L%
If Mid$(valu$, n%, 1) <> "." Then
num$ = num$ + Mid$(valu$, n%, 1)
End If
Next n%
result$ = _Trim$(sign$ + DP$ + min$ + num$ + add$)
Else
result$ = value$
End If
DblToStr$ = result$
End Function ' DblToStr$
' /////////////////////////////////////////////////////////////////////////////
Function DblRoundedToStr$ (dblValue As Double, intNumPlaces As Integer)
Dim dblNew As Double
dblNew = RoundDouble#(dblValue, intNumPlaces)
DblRoundedToStr$ = DblToStr$(dblNew)
End Function ' DblRoundedToStr$
' /////////////////////////////////////////////////////////////////////////////
' Receives an {sDelim} delimited list {sInput}
' returns the list with all duplicate entries removed.
Function DedupeDelimList$ (sInput As String, sDelim As String)
ReDim arrLines(-1) As String
Dim sOutput As String
Dim iLoop As Integer
split sInput, sDelim, arrLines()
sOutput = sDelim
For iLoop = LBound(arrLines) To UBound(arrLines)
If InStr(1, sOutput, sDelim + arrLines(iLoop) + sDelim) = 0 Then
sOutput = sOutput + arrLines(iLoop) + sDelim
End If
Next iLoop
DedupeDelimList$ = sOutput
End Function ' DedupeDelimList$
' /////////////////////////////////////////////////////////////////////////////
Function DoubleABS# (dblValue As Double)
If Sgn(dblValue) = -1 Then
DoubleABS# = 0 - dblValue
Else
DoubleABS# = dblValue
End If
End Function ' DoubleABS#
' /////////////////////////////////////////////////////////////////////////////
' bplus: The Gold Standard is even better than THE QB64 CIRCLE sub in this respect!
' https://forum.qb64.org/index.php?topic=1044.135
' from Steve Gold standard
' Renamed fcirc to DrawCircleSolid
' Not as fast as DrawCircleTopLeft but pretty fast.
' Example:
' Screen _NewImage(800, 600, 32)
' _ScreenMove 250, 60
' For r = 250 To 0 Step -60
' DrawCircleSolid 400, 300, r, _RGBA(255, 255, 255, 100)
' Next r
Sub DrawCircleSolid (CX As Integer, CY As Integer, R As Integer, C As _Unsigned Long)
Dim Radius As Integer, RadiusError As Integer
Dim X As Integer, Y As Integer
Radius = Abs(R)
RadiusError = -Radius
X = Radius
Y = 0
If Radius = 0 Then PSet (CX, CY), C: Exit Sub
' Draw the middle span here so we don't draw it twice in the main loop,
' which would be a problem with blending turned on.
Line (CX - X, CY)-(CX + X, CY), C, BF
While X > Y
RadiusError = RadiusError + Y * 2 + 1
If RadiusError >= 0 Then
If X <> Y + 1 Then
Line (CX - Y, CY - X)-(CX + Y, CY - X), C, BF
Line (CX - Y, CY + X)-(CX + Y, CY + X), C, BF
End If
X = X - 1
RadiusError = RadiusError - X * 2
End If
Y = Y + 1
Line (CX - X, CY - Y)-(CX + X, CY - Y), C, BF
Line (CX - X, CY + Y)-(CX + X, CY + Y), C, BF
Wend
End Sub ' DrawCircleSolid
' /////////////////////////////////////////////////////////////////////////////
' Draws scaled + rotated text to screen
' by BPlus
' Scale rotate font text strings by B+
' https://qb64phoenix.com/forum/showthread.php?tid=414&highlight=rotate+text
' INPUT:
' S$ is the string to display
' c is the color (will have a transparent background)
' midX and midY is the center of where you want to display the string
' xScale would multiply 8 pixel width of default font
' yScale would multiply the 16 pixel height of the default font
' Rotation is in Radian units, use _D2R to convert Degree units to Radian units
' DEPENDENCIES:
' drwString needs sub RotoZoom2, intended for graphics screens using the default font.
Sub drwString (S$, c As _Unsigned Long, midX, midY, xScale, yScale, Rotation As Single)
Dim I&
Dim storeDest&
I& = _NewImage(_PrintWidth(S$), _FontHeight, 32)
_Dest I&
Color c, _RGBA32(0, 0, 0, 0)
_PrintString (0, 0), S$
_Dest storeDest&
RotoZoom2 midX, midY, I&, xScale, yScale, Rotation
_FreeImage I&
End Sub ' drwString
' /////////////////////////////////////////////////////////////////////////////
' based on code from:
' Qbasic Programs - Download free bas source code
' http://www.thedubber.altervista.org/qbsrc.htm
Sub DrawTextLine (y%, x%, y2%, x2%, c$)
Dim i%
Dim steep%
Dim e%
Dim sx%
Dim sy%
Dim dx%
Dim dy%
'bError% = FALSE
'LOCATE 2, 2: PRINT "(" + STR$(x%) + "," + STR$(y%) + ") to (" + STR$(x2%) + "," + STR$(y2%) + ") of " + CHR$(34) + c$ + CHR$(34);
i% = 0: steep% = 0: e% = 0
If (x2% - x%) > 0 Then sx% = 1: Else sx% = -1
dx% = Abs(x2% - x%)
If (y2% - y%) > 0 Then sy% = 1: Else sy% = -1
dy% = Abs(y2% - y%)
If (dy% > dx%) Then
steep% = 1
Swap x%, y%
Swap dx%, dy%
Swap sx%, sy%
End If
e% = 2 * dy% - dx%
For i% = 0 To dx% - 1
If steep% = 1 Then
'PSET (y%, x%), c%:
Locate y%, x%
Print c$;
Else
'PSET (x%, y%), c%
Locate x%, y%
Print c$;
End If
While e% >= 0
y% = y% + sy%: e% = e% - 2 * dx%
Wend
x% = x% + sx%: e% = e% + 2 * dy%
Next
'PSET (x2%, y2%), c%
Locate x2%, y2%
Print c$;
End Sub ' DrawTextLine
' /////////////////////////////////////////////////////////////////////////////
Sub DumpScreenAndFontSize ()
Dim iCols As Integer
Dim iRows As Integer
'Screen _NewImage(1024, 768, 32): _ScreenMove 0, 0
iCols = _Width(0) \ _FontWidth
iRows = _Height(0) \ _FontHeight
Print "_Width(0) =" + _Trim$(Str$(_Width(0)))
Print "_Height(0) =" + _Trim$(Str$(_Height(0)))
Print "_FontWidth =" + _Trim$(Str$(_FontWidth))
Print "_FontHeight=" + _Trim$(Str$(_FontHeight))
Print "iCols = _Width(0) \ _FontWidth = " + _Trim$(Str$(iCols))
Print "iRows = _Height(0) \ _FontHeight = " + _Trim$(Str$(iRows))
End Sub ' DumpScreenAndFontSize
' /////////////////////////////////////////////////////////////////////////////
' Use with timer functions to avoid "after midnight" bug.
' SMcNeill
' More efficient version of ExtendedTimer.
' This stores our day values and only updates them when necessary.
' We really don't need to figure out how many seconds are in today over and over endlessly
' -- just count them once, and when the clock swaps back to 0:0:0, add 24*60*60 seconds to the count.
' Re: how to time something (ie do loop for n seconds)
' https://forum.qb64.org/index.php?topic=4682.0
' SMcNeill, QB64 Developer
' Reply #1 on: Today at 11:26:52 am
'
' One caveat here: You *can* experience bugs with this after midnight.
'
' Program starts at 23:59:59.
' Add three seconds -- 24:00:02... (In seconds, and not hours and minutes like this, though hours and minutes are easier to visualize.)
' Clock hits midnight: 0:00:00
'
' At no point will you ever have TIMER become greater than t#.
'
' If you're going to have a program which might run into this issue,
' I'd suggest just plugging in my ExtendedTimer and use it instead:
'
' Most of us write time code to test little snippets for which method might
' be faster for us while we're coding. The clock resetting on us isn't
' normally such a big deal. When it is, however, all you have to do is
' swap to the ExtendedTimer function [below]
'
' Returns a value for you based off DAY + TIME, rather than just time alone!
' No midnight clock issues with something like that in our programs. ;)
' Example using regular Timer:
' t# = Timer + 3
' Do
' '(SOMETHING)
' Loop Until Timer > t#
' Usage:
' ' DO SOMETHING FOR 3 SECONDS
' t# = ExtendedTimer1 + 3
' Do
' '(SOMETHING)
' Loop Until Timer > t#
$If EXTENDEDTIMER = UNDEFINED Then
$Let EXTENDEDTIMER = TRUE
Function ExtendedTimer##
'modified extendedtimer to store the old day's count, and not have to recalculate it every time the routine is called.
Static olds As _Float, old_day As _Float, oldt As _Float
Dim m As Integer, d As Integer, y As Integer
Dim s As _Float, day As String
If olds = 0 Then 'calculate the day the first time the extended timer runs
day = Date$
m = Val(Left$(day, 2))
d = Val(Mid$(day, 4, 2))
y = Val(Right$(day, 4)) - 1970
Select Case m 'Add the number of days for each previous month passed
Case 2: d = d + 31
Case 3: d = d + 59
Case 4: d = d + 90
Case 5: d = d + 120
Case 6: d = d + 151
Case 7: d = d + 181
Case 8: d = d + 212
Case 9: d = d + 243
Case 10: d = d + 273
Case 11: d = d + 304
Case 12: d = d + 334
End Select
If (y Mod 4) = 2 And m > 2 Then d = d + 1 'add a day if this is leap year and we're past february
d = (d - 1) + 365 * y 'current month days passed + 365 days per each standard year
d = d + (y + 2) \ 4 'add in days for leap years passed
s = d * 24 * 60 * 60 'Seconds are days * 24 hours * 60 minutes * 60 seconds
old_day = s
End If
If Timer < oldt Then 'we went from 23:59:59 (a second before midnight) to 0:0:0 (midnight)
old_day = s + 83400 'add another worth of seconds to our counter
End If
oldt = Timer
olds = old_day + oldt
ExtendedTimer## = olds
End Function ' ExtendedTimer##
$End If
' /////////////////////////////////////////////////////////////////////////////
' Fill a 2D integer array with a specified value
Sub FillIntegerArray2D (MyArray() As Integer, MyValue As Integer)
Dim iLoop1 As Integer
Dim iLoop2 As Integer
For iLoop1 = 1 To UBound(MyArray, 1)
For iLoop2 = 1 To UBound(MyArray, 2)
'Print "iLoop1=" + cstr$(iLoop1) + ", iLoop2=" + cstr$(iLoop2)
MyArray(iLoop1, iLoop2) = MyValue
Next iLoop2
Next iLoop1
End Sub ' FillIntegerArray2D
' /////////////////////////////////////////////////////////////////////////////
' Fill a 2D long array with a specified value
Sub FillLongArray2D (MyArray() As Long, MyValue As Long)
Dim iLoop1 As Integer
Dim iLoop2 As Integer
For iLoop1 = 1 To UBound(MyArray, 1)
For iLoop2 = 1 To UBound(MyArray, 2)
'Print "iLoop1=" + cstr$(iLoop1) + ", iLoop2=" + cstr$(iLoop2)
MyArray(iLoop1, iLoop2) = MyValue
Next iLoop2
Next iLoop1
End Sub ' FillLongArray2D
' /////////////////////////////////////////////////////////////////////////////
Function FloatRoundedToStr$ (fValue As _Float, intNumPlaces As Integer)
Dim fNew As _Float
fNew = RoundNatural##(fValue, intNumPlaces)
FloatRoundedToStr$ = FloatToStr$(fNew)
End Function ' DblRoundedToStr$
' /////////////////////////////////////////////////////////////////////////////
' Scientific notation - QB64 Wiki
' https://www.qb64.org/wiki/Scientific_notation
' Example: A string function that displays extremely small or large exponential decimal values.
Function FloatToStr$ (n##)
Dim value$
Dim Xpos%
Dim expo%
Dim sign$
Dim valu$
Dim dot%
Dim L%
Dim add$
Dim min$
Dim DP$
Dim n As Integer
Dim num$: num$ = ""
value$ = UCase$(LTrim$(Str$(n##)))
Xpos% = InStr(value$, "D") + InStr(value$, "E") 'only D or E can be present
If Xpos% Then
expo% = Val(Mid$(value$, Xpos% + 1))
If Val(value$) < 0 Then
sign$ = "-"
valu$ = Mid$(value$, 2, Xpos% - 2)
Else
valu$ = Mid$(value$, 1, Xpos% - 1)
End If
dot% = InStr(valu$, ".")
L% = Len(valu$)
If expo% > 0 Then
add$ = String$(expo% - (L% - dot%), "0")
End If
If expo% < 0 Then
min$ = String$(Abs(expo%) - (dot% - 1), "0")
DP$ = "."
End If
For n = 1 To L%
If Mid$(valu$, n, 1) <> "." Then
num$ = num$ + Mid$(valu$, n, 1)
End If
Next n
Else
FloatToStr$ = value$
Exit Function
End If
FloatToStr$ = _Trim$(sign$ + DP$ + min$ + num$ + add$)
End Function ' FloatToStr$
' /////////////////////////////////////////////////////////////////////////////
' TODO: find the newer formatting function?
Function FormatNumber$ (myValue, iDigits As Integer)
Dim strValue As String
strValue = DblToStr$(myValue) + String$(iDigits, " ")
If myValue < 1 Then
If myValue < 0 Then
strValue = Replace$(strValue, "-.", "-0.")
ElseIf myValue > 0 Then
strValue = "0" + strValue
End If
End If
FormatNumber$ = Left$(strValue, iDigits)
End Function ' FormatNumber$
' /////////////////////////////////////////////////////////////////////////////
' From: Bitwise Manipulations By Steven Roman
' http://www.romanpress.com/Articles/Bitwise_R/Bitwise.htm
' Returns the 8-bit binary representation
' of an integer iInput where 0 <= iInput <= 255
Function GetBinary$ (iInput1 As Integer)
Dim sResult As String
Dim iLoop As Integer
Dim iInput As Integer: iInput = iInput1
sResult = ""
If iInput >= 0 And iInput <= 255 Then
For iLoop = 1 To 8
sResult = LTrim$(RTrim$(Str$(iInput Mod 2))) + sResult
iInput = iInput \ 2
'If iLoop = 4 Then sResult = " " + sResult
Next iLoop
End If
GetBinary$ = sResult
End Function ' GetBinary$
' /////////////////////////////////////////////////////////////////////////////
' wonderfully inefficient way to read if a bit is set
' ival = GetBit256%(int we are comparing, int containing the bits we want to read)
' See also: GetBit256%, SetBit256%
Function GetBit256% (iNum1 As Integer, iBit1 As Integer)
Dim iResult As Integer
Dim sNum As String
Dim sBit As String
Dim iLoop As Integer
Dim bContinue As Integer
'DIM iTemp AS INTEGER
Dim iNum As Integer: iNum = iNum1
Dim iBit As Integer: iBit = iBit1
iResult = FALSE
bContinue = TRUE
If iNum < 256 And iBit <= 128 Then
sNum = GetBinary$(iNum)
sBit = GetBinary$(iBit)
For iLoop = 1 To 8
If Mid$(sBit, iLoop, 1) = "1" Then
'if any of the bits in iBit are false, return false
If Mid$(sNum, iLoop, 1) = "0" Then
iResult = FALSE
bContinue = FALSE
Exit For
End If
End If
Next iLoop
If bContinue = TRUE Then
iResult = TRUE
End If
End If
GetBit256% = iResult
End Function ' GetBit256%
' /////////////////////////////////////////////////////////////////////////////
' Returns the text character at positon x%, y%
' Does the same as:
' Locate y%, x%
' GetCharXY% = Screen(CsrLin, Pos(0))
' See also: GetColorXY&
Function GetCharXY% (x%, y%)
GetCharXY% = Screen(y%, x%, 0) ' when 3rd parameter = 0 returns character code
End Function ' GetCharXY%
' /////////////////////////////////////////////////////////////////////////////
' Returns the text color at positon x%, y%
' See also: GetCharXY%
Function GetColorXY& (x%, y%)
GetColorXY& = Screen(y%, x%, 1) ' when 3rd parameter = 1 returns character color
End Function ' GetColorXY
' /////////////////////////////////////////////////////////////////////////////
' Simple timestamp function
' Format: {YYYY}-{MM}-{DD} {hh}:[mm}:{ss}
' Uses:
' TIME$
' The TIME$ Function returns a STRING representation
' of the current computer time in a 24 hour format.
' https://qb64phoenix.com/qb64wiki/index.php/TIME$
' DATE$
' The DATE$ function returns the current computer date
' as a string in the format "mm-dd-yyyy".
' https://qb64phoenix.com/qb64wiki/index.php/DATE$
'
' TODO: support template where
' {yyyy} = 4 digit year
' {mm} = 2 digit month
' {dd} = 2 digit day
' {hh} = 2 digit hour (12-hour)
' {rr} = 2 digit hour (24-hour)
' {nn} = 2 digit minute
' {ss} = 2 digit second
' {ampm} = AM/PM
' We got the nn for minute from Microsoft > Office VBA Reference > DateDiff function
' https://docs.microsoft.com/en-us/office/vba/language/reference/user-interface-help/datediff-function
' PRINT "Current date time (simple format) = " + Chr$(34) + GetCurrentDateTime$("{yyyy}-{mm}-{dd} {rr}:{nn}:{ss}") + Chr$(34)
' PRINT "Current date time (US format) = " + Chr$(34) + GetCurrentDateTime$("{mm}/{dd}/{yyyy} {hh}:{nn}:{ss} {ampm}") + Chr$(34)
' PRINT "Filename timestamp = " + Chr$(34) + GetCurrentDateTime$("{yyyy}{mm}{dd}_{rr}{nn}{ss}") + Chr$(34)
Function GetCurrentDateTime$ (sTemplate$)
Dim sDate$: sDate$ = Date$
Dim sTime$: sTime$ = Time$
Dim sYYYY$: sYYYY$ = Mid$(sDate$, 7, 4)
Dim sMM$: sMM$ = Mid$(sDate$, 1, 2)
Dim sDD$: sDD$ = Mid$(sDate$, 4, 2)
Dim sHH24$: sHH24$ = Mid$(sTime$, 1, 2)
Dim sHH$: sHH$ = ""
Dim sMI$: sMI$ = Mid$(sTime$, 4, 2)
Dim sSS$: sSS$ = Mid$(sTime$, 7, 2)
Dim iHour%: iHour% = Val(sHH24$)
Dim sAMPM$: sAMPM$ = ""
Dim result$: result$ = ""
' FIGURE OUT AM/PM
If InStr(sTemplate$, "{ampm}") > 0 Then
If iHour% = 0 Then
sAMPM$ = "AM"
iHour% = 12
ElseIf iHour% > 0 And iHour% < 12 Then
sAMPM$ = "AM"
ElseIf iHour% = 12 Then
sAMPM$ = "PM"
Else
sAMPM$ = "PM"
iHour% = iHour% - 12
End If
sHH$ = Right$("00" + _Trim$(Str$(iHour%)), 2)
End If
' POPULATE TEMPLATE
result$ = sTemplate$
result$ = Replace$(result$, "{yyyy}", sYYYY$)
result$ = Replace$(result$, "{mm}", sMM$)
result$ = Replace$(result$, "{dd}", sDD$)
result$ = Replace$(result$, "{hh}", sHH$)
result$ = Replace$(result$, "{rr}", sHH24$)
result$ = Replace$(result$, "{nn}", sMI$)
result$ = Replace$(result$, "{ss}", sSS$)
result$ = Replace$(result$, "{ampm}", sAMPM$)
' RETURN RESULT
GetCurrentDateTime$ = result$
End Function ' GetCurrentDateTime$
' /////////////////////////////////////////////////////////////////////////////
' From: Bitwise Manipulations By Steven Roman
' http://www.romanpress.com/Articles/Bitwise_R/Bitwise.htm
' Returns the integer that corresponds to a binary string of length 8
Function GetIntegerFromBinary% (sBinary1 As String)
Dim iResult As Integer
Dim iLoop As Integer
Dim strBinary As String
Dim sBinary As String: sBinary = sBinary1
iResult = 0
strBinary = Replace$(sBinary, " ", "") ' Remove any spaces
For iLoop = 0 To Len(strBinary) - 1
iResult = iResult + 2 ^ iLoop * Val(Mid$(strBinary, Len(strBinary) - iLoop, 1))
Next iLoop
GetIntegerFromBinary% = iResult
End Function ' GetIntegerFromBinary%
' /////////////////////////////////////////////////////////////////////////////
' Receives a {sDelimeter} delimited list of numbers {MyString}
' and splits it up into an integer array arrInteger()
' beginning at index {iMinIndex}.
Sub GetIntegerArrayFromDelimList (MyString As String, sDelimiter As String, iMinIndex As Integer, arrInteger() As Integer)
ReDim arrString(-1) As String
Dim CleanString As String
Dim iLoop As Integer
Dim iCount As Integer: iCount = iMinIndex - 1
ReDim arrInteger(-1) As Integer
'DebugPrint "GetIntegerArrayFromDelimList " + _
' "MyString=" + chr$(34) + MyString + chr$(34) + ", " + _
' "sDelimiter=" + chr$(34) + sDelimiter + chr$(34) + ", " + _
' "iMinIndex=" + cstr$(iMinIndex) + ", " + _
' "arrInteger()"
If Len(sDelimiter) > 0 Then
CleanString = MyString
If sDelimiter <> " " Then
CleanString = Replace$(CleanString, " ", "")
End If
split CleanString, sDelimiter, arrString()
iCount = iMinIndex - 1
For iLoop = LBound(arrString) To UBound(arrString)
If IsNum%(arrString(iLoop)) = TRUE Then
iCount = iCount + 1
ReDim _Preserve arrInteger(iMinIndex To iCount) As Integer
arrInteger(iCount) = Val(arrString(iLoop))
'DebugPrint "5633 arrInteger(" + cstr$(iCount) + ") = VAL(arrString(" + cstr$(iLoop) + ")) = " + cstr$(arrInteger(iCount))
End If
Next iLoop
Else
If IsNum%(MyString) = TRUE Then
ReDim _Preserve arrInteger(iMinIndex To iMinIndex) As Integer
arrInteger(iMinIndex) = Val(MyString)
End If
End If
'CleanString=""
'for iLoop=lbound(arrInteger) to ubound(arrInteger)
'CleanString = CleanString + iifstr$(iLoop=lbound(arrInteger), "", ",") + cstr$(arrInteger(iLoop))
'next iLoop
'DebugPrint "arrInteger=(" + CleanString + ")"
End Sub ' GetIntegerArrayFromDelimList
' /////////////////////////////////////////////////////////////////////////////
' Gets the # of seconds so far today
Function GetTimeSeconds& ()
Dim result&: result& = 0
Dim sTime$: sTime$ = Time$
Dim sHH24$: sHH24$ = Mid$(sTime$, 1, 2)
Dim sMI$: sMI$ = Mid$(sTime$, 4, 2)
Dim sSS$: sSS$ = Mid$(sTime$, 7, 2)
result& = result& + Val(sSS$)
result& = result& + (Val(sMI$) * 60)
result& = result& + ((Val(sHH24$) * 60) * 60)
' RETURN RESULT
GetTimeSeconds& = result&
End Function ' GetTimeSeconds&
' /////////////////////////////////////////////////////////////////////////////
' FOR BITWISE OPERATIONS
Function HasBit% (iByte As Integer, iBit As Integer)
''TODO: precalculate
'dim shared m_arrBitValue(1 To 8) As Integer
'dim iLoop as Integer
'For iLoop = 0 To 7
' m_arrBitValue(iLoop + 1) = 2 ^ iLoop
'Next iLoop
'HasBit% = ((iByte And m_arrBitValue(iBit)) = m_arrBitValue(iBit))
Dim iBitValue As Integer
iBitValue = 2 ^ (iBit - 1)
HasBit% = ((iByte And iBitValue) = iBitValue)
End Function ' HasBit%
' /////////////////////////////////////////////////////////////////////////////
' IIF function for QB for integers
Function IIF (Condition, IfTrue, IfFalse)
If Condition Then IIF = IfTrue Else IIF = IfFalse
End Function
' /////////////////////////////////////////////////////////////////////////////
' IIF function for QB for strings
Function IIFS$ (Condition, IfTrue$, IfFalse$)
If Condition Then IIFS$ = IfTrue$ Else IIFS$ = IfFalse$
End Function
' /////////////////////////////////////////////////////////////////////////////
Function IntPadLeft$ (iValue As Integer, iWidth As Integer)
IntPadLeft$ = Right$(String$(iWidth, " ") + _Trim$(Str$(iValue)), iWidth)
End Function ' IntPadLeft$
' /////////////////////////////////////////////////////////////////////////////
Function IntPadRight$ (iValue As Integer, iWidth As Integer)
IntPadRight$ = Left$(_Trim$(Str$(iValue)) + String$(iWidth, " "), iWidth)
End Function ' IntPadRight$
' /////////////////////////////////////////////////////////////////////////////
' Returns TRUE if number n is even
' https://slaystudy.com/qbasic-program-to-check-if-number-is-even-or-odd/
' see also: IsOdd%
Function IsEven% (n)
If n Mod 2 = 0 Then
IsEven% = TRUE
Else
IsEven% = FALSE
End If
End Function ' IsEven%
' /////////////////////////////////////////////////////////////////////////////
' Returns TRUE if value text$ is numeric.
Function IsNum% (text$)
IsNum% = IsNumber%(text$)
End Function ' IsNum%
'' OLD IsNum% CHECK FAILS FOR NUMBERS LIKE "002" AND "2.000":
'' from https://www.qb64.org/forum/index.php?topic=896.0
'Function IsNum% (text$)
' Dim a$
' Dim b$
' a$ = _Trim$(text$)
' b$ = _Trim$(Str$(Val(text$)))
' If a$ = b$ Then
' IsNum% = TRUE
' Else
' IsNum% = FALSE
' End If
'End Function ' IsNum%
' /////////////////////////////////////////////////////////////////////////////
' Returns TRUE if value OriginalString$ is numeric else returns FALSE.
' Re: Does a Is Number function exist in QB64?
' https://www.qb64.org/forum/index.php?topic=896.15
' Version 2 by madscijr
' Returns TRUE (-1) if string is an integer, FALSE (0) if not
' Version 1 by MWheatley
' Reply #18 on: January 01, 2019, 11:24:30 AM
' returns 1 if string is an integer, 0 if not
Function IsNumber% (OriginalString$)
Dim bResult%: bResult% = FALSE
Dim iLoop%
Dim TestString$
Dim iDecimalCount%
Dim sNextChar$
If Len(OriginalString$) > 0 Then
TestString$ = ""
If Left$(OriginalString$, 1) = "+" Then
TestString$ = Right$(OriginalString$, Len(OriginalString$) - 1)
ElseIf Left$(OriginalString$, 1) = "-" Then
TestString$ = Right$(OriginalString$, Len(OriginalString$) - 1)
Else
TestString$ = OriginalString$
End If
If Len(TestString$) > 0 Then
bResult% = TRUE
iDecimalCount% = 0
For iLoop% = 1 To Len(TestString$)
sNextChar$ = Mid$(TestString$, iLoop%, 1)
If sNextChar$ = "." Then
iDecimalCount% = iDecimalCount% + 1
If iDecimalCount% > 1 Then
' TOO MANY DECIMAL POINTS, INVALID!
bResult% = FALSE
Exit For
End If
ElseIf Asc(sNextChar$) < 48 Or Asc(sNextChar$) > 57 Then
' NOT A NUMERAL OR A DECIMAL, INVALID!
bResult% = FALSE
Exit For
End If
Next iLoop%
End If
End If
IsNumber% = bResult%
End Function ' IsNumber%
' /////////////////////////////////////////////////////////////////////////////
'Sub IsNumberTest
' Dim in$
' Cls
' IsNumberTest1 "1"
' IsNumberTest1 "01"
' IsNumberTest1 "001"
' IsNumberTest1 "-1"
' IsNumberTest1 "-01"
' IsNumberTest1 "-001"
' IsNumberTest1 "+1"
' IsNumberTest1 "+01"
' IsNumberTest1 "+001"
' IsNumberTest1 ".1"
' IsNumberTest1 ".01"
' IsNumberTest1 ".001"
' IsNumberTest1 ".10"
' IsNumberTest1 ".100"
' IsNumberTest1 "..100"
' IsNumberTest1 "100."
' Input "PRESS ENTER TO CONTINUE TEST";in$
' Cls
' IsNumberTest1 "0.10"
' IsNumberTest1 "00.100"
' IsNumberTest1 "000.1000"
' IsNumberTest1 "000..1000"
' IsNumberTest1 "000.1000.00"
' IsNumberTest1 "+1.00"
' IsNumberTest1 "++1.00"
' IsNumberTest1 "+-1.00"
' IsNumberTest1 "-1.00"
' IsNumberTest1 "-+1.00"
' IsNumberTest1 " 1"
' IsNumberTest1 "1 "
' IsNumberTest1 "1. 01"
' IsNumberTest1 "+1 "
'End Sub ' IsNumberTest
'Sub IsNumberTest1(MyString As String)
' Const cWidth = 16
' Dim sInput As String : sInput = left$(Chr$(34) + MyString + Chr$(34) + String$(cWidth, " "), cWidth)
' Dim sResult As String : sResult = right$(String$(2, " ") + _Trim$(Str$(IsNumber%(MyString))), 2)
' Print "IsNumber%(" + sInput + ") returns " + sResult
'End Sub ' IsNumberTest1
' /////////////////////////////////////////////////////////////////////////////
' Returns TRUE if number n is odd
' https://slaystudy.com/qbasic-program-to-check-if-number-is-even-or-odd/
' see also: IsEven%
Function IsOdd% (n)
If n Mod 2 = 1 Then
IsOdd% = TRUE
Else
IsOdd% = FALSE
End If
End Function ' IsOdd%
' /////////////////////////////////////////////////////////////////////////////
' Combines all elements of in$() into a single string
' with delimiter$ separating the elements.
' Split and join strings
' https://www.qb64.org/forum/index.php?topic=1073.0
Function join$ (in$(), delimiter$)
Dim result$
Dim i As Long
result$ = in$(LBound(in$))
For i = LBound(in$) + 1 To UBound(in$)
result$ = result$ + delimiter$ + in$(i)
Next i
join$ = result$
End Function ' join$
' /////////////////////////////////////////////////////////////////////////////
Function LeftPadString$ (myString$, toWidth%, padChar$)
LeftPadString$ = Right$(String$(toWidth%, padChar$) + myString$, toWidth%)
End Function ' LeftPadString$
' /////////////////////////////////////////////////////////////////////////////
' ABS was returning strange values with type LONG
' so I created this which does not.
' See also: UnsignedLongABS
Function LongABS& (lngValue As Long)
If Sgn(lngValue) = -1 Then
LongABS& = 0 - lngValue
Else
LongABS& = lngValue
End If
End Function ' LongABS&
' /////////////////////////////////////////////////////////////////////////////
' Remove scientific Notation to String (~40 LOC)
' SMcNeill Jan 7, 2020
' https://www.qb64.org/forum/index.php?topic=1555.msg112989#msg112989
' Last Function in code marked Best Answer (removed debug comments and
' blank lines added these 2 lines.)
Function N2S$ (EXP$)
ReDim t$, sign$, l$, r$, r&&
ReDim dp As Long, dm As Long, ep As Long, em As Long, check1 As Long, l As Long, i As Long
t$ = LTrim$(RTrim$(EXP$))
If Left$(t$, 1) = "-" Or Left$(t$, 1) = "N" Then sign$ = "-": t$ = Mid$(t$, 2)
dp = InStr(t$, "D+"): dm = InStr(t$, "D-")
ep = InStr(t$, "E+"): em = InStr(t$, "E-")
check1 = Sgn(dp) + Sgn(dm) + Sgn(ep) + Sgn(em)
If check1 < 1 Or check1 > 1 Then N2S = _Trim$(EXP$): Exit Function ' If no scientic notation is found, or if we find more than 1 type, it's not SN!
Select Case l ' l now tells us where the SN starts at.
Case Is < dp: l = dp
Case Is < dm: l = dm
Case Is < ep: l = ep
Case Is < em: l = em
End Select
l$ = Left$(t$, l - 1) ' The left of the SN
r$ = Mid$(t$, l + 1): r&& = Val(r$) ' The right of the SN, turned into a workable long
If InStr(l$, ".") Then ' Location of the decimal, if any
If r&& > 0 Then
r&& = r&& - Len(l$) + 2
Else
r&& = r&& + 1
End If
l$ = Left$(l$, 1) + Mid$(l$, 3)
End If
Select Case r&&
Case 0 ' what the heck? We solved it already?
' l$ = l$
Case Is < 0
For i = 1 To -r&&
l$ = "0" + l$
Next
l$ = "." + l$
Case Else
For i = 1 To r&&
l$ = l$ + "0"
Next
l$ = l$
End Select
N2S$ = sign$ + l$
End Function ' N2S$
' /////////////////////////////////////////////////////////////////////////////
Function PadLeft$ (MyString As String, iLength As Integer)
Dim sValue As String
sValue = String$(iLength, " ") + MyString
sValue = Right$(sValue, iLength)
PadLeft$ = sValue
End Function ' PadLeft$
' /////////////////////////////////////////////////////////////////////////////
Function PadRight$ (MyString As String, iLength As Integer)
Dim sValue As String
sValue = MyString + String$(iLength, " ")
sValue = Left$(sValue, iLength)
PadRight$ = sValue
End Function ' PadRight$
' /////////////////////////////////////////////////////////////////////////////
' Pauses for iDS deciseconds (iDS * 100 ms)
Sub PauseDecisecond (iDS As Integer)
Dim iCount As Integer
iCount = 0
Do
iCount = iCount + 1
_Limit 10 ' run 10x every second
Loop Until iCount = iDS
End Sub ' PauseDecisecond
' /////////////////////////////////////////////////////////////////////////////
' Returns TRUE if point (x1%, y1%) is adjacent to point (x2%, y2%)
Function PointsAreAdjacent% (x1%, y1%, x2%, y2%)
Dim bResult%: bResult% = FALSE
' x or y can be the same, but not both
If (x1% <> x2%) Or (y1% <> y2%) Then
If (x1% = x2%) Or ((x1% = (x2% + 1)) Or (x2% = (x1% + 1))) Then
If (y1% = y2%) Or ((y1% = (y2% + 1)) Or (y2% = (y1% + 1))) Then
bResult% = TRUE
End If
End If
End If
PointsAreAdjacent% = bResult%
End Function ' PointsAreAdjacent%
' /////////////////////////////////////////////////////////////////////////////
' Prints MyString$, iLinesPerPage% lines at a time,
' then waits for user to press a key to continue,
' before printing the next iLinesPerPage% lines.
Sub PrintPaged (MyString$, iLinesPerPage%)
Dim delim$
ReDim arrTest$(0)
Dim iLoop%
Dim iCount%
Dim in$
_KeyClear ' CLEAR KEYBOARD BUFFER
delim$ = Chr$(13)
split MyString$, delim$, arrTest$()
iCount% = 0
For iLoop% = LBound(arrTest$) To UBound(arrTest$)
iCount% = iCount% + 1
If iCount% > iLinesPerPage% Then
Print
Print "PRESS ANY KEY TO CONTINUE"
Sleep: _KeyClear ' CLEAR KEYBOARD BUFFER
Print
iCount% = 0
End If
Print arrTest$(iLoop%)
Next iLoop%
_KeyClear ' CLEAR KEYBOARD BUFFER
End Sub ' PrintPaged
' /////////////////////////////////////////////////////////////////////////////
' iNum% = PromptForIntegerInRange%("Please type a number between {min} and {max} (or blank to quit).", 1, 4, 0) ' prompt, min, max, default
Function PromptForIntegerInRange% (sPrompt$, iMin%, iMax%, iDefault%)
Dim iValue%
Dim bFinished%
Dim sPrompt1$
Dim in$
If Len(sPrompt$) > 0 Then
sPrompt1$ = sPrompt$
Else
sPrompt1$ = "Please type a number between {min} and {max} (or blank to quit)."
End If
sPrompt1$ = Replace$(sPrompt1$, "{min}", cstr$(iMin%))
sPrompt1$ = Replace$(sPrompt1$, "{max}", cstr$(iMax%))
bFinished% = FALSE
Do
Print sPrompt1$
Input in$
in$ = _Trim$(in$)
If Len(in$) > 0 Then
If IsNumber(in$) Then
iValue% = Val(in$)
If iValue% >= iMin% And iValue% <= iMax% Then
'bFinished% = TRUE
Exit Do
Else
Print "Number out of range."
Print
End If
Else
Print "Not a valid number."
Print
End If
Else
iValue% = iDefault%
Exit Do
'bFinished% = TRUE
End If
Loop Until bFinished% = TRUE
PromptForIntegerInRange% = iValue%
End Function ' PromptForIntegerInRange%
' /////////////////////////////////////////////////////////////////////////////
' Prints text character char$ at positoin x%,y% in color mycolor~&.
Sub PutCharXY (x%, y%, char$, myColor~&)
Color myColor~&
Locate y%, x%
Print char$;
End Sub ' PutCharXY
' /////////////////////////////////////////////////////////////////////////////
' Initializes random number generator seed.
' NOTE:
' using # of seconds so far in the day
' may be slightly more random than Randomize Timer
' unless user runs program at exact same time every day
Sub InitializeRandom
Dim t9#
t9# = (Timer * 1000000) Mod 32767
Randomize t9#
End Sub ' InitializeRandom
' /////////////////////////////////////////////////////////////////////////////
' Initializes random number generator seed.
' *** NOT SURE IF THIS ONE WORKS ***
Sub InitializeRandom1
Dim iSeed As Integer
iSeed = GetTimeSeconds& Mod 32767
Randomize iSeed
End Sub ' InitializeRandom1
' /////////////////////////////////////////////////////////////////////////////
' Generate random value between Min and Max inclusive.
' Note: random-number generator should be initialized with
' InitializeRandom or Randomize Timer
Function RandomNumber% (Min%, Max%)
Dim NumSpread%
'' SET RANDOM SEED
''Randomize ' Initialize random-number generator.
'Randomize Timer
NumSpread% = (Max% - Min%) + 1
RandomNumber% = Int(Rnd * NumSpread%) + Min% ' GET RANDOM # BETWEEN Max% AND Min%
End Function ' RandomNumber%
' /////////////////////////////////////////////////////////////////////////////
$If Then
Sub RandomNumberTest
Dim iCols As Integer: iCols = 10
Dim iRows As Integer: iRows = 20
Dim iLoop As Integer
Dim iX As Integer
Dim iY As Integer
Dim sError As String
Dim sFileName As String
Dim sText As String
Dim bAppend As Integer
Dim iMin As Integer
Dim iMax As Integer
Dim iNum As Integer
Dim iErrorCount As Integer
Dim sInput$
sFileName = "c:\temp\maze_test_1.txt"
sText = "Count" + Chr$(9) + "Min" + Chr$(9) + "Max" + Chr$(9) + "Random"
bAppend = FALSE
sError = PrintFile$(sFileName, sText, bAppend)
If Len(sError) = 0 Then
bAppend = TRUE
iErrorCount = 0
iMin = 0
iMax = iCols - 1
For iLoop = 1 To 100
iNum = RandomNumber%(iMin, iMax)
sText = Str$(iLoop) + Chr$(9) + Str$(iMin) + Chr$(9) + Str$(iMax) + Chr$(9) + Str$(iNum)
sError = PrintFile$(sFileName, sText, bAppend)
If Len(sError) > 0 Then
iErrorCount = iErrorCount + 1
Print Str$(iLoop) + ". ERROR"
Print " " + "iMin=" + Str$(iMin)
Print " " + "iMax=" + Str$(iMax)
Print " " + "iNum=" + Str$(iNum)
Print " " + "Could not write to file " + Chr$(34) + sFileName + Chr$(34) + "."
Print " " + sError
End If
Next iLoop
iMin = 0
iMax = iRows - 1
For iLoop = 1 To 100
iNum = RandomNumber%(iMin, iMax)
sText = Str$(iLoop) + Chr$(9) + Str$(iMin) + Chr$(9) + Str$(iMax) + Chr$(9) + Str$(iNum)
sError = PrintFile$(sFileName, sText, bAppend)
If Len(sError) > 0 Then
iErrorCount = iErrorCount + 1
Print Str$(iLoop) + ". ERROR"
Print " " + "iMin=" + Str$(iMin)
Print " " + "iMax=" + Str$(iMax)
Print " " + "iNum=" + Str$(iNum)
Print " " + "Could not write to file " + Chr$(34) + sFileName + Chr$(34) + "."
Print " " + sError
End If
Next iLoop
Print "Finished generating numbers. Errors: " + Str$(iErrorCount)
Else
Print "Error creating file " + Chr$(34) + sFileName + Chr$(34) + "."
Print sError
End If
Input "Press <ENTER> to continue", sInput$
End Sub ' RandomNumberTest
$End If
' /////////////////////////////////////////////////////////////////////////////
' [Replace$] replaces all instances of the [Find] sub-string
' with the [Add] sub-string within the [Text] string.
' SUMMARY:
' Purpose: A library of custom functions that transform strings.
' Author: Dustinian Camburides (dustinian@gmail.com)
' Platform: QB64 (www.qb64.org)
' Revision: 1.6
' Updated: 5/28/2012
' INPUT:
' Text: The input string; the text that's being manipulated.
' Find: The specified sub-string; the string sought within the [Text] string.
' Add: The sub-string that's being added to the [Text] string.
' FROM: String Manipulation
' found at abandoned, outdated and now likely malicious qb64 dot net website
' http://www.qb64.[net]/forum/index_topic_5964-0/
Function Replace$ (Text1 As String, Find1 As String, Add1 As String)
' VARIABLES:
Dim Text2 As String
Dim Find2 As String
Dim Add2 As String
Dim lngLocation As Long ' The address of the [Find] substring within the [Text] string.
Dim strBefore As String ' The characters before the string to be replaced.
Dim strAfter As String ' The characters after the string to be replaced.
' INITIALIZE:
' MAKE COPIES SO THE ORIGINAL IS NOT MODIFIED (LIKE ByVal IN VBA)
Text2 = Text1
Find2 = Find1
Add2 = Add1
lngLocation = InStr(1, Text2, Find2)
' PROCESSING:
' While [Find2] appears in [Text2]...
While lngLocation
' Extract all Text2 before the [Find2] substring:
strBefore = Left$(Text2, lngLocation - 1)
' Extract all text after the [Find2] substring:
strAfter = Right$(Text2, ((Len(Text2) - (lngLocation + Len(Find2) - 1))))
' Return the substring:
Text2 = strBefore + Add2 + strAfter
' Locate the next instance of [Find2]:
lngLocation = InStr(1, Text2, Find2)
' Next instance of [Find2]...
Wend
' OUTPUT:
Replace$ = Text2
End Function ' Replace$
' /////////////////////////////////////////////////////////////////////////////
$If Then
Sub ReplaceTest
Dim in$
Print "-------------------------------------------------------------------------------"
Print "ReplaceTest"
Print
Print "Original value"
in$ = "Thiz iz a teZt."
Print "in$ = " + Chr$(34) + in$ + Chr$(34)
Print
Print "Replacing lowercase " + Chr$(34) + "z" + Chr$(34) + " with " + Chr$(34) + "s" + Chr$(34) + "..."
in$ = Replace$(in$, "z", "s")
Print "in$ = " + Chr$(34) + in$ + Chr$(34)
Print
Print "Replacing uppercase " + Chr$(34) + "Z" + Chr$(34) + " with " + Chr$(34) + "s" + Chr$(34) + "..."
in$ = Replace$(in$, "Z", "s")
Print "in$ = " + Chr$(34) + in$ + Chr$(34)
Print
Print "ReplaceTest finished."
End Sub ' ReplaceTest
$End If
' /////////////////////////////////////////////////////////////////////////////
Function RightPadString$ (myString$, toWidth%, padChar$)
RightPadString$ = Left$(myString$ + String$(toWidth%, padChar$), toWidth%)
End Function ' RightPadString$
' /////////////////////////////////////////////////////////////////////////////
' This sub gives really nice control over displaying an Image.
' by BPlus
' Scale rotate font text strings by B+
' https://qb64phoenix.com/forum/showthread.php?tid=414&highlight=rotate+text
' USED BY: drwString
Sub RotoZoom2 (centerX As Long, centerY As Long, Image As Long, xScale As Single, yScale As Single, Rotation As Single)
Dim px(3) As Single: Dim py(3) As Single
Dim W&
Dim H&
Dim sinr!
Dim cosr!
Dim i&
Dim x2&
Dim y2&
W& = _Width(Image&): H& = _Height(Image&)
px(0) = -W& / 2: py(0) = -H& / 2: px(1) = -W& / 2: py(1) = H& / 2
px(2) = W& / 2: py(2) = H& / 2: px(3) = W& / 2: py(3) = -H& / 2
sinr! = Sin(-Rotation): cosr! = Cos(-Rotation)
For i& = 0 To 3
x2& = (px(i&) * cosr! + sinr! * py(i&)) * xScale + centerX
y2& = (py(i&) * cosr! - px(i&) * sinr!) * yScale + centerY
px(i&) = x2&: py(i&) = y2&
Next
_MapTriangle (0, 0)-(0, H& - 1)-(W& - 1, H& - 1), Image& To(px(0), py(0))-(px(1), py(1))-(px(2), py(2))
_MapTriangle (0, 0)-(W& - 1, 0)-(W& - 1, H& - 1), Image& To(px(0), py(0))-(px(3), py(3))-(px(2), py(2))
End Sub ' RotoZoom2
'' /////////////////////////////////////////////////////////////////////////////
'' https://qb64phoenix.com/forum/showthread.php?tid=644
'' From: bplus
'' Date: 07-18-2022, 03:16 PM
'' Here is a Round$ that acts the way you'd expect in under 100 LOC
'' b = b + ...
'
'Function Round$ (anyNumber, dp As Long)
' ' 5 and up at decimal place dp+1 > +1 at decimal place 4 and down > +0 at dp
' ' 2 1 0.-1 -2 -3 -4 ... pick dp like this for this Round$ Function
' sn$ = N2S$(Str$(anyNumber + .5 * 10 ^ dp)) ' get rid of sci notation, steve trims it so next find dot
' dot = InStr(sn$, ".")
' If dot Then
' predot = dot - 1
' postdot = Len(sn$) - (dot + 1)
' Else
' predot = Len(sn$)
' postdot = 0
' End If
' ' xxx.yyyyyy dp = -2
' ' ^ dp
' If dp >= 0 Then
' Rtn$ = Mid$(sn$, 1, predot - dp) + String$(dp, "0")
' Else
' Rtn$ = Mid$(sn$, 1, predot) + "." + Mid$(sn$, dot + 1, -dp)
' End If
' If Rtn$ = "" Then
' Round$ = "0"
' Else
' Round$ = Rtn$
' End If
'End Function ' Round$
'
'' /////////////////////////////////////////////////////////////////////////////
''
''Sub RoundTest
'' Print Round$(.15, 0) ' 0
'' Print Round$(.15, -1) ' .2
'' Print Round$(.15, -2) ' .15
'' Print Round$(.15, -3) ' .150
'' Print
'' Print Round$(3555, 0) ' 3555
'' Print Round$(3555, 1) ' 3560
'' Print Round$(3555, 2) ' 3600 'good
'' Print Round$(3555, 3) ' 4000
'' Print
'' Print Round$(23.149999, -1) ' 23.1
'' Print Round$(23.149999, -2) ' 23.15
'' Print Round$(23.149999, -3) ' 23.150
'' Print Round$(23.149999, -4) ' 23.1500
'' Print
'' Print Round$(23.143335, -1) ' 23.1 OK?
'' Print Round$(23.143335, -2) ' 23.14
'' Print Round$(23.143335, -3) ' 23.143
'' Print Round$(23.143335, -4) ' 23.1433
'' Print Round$(23.143335, -5) ' 23.14334
'' Print
'' Dim float31 As _Float
'' float31 = .310000000000009
'' Print Round$(.31, -2) ' .31
'' Print Round$(.31##, -2)
'' Print Round$(float31, -2)
''End Sub ' RoundTest
' /////////////////////////////////////////////////////////////////////////////
' Rounding functions.
' FROM:
' https://www.qb64.org/forum/index.php?topic=3605.0
' Quote from: SMcNeill on Today at 03:53:48 PM
'
' Sometimes, you guys make things entirely too complicated.
' There ya go! Three functions to either round naturally,
' always round down, or always round up, to whatever number of digits you desire.
' EDIT: Modified to add another option to round scientific,
' since you had it's description included in your example.
' =============================================================================
' ROUNDING FUNCTIONS FOR TYPE _FLOAT
' Receives + returns _FLOAT myVar## (-1.18E-4932 to +1.18E+4932)
Function RoundNatural## (num##, digits%)
RoundNatural## = Int(num## * 10 ^ digits% + .5) / 10 ^ digits%
End Function
Function RoundUp## (num##, digits%)
RoundUp## = _Ceil(num## * 10 ^ digits%) / 10 ^ digits%
End Function
Function RoundDown## (num##, digits%)
RoundDown## = Int(num## * 10 ^ digits%) / 10 ^ digits%
End Function
' old name: Round_Scientific##
Function RoundScientific## (num##, digits%)
RoundScientific## = _Round(num## * 10 ^ digits%) / 10 ^ digits%
End Function
' =============================================================================
' ROUNDING FUNCTIONS FOR TYPE DOUBLE
Function RoundDouble# (num#, digits%)
RoundDouble# = Int(num# * 10 ^ digits% + .5) / 10 ^ digits%
End Function
Function RoundUpDouble# (num#, digits%)
RoundUpDouble# = _Ceil(num# * 10 ^ digits%) / 10 ^ digits%
End Function
Function RoundDownDouble# (num#, digits%)
RoundDownDouble# = Int(num# * 10 ^ digits%) / 10 ^ digits%
End Function
Function RoundScientificDouble# (num#, digits%)
RoundScientificDouble# = _Round(num# * 10 ^ digits%) / 10 ^ digits%
End Function
' =============================================================================
' ROUNDING FUNCTIONS FOR TYPE SINGLE
Function RoundSingle! (num!, digits%)
RoundSingle! = Int(num! * 10 ^ digits% + .5) / 10 ^ digits%
End Function
' NOTE: not sure this one works: when digits%=3, it rounds .31 to .32
Function RoundUpSingle! (num!, digits%)
RoundUpSingle! = _Ceil(num! * 10 ^ digits%) / 10 ^ digits%
End Function
Function RoundDownSingle! (num!, digits%)
RoundDownSingle! = Int(num! * 10 ^ digits%) / 10 ^ digits%
End Function
Function RoundScientificSingle! (num!, digits%)
RoundScientificSingle! = _Round(num! * 10 ^ digits%) / 10 ^ digits%
End Function
' /////////////////////////////////////////////////////////////////////////////
' fantastically inefficient way to set a bit
' example use: arrMaze(iX, iY) = SetBit256%(arrMaze(iX, iY), cS, FALSE)
' See also: GetBit256%, SetBit256%
' newint=SetBit256%(oldint, int containing the bits we want to set, value to set them to)
Function SetBit256% (iNum1 As Integer, iBit1 As Integer, bVal1 As Integer)
Dim sNum As String
Dim sBit As String
Dim sVal As String
Dim iLoop As Integer
Dim strResult As String
Dim iResult As Integer
Dim iNum As Integer: iNum = iNum1
Dim iBit As Integer: iBit = iBit1
Dim bVal As Integer: bVal = bVal1
If iNum < 256 And iBit <= 128 Then
sNum = GetBinary$(iNum)
sBit = GetBinary$(iBit)
If bVal = TRUE Then
sVal = "1"
Else
sVal = "0"
End If
strResult = ""
For iLoop = 1 To 8
If Mid$(sBit, iLoop, 1) = "1" Then
strResult = strResult + sVal
Else
strResult = strResult + Mid$(sNum, iLoop, 1)
End If
Next iLoop
iResult = GetIntegerFromBinary%(strResult)
Else
iResult = iNum
End If
SetBit256% = iResult
End Function ' SetBit256%
' /////////////////////////////////////////////////////////////////////////////
$If Then
Sub ShowDegreesAndRadians
Dim iDegree As Integer
Dim sngRadian As Single
DebugPrint "Degree Radian"
DebugPrint "------ ------"
For iDegree = 0 To 360
sngRadian = _D2R(iDegree)
'DebugPrint LeftPadString$(cstr$(iDegree), 3, " ") + " " + LeftPadString$(cstr$(iRadian), 3, " ")
DebugPrint LeftPadString$(cstr$(iDegree), 3, " ") + " " + SngToStr$(sngRadian)
'Print "SngToStr$(MyValue) =" + SngToStr$(MyValue)
'Print "SngRoundedToStr$(MyValue, 12)=" + SngRoundedToStr$(MyValue, 12)
Next iDegree
End Sub ' ShowDegreesAndRadians
$End If
' /////////////////////////////////////////////////////////////////////////////
' use angles in degrees units instead of radians (converted inside sub)
' Note this function uses whatever the default type is, better not be some Integer Type.
Function SinD (degrees)
SinD = Sin(_D2R(degrees))
End Function ' SinD
' /////////////////////////////////////////////////////////////////////////////
Function SmallestOf3% (i1%, i2%, i3%)
Dim iMin%
iMin% = i1%
If i2% < iMin% Then iMin% = i2%
If i3% < iMin% Then iMin% = i3%
SmallestOf3% = iMin%
End Function ' SmallestOf3
' /////////////////////////////////////////////////////////////////////////////
' Receives a Single, rounds it to intNumPlaces places,
' and returns the result as a string.
Function SngRoundedToStr$ (sngValue As Single, intNumPlaces As Integer)
Dim sngNew As Single
sngNew = RoundSingle!(sngValue, intNumPlaces)
SngRoundedToStr$ = SngToStr$(sngNew)
End Function ' SngRoundedToStr$
' /////////////////////////////////////////////////////////////////////////////
' Receives a Single, rounds it to 0 places,
' and returns the result as an Integer.
' NOTE: Hack function, to be replaced with something better?
Function SngToInt% (sngOld As Single)
Dim sngNew As Single
Dim sValue As String
Dim iPos As Integer
sngNew = RoundSingle!(sngOld, 0)
sValue = SngToStr$(sngNew)
SngToInt% = Val(sValue)
End Function ' SngToInt%
' /////////////////////////////////////////////////////////////////////////////
' Converts a Single to a string, formatted without scientific notation.
' Scientific notation - QB64 Wiki
' https://www.qb64.org/wiki/Scientific_notation
' Example usage:
' A string function that displays extremely small or large exponential
' decimal values.
Function SngToStr$ (n!)
Dim result$: result$ = ""
Dim value$
Dim Xpos%
Dim expo%
Dim sign$
Dim valu$
Dim dot%
Dim L%
Dim add$
Dim min$
Dim DP$
Dim n%
Dim num$: num$ = ""
value$ = UCase$(LTrim$(Str$(n!)))
Xpos% = InStr(value$, "D") + InStr(value$, "E") ' only D or E can be present
If Xpos% Then
expo% = Val(Mid$(value$, Xpos% + 1))
If Val(value$) < 0 Then
sign$ = "-"
valu$ = Mid$(value$, 2, Xpos% - 2)
Else
valu$ = Mid$(value$, 1, Xpos% - 1)
End If
dot% = InStr(valu$, ".")
L% = Len(valu$)
If expo% > 0 Then
add$ = String$(expo% - (L% - dot%), "0")
End If
If expo% < 0 Then
min$ = String$(Abs(expo%) - (dot% - 1), "0")
DP$ = "."
End If
For n% = 1 To L%
If Mid$(valu$, n%, 1) <> "." Then
num$ = num$ + Mid$(valu$, n%, 1)
End If
Next n%
result$ = _Trim$(sign$ + DP$ + min$ + num$ + add$)
Else
result$ = value$
End If
SngToStr$ = result$
End Function ' SngToStr$
' /////////////////////////////////////////////////////////////////////////////
' Splits a string in$ by delimeter delimiter$
' into an array result$().
' Split and join strings
' https://www.qb64.org/forum/index.php?topic=1073.0
'
' FROM luke, QB64 Developer
' Date: February 15, 2019, 04:11:07 AM
'
' Given a string of words separated by spaces (or any other character),
' splits it into an array of the words. I've no doubt many people have
' written a version of this over the years and no doubt there's a million
' ways to do it, but I thought I'd put mine here so we have at least one
' version. There's also a join function that does the opposite
' array -> single string.
'
' Code is hopefully reasonably self explanatory with comments and a little demo.
' Note, this is akin to Python/JavaScript split/join, PHP explode/implode.
' Split in$ into pieces, chopping at every occurrence of delimiter$.
' Multiple consecutive occurrences of delimiter$ are treated as a single instance.
' The chopped pieces are stored in result$().
' delimiter$ must be one character long.
' result$() must have been REDIMmed previously.
' Modified to handle multi-character delimiters
Sub split (in$, delimiter$, result$())
Dim start As Integer
Dim finish As Integer
Dim iDelimLen As Integer
ReDim result$(-1)
iDelimLen = Len(delimiter$)
start = 1
Do
While Mid$(in$, start, iDelimLen) = delimiter$
start = start + iDelimLen
If start > Len(in$) Then
Exit Sub
End If
Wend
finish = InStr(start, in$, delimiter$)
If finish = 0 Then
finish = Len(in$) + 1
End If
ReDim _Preserve result$(0 To UBound(result$) + 1)
result$(UBound(result$)) = Mid$(in$, start, finish - start)
start = finish + 1
Loop While start <= Len(in$)
End Sub ' split
' /////////////////////////////////////////////////////////////////////////////
$If Then
Sub SplitTest
Dim in$
Dim delim$
ReDim arrTest$(0)
Dim iLoop%
delim$ = Chr$(10)
in$ = "this" + delim$ + "is" + delim$ + "a" + delim$ + "test"
Print "in$ = " + Chr$(34) + in$ + Chr$(34)
Print "delim$ = " + Chr$(34) + delim$ + Chr$(34)
split in$, delim$, arrTest$()
For iLoop% = LBound(arrTest$) To UBound(arrTest$)
Print "arrTest$(" + LTrim$(RTrim$(Str$(iLoop%))) + ") = " + Chr$(34) + arrTest$(iLoop%) + Chr$(34)
Next iLoop%
Print
Print "Split test finished."
End Sub ' SplitTest
$End If
' /////////////////////////////////////////////////////////////////////////////
$If Then
Sub SplitAndReplaceTest
Dim in$
Dim out$
Dim iLoop%
ReDim arrTest$(0)
Print "-------------------------------------------------------------------------------"
Print "SplitAndReplaceTest"
Print
Print "Original value"
in$ = "This line 1 " + Chr$(13) + Chr$(10) + "and line 2" + Chr$(10) + "and line 3 " + Chr$(13) + "finally THE END."
out$ = in$
out$ = Replace$(out$, Chr$(13), "\r")
out$ = Replace$(out$, Chr$(10), "\n")
out$ = Replace$(out$, Chr$(9), "\t")
Print "in$ = " + Chr$(34) + out$ + Chr$(34)
Print
Print "Fixing linebreaks..."
in$ = Replace$(in$, Chr$(13) + Chr$(10), Chr$(13))
in$ = Replace$(in$, Chr$(10), Chr$(13))
out$ = in$
out$ = Replace$(out$, Chr$(13), "\r")
out$ = Replace$(out$, Chr$(10), "\n")
out$ = Replace$(out$, Chr$(9), "\t")
Print "in$ = " + Chr$(34) + out$ + Chr$(34)
Print
Print "Splitting up..."
split in$, Chr$(13), arrTest$()
For iLoop% = LBound(arrTest$) To UBound(arrTest$)
out$ = arrTest$(iLoop%)
out$ = Replace$(out$, Chr$(13), "\r")
out$ = Replace$(out$, Chr$(10), "\n")
out$ = Replace$(out$, Chr$(9), "\t")
Print "arrTest$(" + _Trim$(Str$(iLoop%)) + ") = " + Chr$(34) + out$ + Chr$(34)
Next iLoop%
Print
Print "SplitAndReplaceTest finished."
End Sub ' SplitAndReplaceTest
$End If
' /////////////////////////////////////////////////////////////////////////////
' Converts a chr$(13) delimited string
' into a 2-dimensional array.
' Usage:
' Dim StringArray(1 To 48, 1 To 128) As String
' StringTo2dArray StringArray(), GetMap$
' Version 2 with indexed array(row, columm)
' Renamed StringToArray to StringTo2dArray.
' See also: Array2dToString$
Sub StringTo2dArray (MyArray() As String, MyString As String)
Dim sDelim As String
ReDim arrLines(0) As String
Dim iRow As Integer
Dim iCol As Integer
Dim sChar As String
Dim iDim1 As Integer
Dim iDim2 As Integer
Dim iIndex1 As Integer
Dim iIndex2 As Integer
iDim1 = LBound(MyArray, 1)
iDim2 = LBound(MyArray, 2)
sDelim = Chr$(13)
split MyString, sDelim, arrLines()
For iRow = LBound(arrLines) To UBound(arrLines)
If iRow <= UBound(MyArray, 1) Then
For iCol = 1 To Len(arrLines(iRow))
If iCol <= UBound(MyArray, 2) Then
sChar = Mid$(arrLines(iRow), iCol, 1)
If Len(sChar) > 1 Then
sChar = Left$(sChar, 1)
Else
If Len(sChar) = 0 Then
sChar = "."
End If
End If
iIndex1 = iRow + iDim1
iIndex2 = (iCol - 1) + iDim2
MyArray(iIndex1, iIndex2) = sChar
'DebugPrint "MyArray(" + cstr$(iIndex1) + ", " + cstr$(iIndex2) + " = " + chr$(34) + sChar + chr$(34)
Else
' Exit if out of bounds
Exit For
End If
Next iCol
Else
' Exit if out of bounds
Exit For
End If
Next iRow
End Sub ' StringTo2dArray
' /////////////////////////////////////////////////////////////////////////////
Function StrPadLeft$ (sValue As String, iWidth As Integer)
StrPadLeft$ = Right$(String$(iWidth, " ") + sValue, iWidth)
End Function ' StrPadLeft$
' /////////////////////////////////////////////////////////////////////////////
Function StrJustifyRight$ (sValue As String, iWidth As Integer)
StrJustifyRight$ = Right$(String$(iWidth, " ") + sValue, iWidth)
End Function ' StrJustifyRight$
' /////////////////////////////////////////////////////////////////////////////
Function StrPadRight$ (sValue As String, iWidth As Integer)
StrPadRight$ = Left$(sValue + String$(iWidth, " "), iWidth)
End Function ' StrPadRight$
' /////////////////////////////////////////////////////////////////////////////
Function StrJustifyLeft$ (sValue As String, iWidth As Integer)
StrJustifyLeft$ = Left$(sValue + String$(iWidth, " "), iWidth)
End Function ' StrJustifyLeft$
' /////////////////////////////////////////////////////////////////////////////
' div: int1% = num1% \ den1%
' mod: rem1% = num1% MOD den1%
Function StrJustifyCenter$ (sValue As String, iWidth As Integer)
Dim iLen0 As Integer
Dim iLen1 As Integer
Dim iLen2 As Integer
Dim iExtra As Integer
iLen0 = Len(sValue)
If iWidth = iLen0 Then
' no extra space: return unchanged
StrJustifyCenter$ = sValue
ElseIf iWidth > iLen0 Then
If IsOdd%(iWidth) Then
iWidth = iWidth - 1
End If
' center
iExtra = iWidth - iLen0
iLen1 = iExtra \ 2
iLen2 = iLen1 + (iExtra Mod 2)
StrJustifyCenter$ = String$(iLen1, " ") + sValue + String$(iLen2, " ")
Else
' string is too long: truncate
StrJustifyCenter$ = Left$(sValue, iWidth)
End If
End Function ' StrJustifyCenter$
' /////////////////////////////////////////////////////////////////////////////
' Use to pretty print TRUE and FALSE values.
Function TrueFalse$ (myValue)
If myValue = TRUE Then
TrueFalse$ = "TRUE"
Else
TrueFalse$ = "FALSE"
End If
End Function ' TrueFalse$
' /////////////////////////////////////////////////////////////////////////////
' ABS was returning strange values with type _UNSIGNED LONG
' so I created this which does not.
' See also: LongABS
Function UnsignedLongABS~& (ulValue As _Unsigned Long)
If Sgn(ulValue) = -1 Then
UnsignedLongABS~& = 0 - ulValue
Else
UnsignedLongABS~& = ulValue
End If
End Function ' UnsignedLongABS~&
' /////////////////////////////////////////////////////////////////////////////
Sub WaitForEnter
Dim in$
Input "Press <ENTER> to continue", in$
End Sub ' WaitForEnter
' /////////////////////////////////////////////////////////////////////////////
' WaitForKey "Press <ESC> to continue", 27, 0
' WaitForKey "Press <ENTER> to begin;", 13, 0
' waitforkey "", 65, 5
Sub WaitForKey (prompt$, KeyCode&, DelaySeconds%)
' SHOW PROMPT (IF SPECIFIED)
If Len(prompt$) > 0 Then
If Right$(prompt$, 1) <> ";" Then
Print prompt$
Else
Print Right$(prompt$, Len(prompt$) - 1);
End If
End If
' WAIT FOR KEY
Do: Loop Until _KeyDown(KeyCode&) ' leave loop when specified key pressed
' PAUSE AFTER (IF SPECIFIED)
If DelaySeconds% < 1 Then
_KeyClear: '_DELAY 1
Else
_KeyClear: _Delay DelaySeconds%
End If
End Sub ' WaitForKey
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' END GENERAL PURPOSE ROUTINES #GENERAL
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' BEGIN DEBUGGING ROUTINES #DEBUG
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' /////////////////////////////////////////////////////////////////////////////
Sub DebugLog (sText As String)
If cDebugEnabled = TRUE Then
Dim sTime As String
Dim sResult As String
ReDim arrLines(0) As String
Dim iLoop As Integer
Dim sNextLine As String
If _FileExists(m_sDebugFile) = FALSE Then
sResult = PrintFile$(m_sDebugFile, "", FALSE)
End If
If Len(sResult) = 0 Then
sTime = GetCurrentDateTime$("{mm}/{dd}/{yyyy} {hh}:{nn}:{ss} {ampm}")
split sText, Chr$(13), arrLines()
For iLoop = LBound(arrLines) To UBound(arrLines)
sNextLine = sTime + " " + arrLines(iLoop)
sResult = PrintFile$(m_sDebugFile, sNextLine, TRUE)
Next iLoop
End If
End If
End Sub ' DebugLog
' /////////////////////////////////////////////////////////////////////////////
Sub DebugLog1 (sText As String)
If cDebugEnabled = TRUE Then
Dim sResult As String
If _FileExists(m_sDebugFile) Then
sResult = PrintFile$(m_sDebugFile, sText, TRUE)
Else
sResult = PrintFile$(m_sDebugFile, sText, FALSE)
End If
End If
End Sub ' DebugLog
' /////////////////////////////////////////////////////////////////////////////
' Prints MyString to console with linebreaks.
' Thanks to:
' SpriggsySpriggs for how to use the QB64 debug console:
' https://www.qb64.org/forum/index.php?topic=3949.0
Sub DebugPrint (MyString As String)
'If cDebugEnabled = TRUE Then
' ReDim arrLines(-1) As String
' Dim iLoop As Integer
' split MyString, Chr$(13), arrLines()
' For iLoop = LBound(arrLines) To UBound(arrLines)
' _Echo arrLines(iLoop)
' Next iLoop
'End If
End Sub ' DebugPrint
' /////////////////////////////////////////////////////////////////////////////
' Simply prints s$ to console (no linebreaks).
Sub DebugPrint1 (s$)
'If cDebugEnabled = TRUE Then
' _Echo s$
'End If
End Sub ' DebugPrint1
' /////////////////////////////////////////////////////////////////////////////
' Writes sText to a debug file in the EXE folder.
' Debug file is named the same thing as the program EXE name with ".txt" at the end.
' For example the program "C:\QB64\MyProgram.BAS" running as
' "C:\QB64\MyProgram.EXE" would have an output file "C:\QB64\MyProgram.EXE.txt".
' If the file doesn't exist, it is created, otherwise it is appended to.
Sub PrintDebugFile (sText As String)
Dim sFileName As String
Dim sError As String
Dim sOut As String
sFileName = m_ProgramPath$ + m_ProgramName$ + ".txt"
sError = ""
If _FileExists(sFileName) = FALSE Then
sOut = ""
sOut = sOut + "++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++" + Chr$(13) + Chr$(10)
sOut = sOut + "PROGRAM : " + m_ProgramName$ + Chr$(13) + Chr$(10)
sOut = sOut + "RUN DATE: " + CurrentDateTime$ + Chr$(13) + Chr$(10)
sOut = sOut + "++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++" + Chr$(13) + Chr$(10)
sError = PrintFile$(sFileName, sOut, FALSE)
End If
If Len(sError) = 0 Then
sError = PrintFile$(sFileName, sText, TRUE)
End If
If Len(sError) <> 0 Then
Print CurrentDateTime$ + " PrintDebugFile FAILED: " + sError
End If
End Sub ' PrintDebugFile
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' END DEBUGGING ROUTINES @DEBUG
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' ################################################################################################################################################################
' #REFERENCE
' =============================================================================
' SOME USEFUL STUFF FOR REFERENCE:
' Type Name Type suffix symbol Minimum value Maximum value Size in Bytes
' --------------------- ------------------ ---------------------------- -------------------------- -------------
' _BIT ` -1 0 1/8
' _BIT * n `n -128 127 n/8
' _UNSIGNED _BIT ~` 0 1 1/8
' _BYTE %% -128 127 1
' _UNSIGNED _BYTE ~%% 0 255 1
' INTEGER % -32,768 32,767 2
' _UNSIGNED INTEGER ~% 0 65,535 2
' LONG & -2,147,483,648 2,147,483,647 4
' _UNSIGNED LONG ~& 0 4,294,967,295 4
' _INTEGER64 && -9,223,372,036,854,775,808 9,223,372,036,854,775,807 8
' _UNSIGNED _INTEGER64 ~&& 0 18,446,744,073,709,551,615 8
' SINGLE ! or none -2.802597E-45 +3.402823E+38 4
' DOUBLE # -4.490656458412465E-324 +1.797693134862310E+308 8
' _FLOAT ## -1.18E-4932 +1.18E+4932 32(10 used)
' _OFFSET %& -9,223,372,036,854,775,808 9,223,372,036,854,775,807 Use LEN
' _UNSIGNED _OFFSET ~%& 0 18,446,744,073,709,551,615 Use LEN
' _MEM none combined memory variable type N/A Use LEN
' div: int1% = num1% \ den1%
' mod: rem1% = num1% MOD den1%
' @END
"PongSub33.bas":
Code: (Select All) ' ################################################################################################################################################################
' MULTI-MOUSE PONG sub-program "PongSub"
' ################################################################################################################################################################
' MULTI-MOUSE + KEYBOARD READER FOR MULTI MOUSE PONG v0.33 by Softintheheadware
' -------------------------------------------------------------------------------
' ABOUT
' -------------------------------------------------------------------------------
' Subprogram for "PONGMAIN.BAS"
' *****************************************************************************
' NOTES:
'
' The following header files must be in same folder as this program:
' "makeint.h"
' "winproc.h"
' *****************************************************************************
' -------------------------------------------------------------------------------
' TO DO
' -------------------------------------------------------------------------------
' Some issues and things to fix:
'
' * Hide the real mouse cursor and reactivate it when program closes.
'
' * Detect moving the scroll wheel.
'
' * Get it working with _FullScreen _SquarePixels.
' When I tried that mode things got really weird.
'
' * Read input from multiple keyboards - need to figure out how to do the
' unions in the RAWINPUT structure type in "Pongsub".
' (Just need someone to figure this out, I have tried.)
'
' * Figure out how to get the same functionality for Mac & Linux.
' -------------------------------------------------------------------------------
' THANK YOU
' -------------------------------------------------------------------------------
' For the multi-mouse function, credit and thanks are due to:
' * jstookey who started the work that made this possible
' * SpriggsySpriggs who ported the hard stuff (APIs, events) to QB64 & QB64PE
' * SMcNeill who helped with so many things, most recently keeping the main window on top, getting file attributes
' * Steffan-68 for feedback, code for managing windows and ideas
' * DSMan195276 for the network code that lets the reader and main program talk smoothly
' * euklides, Ed Davis, mdijkens for file attributes code
' * grymmjack for words of encouragement
' * the QB64 and QB64PE communities for help with everything
' * (if I forgot anyone let me know!)
' -------------------------------------------------------------------------------
' CHANGES
' -------------------------------------------------------------------------------
' DATE WHO WHAT
' 2004-04-22 jstookey added the ability to detect whether RawMouse is
' available or not so the application can either use a
' different multi-mouse system, or exit gracefully
' (thanks to Mark Healey).
' 2005-04-24 jstookey Modified the code work with the latest version of
' MinGW. The new MinGW incorporates rawinput, so my
' winuser header and library is obsolete.
' 2006-03-05 jstookey Initialized is_absolute and is_virtual_desktop to
' work better with newer versions of VStudio.
' Code at: https://jstookey.com/multiple-mice-raw-input/
' 2022-09-07 madscijr Turned into a command line EXE that is called from
' QB64 with SpriggsySpriggs' pipecom from
' https://github.com/SpriggsySpriggs/Spriggsys-API-Collection/blob/master/Cross-Platform%20(Windows%2C%20Macintosh%2C%20Linux)/pipecomqb64.bas
' This version doesn't work.
' 2022-09-08 Spriggsy Converted C to pure QB64 code.
' 2022-09-09 madscijr Added demo code to move multiple objects on screen
' with separate mice independently.
' 2022-09-09 Spriggsy Added a screen refresh.
' 2022-09-10 madscijr Added detecting mouse buttons.
' 2024-05-19 madscijr Try having the program write mice coordinates / button
' states to a file that main program "always on top"
' without focus can read.
' 2024-05-23 madscijr Now we get mice coordinates from subprogram via TCPIP.
' A lot faster than using files!
' Thanks to DSMan195276 for the networking code.
' 2024-06-19 madscijr Now we get absolute mouse coordinates not just dx, dy
' and can read the keyboard (just a single keyboard).
' Updated the graphics / display code to use layers.
' -------------------------------------------------------------------------------
' RAW INPUT RESOURCES
' -------------------------------------------------------------------------------
' Multiple Mice in Windows using Raw Input by jstookey
' * https://jstookey.com/multiple-mice-raw-input/
'
' One of the original QB64 threads
' * https://qb64phoenix.com/forum/showthread.php?tid=864
'
' Using Raw Input from C# to handle multiple keyboards by Emma Burrows, Steve Messer
' * https://www.codeproject.com/Articles/17123/Using-Raw-Input-from-C-to-handle-multiple-keyboard
'
' Microsoft's Raw Input API docs at pages around:
' * https://learn.microsoft.com/en-us/windows/win32/api/winuser/ns-winuser-rawinputheader
' * https://learn.microsoft.com/en-us/windows/win32/api/winuser/ns-winuser-rawinputdevicelist
'
' Looking at RAWINPUT for more detail (HACKADAY.IO)
' * https://hackaday.io/project/5364-cheap-windows-jogkeyboard-controller-for-cncs/log/16843-looking-at-rawinput-for-more-detail
'
' TimothyTimbers Raw Input Class for indie Game Developers:
' * https://www.unknowncheats.me/forum/c-and-c-/64318-raw-input-class-indie-game-developers.html
'
' WINDOWS PROGRAMMING: ACCESSING RAW INPUT by DAVID OREJUELA
' * https://davidorejuela.blogspot.com/2013/12/windows-programming-accessing-raw-input.html
'
' Explorations in Game Development: Why Raw Input?
' * https://explore-gamedev.blogspot.com/2013/09/why-raw-input.html
' Forum threads:
' * https://stackoverflow.com/questions/44935905/why-i-can-not-retrieve-rawinput-data-from-mouse
' * https://stackoverflow.com/questions/6423729/get-current-cursor-position
' * https://www.gamedev.net/forums/topic/700010-winapi-raw-input-confusion/
' * https://cplusplus.com/forum/windows/95700/
' * https://www.codeproject.com/Questions/118950/Raw-input-in-QT-library
' * https://docs.unity3d.com/ScriptReference/Windows.Input.ForwardRawInput.html
' * https://forum.freecad.org/viewtopic.php?style=2&t=28306&start=40
' * https://java-native-access.github.io/jna/5.4.0/javadoc/com/sun/jna/platform/win32/WinUser.RAWINPUTDEVICELIST.html
' * https://community.appeon.com/index.php/qna/q-a/how-can-i-catch-tab-key
' * https://forum.3dconnexion.com/viewtopic.php?t=2698
' * https://en.sfml-dev.org/forums/index.php?topic=15879.0
' * https://www.autoitscript.com/forum/topic/95105-hid-human-interface-device-communications-in-xp/page/2/
' * https://forum.unity.com/threads/new-input-system-get-raw-mouse-delta-from-wm_input.1177393/
' * https://forums.codeguru.com/showthread.php?541051-WM_Input-runtime-crash
' * https://discourse.libsdl.org/t/sdl-fixed-allocation-and-alignment-of-raw-input-buffers/48112
' * https://microsoft.public.dotnet.framework.interop.narkive.com/gWykTvfJ/reading-raw-data-from-a-hid-device
' * https://forum.qt.io/topic/66064/how-to-get-mouse-actual-position
' * https://forum.powerbasic.com/forum/user-to-user-discussions/powerbasic-for-windows/55985-raw-keyboard-hid-input-discussion
' * https://handmade.network/forums/t/7638-how_to_read_joystick_data_from_raw_input
' * https://microsoft.public.development.device.drivers.narkive.com/UWm0qmMb/getrawinputdata-usb-keyboard-with-power-keys
' * https://www.quakeworld.nu/forum/topic/3634/46374/getting-sensitivity-to-match-quake-
' * https://discourse.libsdl.org/t/sdl-fixed-windows-rawinput-crash/50150
' * https://squid.nt.tuwien.ac.at/gitlab/platzgummer/qgroundcontrol/commit/779f13f4e38c8d06fc2a74e594017d984e42c58e.diff
' * https://forums.codeguru.com/showthread.php?511656-How-to-get-interpreted-mouse-coords-from-raw-mouse-input
' * https://blog.naver.com/promaker72/50102194598
' * https://ubuntuforums.org/showthread.php?t=1543385
' Other pages with Raw Input info:
' * https://dev.to/igorsegallafa/avoiding-the-use-of-auto-clicker-keyboard-tools-5469
' * https://dev.opencascade.org/doc/refman/html/class_w_n_t___h_i_d_space_mouse.html
' * https://chromium.googlesource.com/experimental/chromium/src/+/refs/wip/bajones/webvr/device/gamepad/raw_input_data_fetcher_win.cc
' * https://bobobobo.wordpress.com/2010/04/21/rawinput/
' * https://sidestore.io/SideSource/interfaces/RawInput.html
Option Explicit
_Title "PongSub"
$NoPrefix
'$Console:Only
'Console Off
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' BEGIN CONSTANTS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Const cProgName = "PongSub"
Const FALSE = 0
Const TRUE = Not FALSE
Const cDebugEnabled = FALSE
' FORM ALPHA VALUES
Const cInvisible = 1 ' for some reason a value of 0 (fully invisible) doesn't let the window get the focus, so we use 1
Const cTransparent = 160
Const cVisible = 255
' MIN/MAX VALUES FOR MOUSE TEST
Const cMinX = 1
Const cMaxX = 354 ' 160 ' 79 ' 80
Const cMinY = 1 ' 16
Const cMaxY = 45 ' 30 24
Const cMinWheel = 0
Const cMaxWheel = 255
Const cMinPX = 1
Const cMaxPX = 1024
Const cMinPY = 1
Const cMaxPY = 768
' CONSTANT FOR 2ND DIMENSION OF arrFile ARRAY
Const cFileName = 0
Const cFileData = 1
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' END CONSTANTS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' ================================================================================================================================================================
' BEGIN API CONSTANTS
' ================================================================================================================================================================
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' FOR CONTROLLING WINDOW ON TOP, ETC.
Const SWP_NOSIZE = &H0001 'ignores cx and cy size parameters
'Const SWP_NOMOVE = &H0002 'ignores x and y position parameters
'Const SWP_NOZORDER = &H0004 'keeps z order and ignores hWndInsertAfter parameter
'Const SWP_NOREDRAW = &H0008 'does not redraw window changes
Const SWP_NOACTIVATE = &H0010 'does not activate window
'Const SWP_FRAMECHANGED = &H0020
'Const SWP_SHOWWINDOW = &H0040
'Const SWP_HIDEWINDOW = &H0080
'Const SWP_NOCOPYBITS = &H0100
'Const SWP_NOOWNERZORDER = &H0200
'Const SWP_NOSENDCHANGING = &H0400
'Const SWP_DRAWFRAME = SWP_FRAMECHANGED
'Const SWP_NOREPOSITION = SWP_NOOWNERZORDER
'Const SWP_DEFERERASE = &H2000
'Const SWP_ASYNCWINDOWPOS = &H4000
Const HWND_TOP = 0 'window at top of z order no focus
Const HWND_BOTTOM = 1 'window at bottom of z order no focus
Const HWND_TOPMOST = -1 'window above all others no focus unless active
Const HWND_NOTOPMOST = -2 'window below active no focus
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' FOR RAW INPUT API
Const COLOR_WINDOW = 5
Const CS_HREDRAW = &H0002
Const CS_VREDRAW = &H0001
Const CW_USEDEFAULT = &H80000000
Const DT_CENTER = &H00000001
Const DT_LEFT = &H00000000
Const DT_RIGHT = &H00000002
Const DT_VCENTER = &H00000004
Const DT_WORDBREAK = &H00000010
Const DT_SINGLELINE = &H00000020
Const Edit = 101
Const EM_GETSEL = &H00B0
Const EM_SETSEL = &H00B1
Const EN_CHANGE = &H0300
Const EN_KILLFOCUS = &H0200
Const EN_SETFOCUS = &H0100
Const GCL_HICON = -14
Const GCL_HICONSM = -34
Const Hid_Bottom = 66
Const Hid_Left = 33
Const Hid_Right = 34
Const HWND_DESKTOP = 0
Const ICON_BIG = 1
Const ICON_SMALL = 0
Const IDC_ARROW = 32512
Const IDI_APPLICATION = 32512
Const KEYEVENTF_KEYUP = &H0002
Const KL_NAMELENGTH = 9
Const LabelInfo = 201
Const MOUSE_ATTRIBUTES_CHANGED = &H04
Const MOUSE_MOVE_ABSOLUTE = &H01
Const MOUSE_MOVE_NOCOALESCE = &H08
Const MOUSE_MOVE_RELATIVE = &H00
Const MOUSE_VIRTUAL_DESKTOP = &H02
Const NULL = 0
Const RI_KEY_BREAK = 1
Const RI_KEY_E0 = 2
Const RI_KEY_E1 = 4
Const RI_KEY_MAKE = 0
Const RI_KEY_TERMSRV_SET_LED = 8
Const RI_KEY_TERMSRV_SHADOW = &H10
Const RID_INPUT = &H10000003
Const RIDEV_EXINPUTSINK = &H00001000
Const RIDI_DEVICEINFO = &H2000000B
Const RIM_TYPEMOUSE = 0
Const RIM_TYPEKEYBOARD = 1
Const RIM_TYPEHID = 2
Const RIM_TYPEUNKNOWN = -1 ' just a made up value to indicate type unknown
Const SIZE_MINIMIZED = 1
Const SW_SHOW = 5
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' BEGIN Virtual-Key Codes
' https://learn.microsoft.com/en-us/windows/win32/inputdev/virtual-key-codes
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' NOTE: raw.data.Keyboard.vKey may require set extended bit
Const VK_LBUTTON = &H01 ' dec = 1, Left mouse button
Const VK_RBUTTON = &H02 ' dec = 2, Right mouse button
Const VK_CANCEL = &H03 ' dec = 3, Control-break processing
Const VK_MBUTTON = &H04 ' dec = 4, Middle mouse button
Const VK_XBUTTON1 = &H05 ' dec = 5, X1 mouse button
Const VK_XBUTTON2 = &H06 ' dec = 6, X2 mouse button
'??? = &H07 ' dec = 7, Reserved
Const VK_BACK = &H08 ' dec = 8, BACKSPACE key
Const VK_TAB = &H09 ' dec = 9, TAB key
'??? = &H0A-0B ' dec = 10-11, Reserved
Const VK_CLEAR = &H0C ' dec = 12, CLEAR key
Const VK_RETURN = &H0D ' dec = 13, ENTER key
'??? = &H0E-0F ' dec = 14-15, Unassigned
Const VK_SHIFT = &H10 ' dec = 16, SHIFT key
Const VK_CONTROL = &H11 ' dec = 17, CTRL key
Const VK_MENU = &H12 ' dec = 18, ALT key
Const VK_PAUSE = &H13 ' dec = 19, PAUSE key
Const VK_CAPITAL = &H14 ' dec = 20, CAPS LOCK key
Const VK_KANA = &H15 ' dec = 21, IME Kana mode
Const VK_HANGUL = &H15 ' dec = 21, IME Hangul mode
Const VK_IME_ON = &H16 ' dec = 22, IME On
Const VK_JUNJA = &H17 ' dec = 23, IME Junja mode
Const VK_FINAL = &H18 ' dec = 24, IME final mode
Const VK_HANJA = &H19 ' dec = 25, IME Hanja mode
Const VK_KANJI = &H19 ' dec = 25, IME Kanji mode
Const VK_IME_OFF = &H1A ' dec = 26, IME Off
Const VK_ESCAPE = &H1B ' dec = 27, ESC key
Const VK_CONVERT = &H1C ' dec = 28, IME convert
Const VK_NONCONVERT = &H1D ' dec = 29, IME nonconvert
Const VK_ACCEPT = &H1E ' dec = 30, IME accept
Const VK_MODECHANGE = &H1F ' dec = 31, IME mode change request
Const VK_SPACE = &H20 ' dec = 32, SPACEBAR
Const VK_PRIOR = &H21 ' dec = 33, PAGE UP key
Const VK_NEXT = &H22 ' dec = 34, PAGE DOWN key
Const VK_END = &H23 ' dec = 35, END key
Const VK_HOME = &H24 ' dec = 36, HOME key
Const VK_LEFT = &H25 ' dec = 37, LEFT ARROW key
Const VK_UP = &H26 ' dec = 38, UP ARROW key
Const VK_RIGHT = &H27 ' dec = 39, RIGHT ARROW key
Const VK_DOWN = &H28 ' dec = 40, DOWN ARROW key
Const VK_SELECT = &H29 ' dec = 41, SELECT key
Const VK_PRINT = &H2A ' dec = 42, PRINT key
Const VK_EXECUTE = &H2B ' dec = 43, EXECUTE key
Const VK_SNAPSHOT = &H2C ' dec = 44, PRINT SCREEN key
Const VK_INSERT = &H2D ' dec = 45, INS key
Const VK_DELETE = &H2E ' dec = 46, DEL key
Const VK_HELP = &H2F ' dec = 47, HELP key
' MADE OUR OWN CONSTANTS FOR THESE:
Const VK_0 = &H30 ' dec = 48, 0 key
Const VK_1 = &H31 ' dec = 49, 1 key
Const VK_2 = &H32 ' dec = 50, 2 key
Const VK_3 = &H33 ' dec = 51, 3 key
Const VK_4 = &H34 ' dec = 52, 4 key
Const VK_5 = &H35 ' dec = 53, 5 key
Const VK_6 = &H36 ' dec = 54, 6 key
Const VK_7 = &H37 ' dec = 55, 7 key
Const VK_8 = &H38 ' dec = 56, 8 key
Const VK_9 = &H39 ' dec = 57, 9 key
'??? = &H3A-40 ' dec = 58-64, Undefined
Const VK_A = &H41 ' dec = 65, A key
Const VK_B = &H42 ' dec = 66, B key
Const VK_C = &H43 ' dec = 67, C key
Const VK_D = &H44 ' dec = 68, D key
Const VK_E = &H45 ' dec = 69, E key
Const VK_F = &H46 ' dec = 70, F key
Const VK_G = &H47 ' dec = 71, G key
Const VK_H = &H48 ' dec = 72, H key
Const VK_I = &H49 ' dec = 73, I key
Const VK_J = &H4A ' dec = 74, J key
Const VK_K = &H4B ' dec = 75, K key
Const VK_L = &H4C ' dec = 76, L key
Const VK_M = &H4D ' dec = 77, M key
Const VK_N = &H4E ' dec = 78, N key
Const VK_O = &H4F ' dec = 79, O key
Const VK_P = &H50 ' dec = 80, P key
Const VK_Q = &H51 ' dec = 81, Q key
Const VK_R = &H52 ' dec = 82, R key
Const VK_S = &H53 ' dec = 83, S key
Const VK_T = &H54 ' dec = 84, T key
Const VK_U = &H55 ' dec = 85, U key
Const VK_V = &H56 ' dec = 86, V key
Const VK_W = &H57 ' dec = 87, W key
Const VK_X = &H58 ' dec = 88, X key
Const VK_Y = &H59 ' dec = 89, Y key
Const VK_Z = &H5A ' dec = 90, Z key
' Microsoft's Virtual-Key Codes constants (continued):
Const VK_LWIN = &H5B ' dec = 91, Left Windows key
Const VK_RWIN = &H5C ' dec = 92, Right Windows key
Const VK_APPS = &H5D ' dec = 93, Applications key
'??? = &H5E ' dec = 94, Reserved
Const VK_SLEEP = &H5F ' dec = 95, Computer Sleep key
Const VK_NUMPAD0 = &H60 ' dec = 96, Numeric keypad 0 key
Const VK_NUMPAD1 = &H61 ' dec = 97, Numeric keypad 1 key
Const VK_NUMPAD2 = &H62 ' dec = 98, Numeric keypad 2 key
Const VK_NUMPAD3 = &H63 ' dec = 99, Numeric keypad 3 key
Const VK_NUMPAD4 = &H64 ' dec = 100, Numeric keypad 4 key
Const VK_NUMPAD5 = &H65 ' dec = 101, Numeric keypad 5 key
Const VK_NUMPAD6 = &H66 ' dec = 102, Numeric keypad 6 key
Const VK_NUMPAD7 = &H67 ' dec = 103, Numeric keypad 7 key
Const VK_NUMPAD8 = &H68 ' dec = 104, Numeric keypad 8 key
Const VK_NUMPAD9 = &H69 ' dec = 105, Numeric keypad 9 key
Const VK_MULTIPLY = &H6A ' dec = 106, Multiply key
Const VK_ADD = &H6B ' dec = 107, Add key
Const VK_SEPARATOR = &H6C ' dec = 108, Separator key
Const VK_SUBTRACT = &H6D ' dec = 109, Subtract key
Const VK_DECIMAL = &H6E ' dec = 110, Decimal key
Const VK_DIVIDE = &H6F ' dec = 111, Divide key
Const VK_F1 = &H70 ' dec = 112, F1 key
Const VK_F2 = &H71 ' dec = 113, F2 key
Const VK_F3 = &H72 ' dec = 114, F3 key
Const VK_F4 = &H73 ' dec = 115, F4 key
Const VK_F5 = &H74 ' dec = 116, F5 key
Const VK_F6 = &H75 ' dec = 117, F6 key
Const VK_F7 = &H76 ' dec = 118, F7 key
Const VK_F8 = &H77 ' dec = 119, F8 key
Const VK_F9 = &H78 ' dec = 120, F9 key
Const VK_F10 = &H79 ' dec = 121, F10 key
Const VK_F11 = &H7A ' dec = 122, F11 key
Const VK_F12 = &H7B ' dec = 123, F12 key
Const VK_F13 = &H7C ' dec = 124, F13 key
Const VK_F14 = &H7D ' dec = 125, F14 key
Const VK_F15 = &H7E ' dec = 126, F15 key
Const VK_F16 = &H7F ' dec = 127, F16 key
Const VK_F17 = &H80 ' dec = 128, F17 key
Const VK_F18 = &H81 ' dec = 129, F18 key
Const VK_F19 = &H82 ' dec = 130, F19 key
Const VK_F20 = &H83 ' dec = 131, F20 key
Const VK_F21 = &H84 ' dec = 132, F21 key
Const VK_F22 = &H85 ' dec = 133, F22 key
Const VK_F23 = &H86 ' dec = 134, F23 key
Const VK_F24 = &H87 ' dec = 135, F24 key
'??? = &H88-8F ' dec = 136-143, Reserved
Const VK_NUMLOCK = &H90 ' dec = 144, NUM LOCK key
Const VK_SCROLL = &H91 ' dec = 145, SCROLL LOCK key
'??? = &H92-96 ' dec = 146-150, OEM specific
'??? = &H97-9F ' dec = 151-159, Unassigned
Const VK_LSHIFT = &HA0 ' dec = 160, Left SHIFT key
Const VK_RSHIFT = &HA1 ' dec = 161, Right SHIFT key
Const VK_LCONTROL = &HA2 ' dec = 162, Left CONTROL key
Const VK_RCONTROL = &HA3 ' dec = 163, Right CONTROL key
Const VK_LMENU = &HA4 ' dec = 164, Left ALT key
Const VK_RMENU = &HA5 ' dec = 165, Right ALT key
Const VK_BROWSER_BACK = &HA6 ' dec = 166, Browser Back key
Const VK_BROWSER_FORWARD = &HA7 ' dec = 167, Browser Forward key
Const VK_BROWSER_REFRESH = &HA8 ' dec = 168, Browser Refresh key
Const VK_BROWSER_STOP = &HA9 ' dec = 169, Browser Stop key
Const VK_BROWSER_SEARCH = &HAA ' dec = 170, Browser Search key
Const VK_BROWSER_FAVORITES = &HAB ' dec = 171, Browser Favorites key
Const VK_BROWSER_HOME = &HAC ' dec = 172, Browser Start and Home key
Const VK_VOLUME_MUTE = &HAD ' dec = 173, Volume Mute key
Const VK_VOLUME_DOWN = &HAE ' dec = 174, Volume Down key
Const VK_VOLUME_UP = &HAF ' dec = 175, Volume Up key
Const VK_MEDIA_NEXT_TRACK = &HB0 ' dec = 176, Next Track key
Const VK_MEDIA_PREV_TRACK = &HB1 ' dec = 177, Previous Track key
Const VK_MEDIA_STOP = &HB2 ' dec = 178, Stop Media key
Const VK_MEDIA_PLAY_PAUSE = &HB3 ' dec = 179, Play/Pause Media key
Const VK_LAUNCH_MAIL = &HB4 ' dec = 180, Start Mail key
Const VK_LAUNCH_MEDIA_SELECT = &HB5 ' dec = 181, Select Media key
Const VK_LAUNCH_APP1 = &HB6 ' dec = 182, Start Application 1 key
Const VK_LAUNCH_APP2 = &HB7 ' dec = 183, Start Application 2 key
'??? = &HB8-B9 ' dec = 184-137, Reserved
Const VK_OEM_1 = &HBA ' dec = 186, Used for miscellaneous characters; it can vary by keyboard. For the US standard keyboard, the ;: key
Const VK_OEM_PLUS = &HBB ' dec = 187, For any country/region, the + key
Const VK_OEM_COMMA = &HBC ' dec = 188, For any country/region, the , key
Const VK_OEM_MINUS = &HBD ' dec = 189, For any country/region, the - key
Const VK_OEM_PERIOD = &HBE ' dec = 190, For any country/region, the . key
Const VK_OEM_2 = &HBF ' dec = 191, Used for miscellaneous characters; it can vary by keyboard. For the US standard keyboard, the /? key
Const VK_OEM_3 = &HC0 ' dec = 192, Used for miscellaneous characters; it can vary by keyboard. For the US standard keyboard, the `~ key
'??? = &HC1-DA ' dec = 193-218, Reserved
Const VK_OEM_4 = &HDB ' dec = 219, Used for miscellaneous characters; it can vary by keyboard. For the US standard keyboard, the [{ key
Const VK_OEM_5 = &HDC ' dec = 220, Used for miscellaneous characters; it can vary by keyboard. For the US standard keyboard, the \\| key
Const VK_OEM_6 = &HDD ' dec = 221, Used for miscellaneous characters; it can vary by keyboard. For the US standard keyboard, the ]} key
Const VK_OEM_7 = &HDE ' dec = 222, Used for miscellaneous characters; it can vary by keyboard. For the US standard keyboard, the '" key
Const VK_OEM_8 = &HDF ' dec = 223, Used for miscellaneous characters; it can vary by keyboard.
'??? = &HE0 ' dec = 224, Reserved
'??? = &HE1 ' dec = 225, OEM specific
Const VK_OEM_102 = &HE2 ' dec = 226, The <> keys on the US standard keyboard, or the \\| key on the non-US 102-key keyboard
'??? = &HE3-E4 ' dec = 227-228, OEM specific
Const VK_PROCESSKEY = &HE5 ' dec = 229, IME PROCESS key
'??? = &HE6 ' dec = 230, OEM specific
Const VK_PACKET = &HE7 ' dec = 231, Used to pass Unicode characters as if they were keystrokes. The VK_PACKET key is the low word of a 32-bit Virtual Key value used for non-keyboard input methods. For more information, see Remark in KEYBDINPUT, SendInput, WM_KEYDOWN, and WM_KEYUP
'??? = &HE8 ' dec = 232, Unassigned
'??? = &HE9-F5 ' dec = 233-245, OEM specific
Const VK_ATTN = &HF6 ' dec = 246, Attn key
Const VK_CRSEL = &HF7 ' dec = 247, CrSel key
Const VK_EXSEL = &HF8 ' dec = 248, ExSel key
Const VK_EREOF = &HF9 ' dec = 249, Erase EOF key
Const VK_PLAY = &HFA ' dec = 250, Play key
Const VK_ZOOM = &HFB ' dec = 251, Zoom key
Const VK_NONAME = &HFC ' dec = 252, Reserved
Const VK_PA1 = &HFD ' dec = 253, PA1 key
Const VK_OEM_CLEAR = &HFE ' dec = 254, Clear key
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' END Virtual-Key Codes
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' Messages a window receives through or sends from its WindowProc function:
' DefWindowProcA function (winuser.h)
' https://learn.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-defwindowproca
Const WM_APP = &H08000 ' dec=32768
Const WM_APPCOMMAND = &H0319 ' dec=793
Const WM_CHAR = &H0102 ' dec=258
Const WM_COMMAND = &H0111 ' dec=273
Const WM_DEADCHAR = &H0103 ' dec=259
Const WM_DESTROY = &H0002 ' dec=2
Const WM_INITDIALOG = &H0110 ' dec=272
Const WM_INPUT = &H00FF ' dec=255
Const WM_KEYDOWN = &H0100 ' dec=256
Const WM_KEYUP = &H0101 ' dec=257
Const WM_MOUSEMOVE = &H0200 ' dec=512
Const WM_NCACTIVATE = &H0086 ' dec=134
Const WM_NEXTDLGCTL = &H28 ' dec=40
Const WM_PAINT = &H000F ' dec=15
Const WM_SETICON = &H0080 ' dec=128
Const WM_SIZE = &H0005 ' dec=5
Const WM_SYSCHAR = &H0106 ' dec=262
Const WM_SYSDEADCHAR = &H0107 ' dec=263
Const WM_SYSKEYDOWN = &H0104 ' dec=260
Const WM_SYSKEYUP = &H0105 ' dec=261
Const WM_UNICHAR = &H0109 ' dec=265
' CONSTANTS USED FOR WINDOWS STYLES & FEATURES, SEE:
' Window Styles
' https://learn.microsoft.com/en-us/windows/win32/winmsg/window-styles
' Window Features
' https://learn.microsoft.com/en-us/windows/win32/winmsg/window-features
Const WS_CAPTION = &H00C00000 ' dec=12582912
Const WS_CHILD = &H40000000 ' dec=1073741824
Const WS_MAXIMIZEBOX = &H00010000 ' dec=65536
Const WS_MINIMIZEBOX = &H00020000 ' dec=131072
Const WS_OVERLAPPED = &H00000000 ' dec=0
Const WS_SYSMENU = &H00080000 ' dec=524288
Const WS_THICKFRAME = &H00040000 ' dec=262144
Const WS_VISIBLE = &H10000000 ' dec=268435456
Const WS_OVERLAPPEDWINDOW = WS_OVERLAPPED Or WS_CAPTION Or WS_SYSMENU Or WS_THICKFRAME Or WS_MINIMIZEBOX Or WS_MAXIMIZEBOX
' CONSTANTS USED BY MapVirtualKey FOR PARAMETER uMapType
' https://learn.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-mapvirtualkeya
Const MAPVK_VK_TO_VSC = 0 ' The uCode parameter is a virtual-key code and is translated into a scan code. If it is a virtual-key code that does not distinguish between left- and right-hand keys, the left-hand scan code is returned. If there is no translation, the function returns 0.
Const MAPVK_VSC_TO_VK = 1 ' The uCode parameter is a scan code and is translated into a virtual-key code that does not distinguish between left- and right-hand keys. If there is no translation, the function returns 0. Windows Vista and later: the high byte of the uCode value can contain either 0xe0 or 0xe1 to specify the extended scan code.
Const MAPVK_VK_TO_CHAR = 2 ' The uCode parameter is a virtual-key code and is translated into an unshifted character value in the low order word of the return value. Dead keys (diacritics) are indicated by setting the top bit of the return value. If there is no translation, the function returns 0. See Remarks.
Const MAPVK_VSC_TO_VK_EX = 3 ' The uCode parameter is a scan code and is translated into a virtual-key code that distinguishes between left- and right-hand keys. If there is no translation, the function returns 0. Windows Vista and later: the high byte of the uCode value can contain either 0xe0 or 0xe1 to specify the extended scan code.
Const MAPVK_VK_TO_VSC_EX = 4 ' Windows Vista and later: The uCode parameter is a virtual-key code and is translated into a scan code. If it is a virtual-key code that does not distinguish between left- and right-hand keys, the left-hand scan code is returned. If the scan code is an extended scan code, the high byte of the returned value will contain either 0xe0 or 0xe1 to specify the extended scan code. If there is no translation, the function returns 0.
' ================================================================================================================================================================
' END API CONSTANTS
' ================================================================================================================================================================
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' BEGIN RAW INPUT TYPES
' FOR TYPE CONVERSION SEE: "QB64PE C Libraries" at:
' https://qb64phoenix.com/qb64wiki/index.php/C_Libraries
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
'RAWINPUTDEVICE structure (winuser.h)
'https://learn.microsoft.com/en-us/windows/win32/api/winuser/ns-winuser-rawinputdevice
'typedef struct tagRAWINPUTDEVICE {
' USHORT usUsagePage;
' USHORT usUsage;
' DWORD dwFlags;
' HWND hwndTarget;
'} RAWINPUTDEVICE, *PRAWINPUTDEVICE, *LPRAWINPUTDEVICE;
' Spriggsy's version:
Type RAWINPUTDEVICE
As Unsigned Integer usUsagePage, usUsage
As Unsigned Long dwFlags
As Offset hwndTarget
End Type
' ^^^ Should "Unsigned Integer" be "_UNSIGNED INTEGER"
' and "Unsigned Long" be "_UNSIGNED LONG"
' and "Offset" be "_OFFSET" like this?:
'
'TYPE RAWINPUTDEVICE
' usUsagePage AS _UNSIGNED INTEGER ' WORD
' usUsage AS _UNSIGNED INTEGER ' WORD
' dwFlags AS _UNSIGNED LONG ' DWORD
' hwndTarget AS _OFFSET ' DWORD
'END TYPE
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
'RAWINPUTDEVICELIST structure (winuser.h)
'https://learn.microsoft.com/en-us/windows/win32/api/winuser/ns-winuser-rawinputdevicelist
'typedef struct tagRAWINPUTDEVICELIST {
' HANDLE hDevice;
' DWORD dwType;
'} RAWINPUTDEVICELIST, *PRAWINPUTDEVICELIST;
' Spriggsy's version:
Type RAWINPUTDEVICELIST
As Offset hDevice
As Unsigned Long dwType
$If 64BIT Then
As String * 4 alignment
$End If
End Type
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
'POINT structure (windef.h)
'https://learn.microsoft.com/en-us/windows/win32/api/windef/ns-windef-point
'typedef struct tagPOINT {
' LONG x;
' LONG y;
'} POINT, *PPOINT, *NPPOINT, *LPPOINT;
Type POINT
As Long x, y
End Type
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
'MSG structure (winuser.h)
'https://learn.microsoft.com/en-us/windows/win32/api/winuser/ns-winuser-msg
'typedef struct tagMSG {
' HWND hwnd;
' UINT message;
' WPARAM wParam;
' LPARAM lParam;
' DWORD time;
' POINT pt;
' DWORD lPrivate;
'} MSG, *PMSG, *NPMSG, *LPMSG;
Type MSG
As Offset hwnd
As Unsigned Long message
As Unsigned Offset wParam
As Offset lParam
As Long time
As POINT pt
As Long lPrivate
End Type
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
'WNDCLASSEXA structure (winuser.h)
'https://learn.microsoft.com/en-us/windows/win32/api/winuser/ns-winuser-wndclassexa
'typedef struct WNDCLASSEXA {
' UINT cbSize;
' UINT style;
' WNDPROC lpfnWndProc;
' int cbClsExtra;
' int cbWndExtra;
' HINSTANCE hInstance;
' HICON hIcon;
' HCURSOR hCursor;
' HBRUSH hbrBackground;
' LPCSTR lpszMenuName;
' LPCSTR lpszClassName;
' HICON hIconSm;
'} WNDCLASSEXA, *PWNDCLASSEXA, *NPWNDCLASSEXA, *LPWNDCLASSEXA;
Type WNDCLASSEX
As Unsigned Long cbSize, style
As Offset lpfnWndProc
As Long cbClsExtra, cbWndExtra
As Offset hInstance, hIcon, hCursor, hbrBackground, lpszMenuName, lpszClassName, hIconSm
End Type
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
'RECT structure (windef.h)
'https://learn.microsoft.com/en-us/windows/win32/api/windef/ns-windef-rect
'typedef struct tagRECT {
' LONG left; Specifies the x-coordinate of the upper-left corner of the rectangle.
' LONG top; Specifies the y-coordinate of the upper-left corner of the rectangle.
' LONG right; Specifies the x-coordinate of the lower-right corner of the rectangle.
' LONG bottom; Specifies the y-coordinate of the lower-right corner of the rectangle.
'} RECT, *PRECT, *NPRECT, *LPRECT;
Type RECT
As Long left, top, right, bottom
End Type
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
'PAINTSTRUCT structure (winuser.h)
'https://learn.microsoft.com/en-us/windows/win32/api/winuser/ns-winuser-paintstruct
'typedef struct tagPAINTSTRUCT {
' HDC hdc;
' BOOL fErase;
' RECT rcPaint;
' BOOL fRestore;
' BOOL fIncUpdate;
' BYTE rgbReserved[32];
'} PAINTSTRUCT, *PPAINTSTRUCT, *NPPAINTSTRUCT, *LPPAINTSTRUCT;
Type PAINTSTRUCT
As Offset hdc
As Long fErase
$If 64BIT Then
As String * 4 alignment
$End If
As RECT rcPaint
As Long fRestore, fIncUpdate
As String * 32 rgbReserved
End Type
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
'RAWINPUTHEADER structure (winuser.h)
'https://learn.microsoft.com/en-us/windows/win32/api/winuser/ns-winuser-rawinputheader
'typedef struct tagRAWINPUTHEADER {
' DWORD dwType;
' DWORD dwSize;
' HANDLE hDevice;
' WPARAM wParam;
'} RAWINPUTHEADER, *PRAWINPUTHEADER, *LPRAWINPUTHEADER;
' Spriggsy's version:
Type RAWINPUTHEADER
As Unsigned Long dwType, dwSize
As Offset hDevice
As Unsigned Offset wParam
End Type
' ^^^ Doesn't match the types I expected, should it be these?:
'TYPE RAWINPUTHEADER
' dwType AS _UNSIGNED LONG ' DWORD
' dwSize AS _UNSIGNED LONG ' DWORD
' hDevice AS _UNSIGNED LONG ' DWORD <- should this be _OFFSET ?
' wParam AS LONG
'END TYPE
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
'RAWMOUSE structure (winuser.h)
'https://learn.microsoft.com/en-us/windows/win32/api/winuser/ns-winuser-rawmouse
'typedef struct tagRAWMOUSE {
' USHORT usFlags;
' union {
' ULONG ulButtons;
' struct {
' USHORT usButtonFlags;
' USHORT usButtonData;
' } DUMMYSTRUCTNAME;
' } DUMMYUNIONNAME2;
' ULONG ulRawButtons;
' LONG lLastX;
' LONG lLastY;
' ULONG ulExtraInformation;
'} RAWMOUSE, *PRAWMOUSE, *LPRAWMOUSE;
' Spriggsy's simplified version:
Type RAWMOUSE
As Unsigned Integer usFlags
$If 64BIT Then
As String * 2 alignment
$End If
'As Unsigned Long ulButtons 'commented out because I'm creating this value using MAKELONG
As Unsigned Integer usButtonFlags, usButtonData
As Unsigned Long ulRawButtons
As Long lLastX, lLastY
As Unsigned Long ulExtraInformation
End Type
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
'RAWKEYBOARD structure (winuser.h)
'https://learn.microsoft.com/en-us/windows/win32/api/winuser/ns-winuser-rawkeyboard
'typedef struct tagRAWKEYBOARD {
' USHORT MakeCode;
' USHORT Flags;
' USHORT Reserved;
' USHORT VKey;
' UINT Message;
' ULONG ExtraInformation;
'} RAWKEYBOARD, *PRAWKEYBOARD, *LPRAWKEYBOARD;
Type RAWKEYBOARD
MakeCode As _Unsigned Integer ' USHORT
Flags As _Unsigned Integer ' USHORT
Reserved As _Unsigned Integer ' USHORT
VKey As _Unsigned Integer ' USHORT
Message As _Unsigned Long ' UINT
ExtraInformation As _Unsigned _Offset ' ULONG
End Type
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
'RAWINPUT structure (winuser.h)
'https://learn.microsoft.com/en-us/windows/win32/api/winuser/ns-winuser-rawinput
'typedef struct tagRAWINPUT {
' RAWINPUTHEADER header;
' union {
' RAWMOUSE mouse;
' RAWKEYBOARD keyboard;
' RAWHID hid;
' } data;
'} RAWINPUT, *PRAWINPUT, *LPRAWINPUT;
' Spriggsy's simplified version:
Type RAWINPUT
As RAWINPUTHEADER header
As RAWMOUSE mouse
'As RAWKEYBOARD keyboard <- ADDING THIS CAUSES THE PROGRAM TO CRASH ON MOUSE INPUT
End Type
' Simplified copy for keyboard:
Type RAWINPUT_K
As RAWINPUTHEADER header
As RAWKEYBOARD keyboard
End Type
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
'RID_DEVICE_INFO_MOUSE structure (winuser.h)
'https://learn.microsoft.com/en-us/windows/win32/api/winuser/ns-winuser-rid_device_info_mouse
'typedef struct tagRID_DEVICE_INFO_MOUSE {
' DWORD dwId;
' DWORD dwNumberOfButtons;
' DWORD dwSampleRate;
' BOOL fHasHorizontalWheel;
'} RID_DEVICE_INFO_MOUSE, *PRID_DEVICE_INFO_MOUSE;
Type RID_DEVICE_INFO_MOUSE
dwId As _Unsigned Long
dwNumberOfButtons As _Unsigned Long
dwSampleRate As _Unsigned Long
fHasHorizontalWheel As Integer
End Type
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
'RID_DEVICE_INFO_KEYBOARD structure (winuser.h)
'https://learn.microsoft.com/en-us/windows/win32/api/winuser/ns-winuser-rid_device_info_keyboard
'typedef struct tagRID_DEVICE_INFO_KEYBOARD {
' DWORD dwType;
' DWORD dwSubType;
' DWORD dwKeyboardMode;
' DWORD dwNumberOfFunctionKeys;
' DWORD dwNumberOfIndicators;
' DWORD dwNumberOfKeysTotal;
'} RID_DEVICE_INFO_KEYBOARD, *PRID_DEVICE_INFO_KEYBOARD;
Type RID_DEVICE_INFO_KEYBOARD
dwType As _Unsigned Long ' DWORD
dwSubType As _Unsigned Long ' DWORD
dwKeyboardMode As _Unsigned Long ' DWORD
dwNumberOfFunctionKeys As _Unsigned Long ' DWORD
dwNumberOfIndicators As _Unsigned Long ' DWORD
dwNumberOfKeysTotal As _Unsigned Long ' DWORD
End Type
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
'RID_DEVICE_INFO_HID structure (winuser.h)
'https://learn.microsoft.com/en-us/windows/win32/api/winuser/ns-winuser-rid_device_info_hid
'typedef struct tagRID_DEVICE_INFO_HID {
' DWORD dwVendorId;
' DWORD dwProductId;
' DWORD dwVersionNumber;
' USHORT usUsagePage;
' USHORT usUsage;
'} RID_DEVICE_INFO_HID, *PRID_DEVICE_INFO_HID;
Type RID_DEVICE_INFO_HID
dwVendorId As _Unsigned Long ' DWORD
dwProductId As _Unsigned Long ' DWORD
dwVersionNumber As _Unsigned Long ' DWORD
usUsagePage As _Unsigned Integer ' USHORT
usUsage As _Unsigned Integer ' USHORT
End Type
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' NEEDS FIXING:
'RID_DEVICE_INFO structure (winuser.h)
'https://learn.microsoft.com/en-us/windows/win32/api/winuser/ns-winuser-rid_device_info
'typedef struct tagRID_DEVICE_INFO {
' DWORD cbSize;
' DWORD dwType;
' union {
' RID_DEVICE_INFO_MOUSE mouse;
' RID_DEVICE_INFO_KEYBOARD keyboard;
' RID_DEVICE_INFO_HID hid;
' } DUMMYUNIONNAME1;
'} RID_DEVICE_INFO, *PRID_DEVICE_INFO, *LPRID_DEVICE_INFO;
' ^^^ NOT SURE HOW TO DEFINE THIS, SHOULD IT BE SOMETHING LIKE THIS?:
'Type DUMMYUNIONNAME1
' My_RID_DEVICE_INFO_MOUSE As _Offset ' pointer to VAR A1
' My_RID_DEVICE_INFO_KEYBOARD As _Offset ' pointer to VAR A2
' My_RID_DEVICE_INFO_HID As _Offset ' pointer to VAR A3
'End Type
'Type RID_DEVICE_INFO
' cbSize As _Unsigned Long ' DWORD
' dwType As _Unsigned Long ' DWORD
' My_DUMMYUNIONNAME1 As _Offset ' pointer to DUMMYUNIONNAME1
'End Type
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
'RAWHID structure (winuser.h)
'https://learn.microsoft.com/en-us/windows/win32/api/winuser/ns-winuser-rawhid
'typedef struct tagRAWHID {
' DWORD dwSizeHid;
' DWORD dwCount;
' BYTE bRawData[1];
'} RAWHID, *PRAWHID, *LPRAWHID;
Type RAWHID
dwSizeHid As _Unsigned Long ' DWORD
dwCount As _Unsigned Long ' DWORD
bRawData As _Unsigned _Byte ' bRawData[1] AS BYTE
End Type
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' END RAW INPUT TYPES
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' BEGIN CUSTOM TYPES
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' UDT TO HOLD THE INFO FOR EACH MOUSE (READ MICE SUB)
Type MouseInfoType
ID As String ' player identifier or mouse device ID
char As String ' cursor character
dx As Integer ' mouse x movement -1=left, 1=right, 0=none
dy As Integer ' mouse y movement -1=up , 1=down , 0=none
px As Long ' pointer x position (hires) for absolute position of mouse from raw input api
py As Long ' pointer y position (hires) for absolute position of mouse from raw input api
' Multimouse:
pdx As Long ' mouse x movement (hires) can be greater than just -1 or +1
pdy As Long ' mouse y movement (hires) can be greater than just -1 or +1
wheel As Integer ' mouse wheel value
'wheelOld As Integer ' old mouse wheel value
LeftDown As Integer ' tracks left mouse button state, TRUE=down
'LeftDownOld As Integer ' old left mouse button state, TRUE=down
MiddleDown As Integer ' tracks middle mouse button state, TRUE=down
'MiddleDownOld As Integer ' old middle mouse button state, TRUE=down
RightDown As Integer ' tracks right mouse button state, TRUE=down
'RightDownOld As Integer ' old right mouse button state, TRUE=down
End Type ' MouseInfoType
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' END CUSTOM TYPES
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' BEGIN API DECLARATIONS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' ================================================================================================================================================================
' BEGIN CustomType Library definitions
' ================================================================================================================================================================
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' FOR RAW INPUT API
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
Declare CustomType Library
'DECLARE FUNCTION GetRawInputDeviceList LIB "USER32.DLL" ALIAS "GetRawInputDeviceList"( _
' BYREF pRawInputDeviceList AS RAWINPUTDEVICELIST, _
' BYREF puiNumDevices AS _UNSIGNED LONG, _
' BYVAL cbSize AS _UNSIGNED LONG _
' ) AS _UNSIGNED LONG
Function GetRawInputDeviceList~& (ByVal pRawInputDeviceList As Offset, Byval puiNumDevices As Offset, Byval cbSize As Unsigned Long)
Sub GetRawInputDeviceList (ByVal pRawInputDeviceList As Offset, Byval puiNumDevices As Offset, Byval cbSize As Unsigned Long)
'DECLARE FUNCTION RegisterRawInputDevices LIB "USER32.DLL" ALIAS "RegisterRawInputDevices"( _
' BYREF pRawInputDevices AS RAWINPUTDEVICE, _
' BYVAL uiNumDevices AS _UNSIGNED LONG, _
' BYVAL cbSize AS _UNSIGNED LONG _
' ) AS LONG
Function RegisterRawInputDevices& (ByVal pRawInputDevices As Offset, Byval uiNumDevices As Unsigned Long, Byval cbSize As Unsigned Long)
Function GetModuleHandle%& (ByVal lpModulename As Offset)
Function LoadIcon%& (ByVal hInstance As Offset, Byval lpIconName As Offset)
Function LoadCursor%& (ByVal hInstance As Offset, Byval lpCursorName As Offset)
Function RegisterClassEx~% (ByVal wndclassex As Offset)
Function CreateWindowEx%& (ByVal dwExStyle As Unsigned Long, Byval lpClassName As Offset, Byval lpWindowName As Offset, Byval dwStyle As Unsigned Long, Byval x As Long, Byval y As Long, Byval nWidth As Long, Byval nHeight As Long, Byval hWndParent As Offset, Byval hMenu As Offset, Byval hInstance As Offset, Byval lpParam As Offset)
Sub ShowWindow (ByVal hWnd As Offset, Byval nCmdShow As Long)
Sub UpdateWindow (ByVal hWnd As Offset)
Function GetMessage& (ByVal lpMsg As Offset, Byval hWnd As Offset, Byval wMsgFilterMin As Unsigned Long, Byval wMsgFilterMax As Unsigned Long)
Sub TranslateMessage (ByVal lpMsg As Offset)
Sub DispatchMessage (ByVal lpMsg As Offset)
Sub PostQuitMessage (ByVal nExitCode As Long)
Function DefWindowProc%& (ByVal hWnd As Offset, Byval Msg As Unsigned Long, Byval wParam As Unsigned Offset, Byval lParam As Offset)
'DECLARE FUNCTION GetRawInputData LIB "USER32.DLL" ALIAS "GetRawInputData"( _
' BYVAL hRawInput AS _UNSIGNED LONG, _
' BYVAL uiCommand AS _UNSIGNED LONG, _
' BYREF pData AS _OFFSET, _
' BYREF pcbSize AS _UNSIGNED LONG, _
' BYVAL cbSizeHeader AS _UNSIGNED LONG _
' ) AS _UNSIGNED LONG
Sub GetRawInputData (ByVal hRawInput As Offset, Byval uiCommand As Unsigned Long, Byval pData As Offset, Byval pcbSize As Offset, Byval cbSizeHeader As Unsigned Long)
Function GetRawInputData~& (ByVal hRawInput As Offset, Byval uiCommand As Unsigned Long, Byval pData As Offset, Byval pcbSize As Offset, Byval cbSizeHeader As Unsigned Long)
Sub InvalidateRect (ByVal hWnd As Offset, Byval lpRect As Offset, Byval bErase As Long)
'DECLARE FUNCTION SendMessage LIB "USER32.DLL" ALIAS "SendMessageA"( _
' BYVAL hWnd AS _OFFSET, _
' BYVAL Msg AS _UNSIGNED LONG, _
' BYVAL wParam AS _UNSIGNED LONG, _
' BYVAL lParam AS LONG _
' ) AS LONG
Sub SendMessage (ByVal hWnd As Offset, Byval Msg As Unsigned Long, Byval wParam As Unsigned Offset, Byval lParam As Offset)
Function BeginPaint%& (ByVal hWnd As Offset, Byval lpPaint As Offset)
'Public Declare Function GetClientRect Lib "user32" (ByVal hwnd As Long, lpRect As RECT) As Long
Sub GetClientRect (ByVal hWnd As Offset, Byval lpRect As Offset)
'Public Declare Function DrawText Lib "user32" Alias "DrawTextA" (ByVal hdc As Long, ByVal lpStr As String, ByVal nCount As Long, lpRect As RECT, ByVal wFormat As Long) As Long
Sub DrawText (ByVal hdc As Offset, Byval lpchText As Offset, Byval cchText As Long, Byval lprc As Offset, Byval format As Unsigned Long)
'Public Declare Function OffsetRect Lib "user32" (lpRect As RECT, ByVal X As Long, ByVal Y As Long) As Long
Sub OffsetRect (ByVal lprc As Offset, Byval dx As Long, Byval dy As Long)
Sub EndPaint (ByVal hWnd As Offset, Byval lpPaint As Offset)
End Declare ' CustomType Library
' Header file "makeint.h" must be in same folder as this program.
Declare CustomType Library ".\makeint"
Function MAKEINTRESOURCE%& Alias "MAKEINTRSC" (ByVal i As _Offset)
End Declare
' ================================================================================================================================================================
' END CustomType Library definitions
' ================================================================================================================================================================
' ================================================================================================================================================================
' BEGIN Library definitions
' ================================================================================================================================================================
Declare Library
Function MAKELPARAM%& (ByVal l As Integer, Byval h As Integer)
Function MAKELONG~& (ByVal l As Unsigned Integer, Byval h As Unsigned Integer)
End Declare
$If 64BIT Then
Declare Library ".\internal\c\c_compiler\x86_64-w64-mingw32\include\windowsx"
$Else
Declare Library ".\internal\c\c_compiler\i686-w64-mingw32\include\windowsx"
$End If
Function GET_Y_LPARAM& (ByVal lp As Offset)
Function GET_X_LPARAM& (ByVal lp As Offset)
End Declare
' Header file "winproc.h" must be in same folder as this program.
Declare Library ".\winproc"
Function WindowProc%& ()
End Declare
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' Needed for acquiring the hWnd of the window
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
Declare Library
Function FindWindow& (ByVal ClassName As _Offset, WindowName$) ' To get hWnd handle
End Declare
' ================================================================================================================================================================
' END Library definitions
' ================================================================================================================================================================
' ================================================================================================================================================================
' BEGIN Dynamic Library definitions
' ================================================================================================================================================================
Declare Dynamic Library "user32"
' FOR CONTROLLING WINDOW ON TOP, ETC.:
Function FindWindowA%& (ByVal lpClassName%&, Byval lpWindowName%&)
Function SetWindowPos& (ByVal hWnd%&, Byval hWndInsertAfter%&, Byval X&, Byval Y&, Byval cx&, Byval cy&, Byval uFlags~&)
Function GetForegroundWindow%&
' To make window invisible
Function SetLayeredWindowAttributes& (ByVal hwnd As _Offset, Byval crKey As Long, Byval bAlpha As _Unsigned _Byte, Byval dwFlags As Long)
Function GetWindowLong& Alias "GetWindowLongA" (ByVal hwnd As _Offset, Byval nIndex As Long)
Function SetWindowLong& Alias "SetWindowLongA" (ByVal hwnd As _Offset, Byval nIndex As Long, Byval dwNewLong As Long)
'' To hide the cursor
'Function ShowCursor& (ByVal bShow As Long)
End Declare
Declare Dynamic Library "kernel32"
Function GetLastError~& ()
End Declare
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' To keep focus on window
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
'Declare Dynamic Library "user32"
' Sub ShowWindow (ByVal hWnd As _Offset, Byval nCmdShow As Long)
'End Declare
' ================================================================================================================================================================
' END Dynamic Library definitions
' ================================================================================================================================================================
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' END API DECLARATIONS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' BEGIN GLOBAL VARIABLES
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' GLOBAL VARIABLES TO TRACK ERROR STATE
Dim Shared m_sError As String: m_sError = ""
Dim Shared m_sIncludeError As String: m_sIncludeError = ""
' BASIC PROGRAM METADATA
Dim Shared m_ProgramPath$: m_ProgramPath$ = Left$(Command$(0), _InStrRev(Command$(0), "\"))
Dim Shared m_ProgramName$: m_ProgramName$ = Mid$(Command$(0), _InStrRev(Command$(0), "\") + 1)
Dim Shared m_sTriggerFile As String: m_sTriggerFile = m_ProgramPath$ + "Pong.DELETE-TO-CLOSE"
Dim Shared m_sDebugFile As String: m_sDebugFile = m_ProgramPath$ + m_ProgramName$ + ".txt"
' RAW INPUT VARIABLES
Dim Shared rawinputdevices As String
Dim Shared hDlg As _Unsigned Long ' DWORD
' MOUSE VARIABLES
Dim Shared arrMouse(0 To 8) As MouseInfoType ' STORES INFO FOR EACH MOUSE
Dim Shared iMouseCount As Integer ' # OF MICE ATTACHED
Dim Shared iMinX As Long
Dim Shared iMaxX As Long
Dim Shared iMinY As Long
Dim Shared iMaxY As Long
' KEYBOARD VARIABLES
'Dim Shared arrKeyIndex(8) As String ' STORES KEYBOARD ID
'Dim Shared arrLastKeyDown(8) As Integer ' STORES LAST KEY PRESSED
'Dim Shared arrLastKeyUp(8) As Integer ' STORES LAST KEY RELEASED
'Dim Shared iKeyBoardCount As Integer ' # OF KEYBOARDS ATTACHED
Dim Shared iLastKeyDown As Integer
Dim Shared iLastKeyUp As Integer
' NETWORK VARIABLES
Dim Shared uintPort As _Unsigned Integer ' port
Dim Shared lngConn As Long ' c&
Dim Shared iData As Integer ' i
Dim Shared sOutput As String ' s$
' HANDLE FOR THE PROGRAM WINDOW
Dim Shared MyHwnd As _Offset ' _Integer64 hwnd%&
Dim Shared hwndMain As _Offset
' SCREEN SIZE
Dim Shared lngScreenWidth As Long
Dim Shared lngScreenHeight As Long
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' END GLOBAL VARIABLES
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' EXECUTION STARTS HERE!
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' ENABLE / DISABLE DEBUG CONSOLE WINDOW
'If cDebugEnabled = TRUE Then
' $Console
' _Delay 4
' _Console On
' _Echo "Started " + m_ProgramName$
' _Echo "Debugging on..."
'End If
' INITIALIZE
iMinX = 0
iMaxX = 1024 '_DesktopWidth '3583
iMinY = 0
iMaxY = 768 '_DesktopHeight ' 8202
lngScreenWidth = 1024 ' _DESKTOPWIDTH
lngScreenHeight = 768 ' _DESKTOPHEIGHT
' START THE MAIN ROUTINE
main
' DEACTIVATE DEBUGGING WINDOW
'If cDebugEnabled = TRUE Then
' _Console Off
'End If
' EXIT PROGRAM
System ' return control to the operating system
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' BEGIN GLOBAL ERROR HANDLER
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ErrorHandler:
m_sError = "Error #" + _Trim$(Str$(Err)) + " at line " + _Trim$(Str$(_ErrorLine)) + "."
m_sIncludeError = "File " + Chr$(34) + _InclErrorFile$ + Chr$(34) + " at line " + _Trim$(Str$(_InclErrorLine)) + "."
Resume Next
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' END GLOBAL ERROR HANDLER
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' BEGIN MAIN ROUTINES
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' /////////////////////////////////////////////////////////////////////////////
Sub main
Dim sPort As String
Dim iLoop As Integer
Dim in$
Dim MyTime##
' MAKE SURE WE HAVE INPUT
sPort = Command$(1)
If Len(sPort) > 0 Then
If IsNumber%(sPort) = TRUE Then
' OPEN CONNECTION
uintPort = Val(sPort)
lngConn = _OpenClient("tcp/ip:" + _Trim$(Str$(uintPort)) + ":localhost")
'Print lngConn
DebugLog "lngConn = _OpenClient(" + Chr$(34) + "tcp/ip:" + Chr$(34) + "+ _Trim$(Str$(uintPort)) + " + Chr$(34) + ":localhost" + Chr$(34) + ") = " + _Trim$(Str$(lngConn))
' INITIALIZE
iMinX = 0
iMaxX = 1024 '3583
iMinY = 0
iMaxY = 768 '8202
' ****************************************************************************************************************************************************************
' ****************************************************************************************************************************************************************
' SET UP WINDOW TO BE SAME SIZE AS, AND OVERLAPPED WITH HOST WINDOW
' ****************************************************************************************************************************************************************
' ****************************************************************************************************************************************************************
' SET UP WINDOW
'Screen _NewImage(1024, 768, 32)
Screen 12 ' SCREEN 12 can use 16 color attributes with a black background. 256K possible RGB color hues. Background colors can be used with QB64.
' window needs to be lined up directly under the main program, so the mouse coordinates align with the display
_ScreenMove 0, 0 ' <<< NOT WORKING, HOW DO WE DO THIS IN THE EVENT MODEL?
'' ATTEMPT FULLSCREEN <- NOT REALLY WORKING
'_FULLSCREEN _STRETCH, _SMOOTH
'IF _FULLSCREEN = 0 THEN _FULLSCREEN _OFF 'check that a full screen mode initialized
' MAXIMIZE WINDOW
'DOESN'T WORK: $RESIZE:STRETCH
'DOESN'T WORK: $RESIZE:SMOOTH
' TRY JUST SAVING THE DESKTOP SIZE AND USING THAT WHEN DOING A NEW SCREEN
' Use _DESKTOPWIDTH and _DESKTOPHEIGHT to find the current desktop resolution to place the program’s window.
lngScreenWidth = 1024 '_DesktopWidth
lngScreenHeight = 768 '_DesktopHeight
' CLICK ON SCREEN TO GIVE IT THE FOCUS
_ScreenClick 0, 0
''_SCREENCLICK column%, row%[, button%]
' CREATE TRIGGER FILE
Open m_sTriggerFile For Output As #1
Print #1, "Deleting this file will cause program " + m_ProgramName$ + " to stop running."
Close #1
' WAIT UNTIL FILE IS CREATED
' (time out after 10 seconds)
MyTime## = ExtendedTimer + 10
Do
If _FileExists(m_sTriggerFile) = TRUE Then Exit Do
Loop Until Timer > MyTime##
If _FileExists(m_sTriggerFile) = FALSE Then
m_sError = "Trigger file not found: " + Chr$(34) + m_sTriggerFile + Chr$(34)
End If
If Len(m_sError) = 0 Then
' GET HANDLE TO THE PROGRAM WINDOW
Do
MyHwnd = _WindowHandle
Loop Until MyHwnd
' GIVE CONTROL TO THE EVENT-ORIENTED CODE
System Val(Str$(WinMain))
Else
Print "ERROR: " + m_sError
End If
Else
Print "Invalid non-numeric input " + Chr$(34) + sPort + Chr$(34) + ". Exiting."
End If
Else
Print "No input. Exiting."
End If
End Sub ' main
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' END MAIN ROUTINES
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' BEGIN RAW INPUT FUNCTIONS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' /////////////////////////////////////////////////////////////////////////////
' Runs first
Function WinMain~%& ()
'Dim As Offset hwndMain
Dim As Offset hInst
Dim As Offset hWndTop
Dim As MSG msg
Dim As WNDCLASSEX wndclass
Dim As String szMainWndClass
Dim As String szWinTitle
Dim As Unsigned Integer reg
Dim sData As String
Dim iKeyLoop As Integer
Dim iKeyCode As Integer
Dim iLoop As Integer
Dim sOperation As String
Dim sResult As String
Dim sDebug As String
Dim iResult As Long
'DEBUG: TRY FULL SCREEN <- PROGRAM CRASHES!
'_FullScreen _SquarePixels
hInst = GetModuleHandle(0)
szMainWndClass = "WinTestWin" + Chr$(0)
szWinTitle = cProgName + Chr$(0)
wndclass.lpszClassName = Offset(szMainWndClass)
wndclass.cbSize = Len(wndclass)
wndclass.style = CS_HREDRAW Or CS_VREDRAW
wndclass.lpfnWndProc = WindowProc
wndclass.hInstance = hInst 'GetModuleHandle(0) will return the hInstance of this EXE
wndclass.hIcon = LoadIcon(0, MAKEINTRESOURCE(IDI_APPLICATION))
wndclass.hIconSm = LoadIcon(0, MAKEINTRESOURCE(IDI_APPLICATION))
wndclass.hCursor = LoadCursor(0, MAKEINTRESOURCE(IDC_ARROW))
wndclass.hbrBackground = COLOR_WINDOW + 1
reg = RegisterClassEx(Offset(wndclass)) 'I prefer to use the output of RegisterClassEx rather than the window name
' INITIALIZE RAW INPUT
InitRawInput
If Len(m_sError) = 0 Then
' SET WINDOW SiZE + INITIALIZE WINDOW
'Q: HOW CAN WE USE THE QB64PE PROGRAM'S WINDOW HANDLE e.g. _WindowHandle ?
hwndMain = CreateWindowEx( _
0, _
MAKELPARAM(reg, 0), _
Offset(szWinTitle), _
WS_OVERLAPPEDWINDOW, _
0, _
0, _
lngScreenWidth, _
lngScreenHeight, _
0, _
0, _
hInst, _
0)
ShowWindow hwndMain, SW_SHOW
' TURN SUB WINDOW INVISIBLE
''SetWindowOpacity MyHwnd, cInvisible
'SetWindowOpacity hwndMain, cTransparent ' <- USE THIS FOR TESTING
'SetWindowOpacity hwndMain, 50 ' <- USE THIS FOR TESTING
SetWindowOpacity hwndMain, cInvisible
' KEEP WINDOW VISIBLE
'DEBUG: SUBSTITUTE _WindowHandle
'UpdateWindow _WindowHandle
UpdateWindow hwndMain
' MOVE WINDOW TO TOP
'' GET WINDOW HANDLES
'hWndThis = _WindowHandle ' FindWindowA(0, _OFFSET(t))
hWndTop = GetForegroundWindow%& ' find currently focused process handle
' GET FOCUS
If hwndMain <> hWndTop Then
_ScreenClick 240, 240 ' add 40 to x and y to focus on positioned window
End If
' MOVE TO TOP
'Function SetWindowPos& (ByVal hWnd%&, Byval hWndInsertAfter%&, Byval X&, Byval Y&, Byval cx&, Byval cy&, Byval uFlags~&)
'If SetWindowPos(hwndMain, HWND_TOPMOST, 200, 200, 0, 0, SWP_NOSIZE Or SWP_NOACTIVATE) = 0 Then
If SetWindowPos(hwndMain, HWND_TOPMOST, 0, 0, 0, 0, SWP_NOSIZE Or SWP_NOACTIVATE) = 0 Then
'sNextError = "SetWindowPos failed. 0x" + LCase$(Hex$(GetLastError))
m_sError = "SetWindowPos failed. 0x" + LCase$(Hex$(GetLastError))
End If
'' DEBUG
'DebugLog ""
'DebugLog "AFTER InitRawInput:"
'For iLoop = LBound(arrMouse) To UBound(arrMouse)
' DebugLog " arrMouse(" + _Trim$(Str$(iLoop)) + ").ID = " + chr$(34) + arrMouse(iLoop).ID + chr$(34)
'Next iLoop
'DebugLog ""
' IF EVERYTHING IS WORKING, CONTINUE
If Len(m_sError) = 0 Then
' START THE INPUT ROUTINES
InitInputVars
'' DEBUG
'DebugLog "AFTER InitInputVars:"
'For iLoop = LBound(arrMouse) To UBound(arrMouse)
' DebugLog " arrMouse(" + _Trim$(Str$(iLoop)) + ").ID = " + chr$(34) + arrMouse(iLoop).ID + chr$(34)
'Next iLoop
'DebugLog ""
' SEND SUB WINDOW HANDLE BACK TO MAIN
_Delay 2
sData = "w:" + _Trim$(Str$(hwndMain)) + Chr$(13)
sDebug = "w:" + _Trim$(Str$(hwndMain)) + "\n"
_Delay 2
DebugLog "Put #lngConn, , sData"
DebugLog "Put #" + _Trim$(Str$(lngConn)) + ", , " + Chr$(34) + sDebug + Chr$(34)
' SET ERROR TRAPPING
On Error GoTo ErrorHandler
' TRY RETURNING WINDOW HANDLE TO MAIN PROGRAM
Put #lngConn, , sData
' RESUME NORMAL ERROR TRAPPING
On Error GoTo 0
If Len(m_sError) = 0 Then
_Delay 2
DebugLog "MAIN PROGRAM LOOP..."
' *** STOPS THE MOUSE FROM WORKING! ***
'' HIDE THE MOUSE CURSOR
'iResult = ShowCursor(0) ' hide cursor
' MAIN PROGRAM LOOP
While GetMessage(Offset(msg), 0, 0, 0)
TranslateMessage Offset(msg)
DispatchMessage Offset(msg)
' QUIT IF TRIGGER FILE IS GONE
If _FileExists(m_sTriggerFile) = FALSE Then
'' SHOW THE MOUSE CURSOR AGAIN
'iResult = ShowCursor(1) ' show cursor
' EXIT
System
End If
' KEEP WINDOW ON TOP
If _WindowHasFocus = 0 Then
_ScreenIcon
''ShowWindow MyHwnd, 1
'ShowWindow hwndMain, 1
ShowWindow hwndMain, SW_SHOW
End If
Wend
Else
m_sError = "Error, can't return hwndMain: " + m_sError
DebugLog m_sError
End If
Else
m_sError = "Error, can't setup subprogram window: " + m_sError
DebugLog m_sError
End If
End If
' SEND ANY ERROR MESSAGES BACK TO MAIN
If Len(m_sError) > 0 Then
' SHOW EROR MESSAGE
If cDebugEnabled Then
Screen 0
Cls
Print m_ProgramName$ + " failed:"
Print m_sError
Print
End If
' TRY TO RETURN ERROR
_Delay 2
sData = "e:" + m_sError + Chr$(13)
m_sError = ""
' SET ERROR TRAPPING
On Error GoTo ErrorHandler
' TRY RETURNING ERROR MESSAGE TO MAIN PROGRAM
Put #lngConn, , sData
' RESUME NORMAL ERROR TRAPPING
On Error GoTo 0
_Delay 2
' SHOW EROR MESSAGE
If cDebugEnabled Then
If Len(m_sError) > 0 Then
Print "Could not return error to main program: " + m_sError
Print
End If
Print "PRESS ANY KEY TO CONTINUE"
Sleep
End If
End If
' RETURN A VALUE
WinMain = msg.wParam
End Function ' WinMain
' /////////////////////////////////////////////////////////////////////////////
' Handles main window events
' MESSAGE TYPES FOR READING THE KEYBOARD:
' WM_CHAR
' WM_KEYDOWN
' WM_KEYUP
' WM_SYSCHAR
' WM_SYSKEYDOWN
' WM_SYSKEYUP
Function MainWndProc%& (hwnd As Offset, nMsg As Unsigned Long, wParam As Unsigned Offset, lParam As Offset)
' EVENT HANDLER VARIABLES PART 1
Static As Offset hwndButton
Static As Long cx, cy
Dim As Offset hdc
Dim As PAINTSTRUCT ps
Dim As RECT rc
Dim As RECT TargetRect
Dim As MEM lpb
Dim As Unsigned Long dwSize
Dim As RAWINPUT rawm ' MOUSE VERSION
Dim As RAWINPUT_K rawk ' KEYBOARD VERSION
Dim As Long tmpx, tmpy
Static As Long maxx
Dim As RAWINPUTHEADER rih
' TEMP VARIABLES FOR DISPLAYING FORMATTED VALUES TO SCREEN
Dim strNextID As String
Dim iIndex As Integer
Dim iRowOffset As Integer
Dim iLine As Integer
Dim iLen As Integer
Dim iCount As Integer
Dim sCount As String
Dim sText As String
Dim sX As String
Dim sY As String
Dim sPX As String
Dim sPY As String
Dim sWheel As String
Dim sLeftDown As String
Dim sMiddleDown As String
Dim sRightDown As String
Dim sLeftCount As String
Dim sMiddleCount As String
Dim sRightCount As String
Dim sNext As String
Dim iNewX As Integer
Dim iNewY As Integer
Dim iDX As Integer
Dim iDY As Integer
Dim iInputType As Integer
' EVENT HANDLER VARIABLES PART 2
Dim pRawInput As _Offset ' RAWINPUT POINTER
Dim zKeyName As String ' ASCIIZ * 50 = NULL-terminated string
Dim sRawInput As String
Dim sBuffer As String
Dim ScanCode As _Unsigned Long ' DWORD
Static hFocusBak As _Unsigned Long ' DWORD
Dim RawInputDevCount As Long
Dim KeyboardTypeCount As Long
Dim RawInputDeviceIndex As Long
Dim ByteCount As Long
Dim int_wParam As Integer
Dim vbCrLf As String: vbCrLf = Chr$(13) + Chr$(10)
Dim vbCr As String: vbCr = Chr$(13)
Dim vbLf As String: vbLf = Chr$(10)
ReDim arrText$(0)
' HANDLE EVENT MESSAGES
Select Case nMsg
Case WM_DESTROY:
'DebugPrint "nMsg = WM_DESTROY"
PostQuitMessage 0
MainWndProc = 0
Exit Function
Case WM_INPUT:
'DebugPrint "nMsg = WM_INPUT"
' MOUSE VERSION:
GetRawInputData lParam, RID_INPUT, 0, Offset(dwSize), Len(rih)
' KEYBOARD VERSION:
'GetRawInputData(CBLPARAM, %RID_INPUT, BYVAL %NULL, ByteCount, SIZEOF(RAWINPUTHEADER)) ' Get size of raw input buffer
lpb = MemNew(dwSize)
If lpb.SIZE = 0 Then
MainWndProc = 0
Exit Function
End If
' GET THE RAW INPUT
If GetRawInputData(lParam, RID_INPUT, lpb.OFFSET, Offset(dwSize), Len(rih)) <> dwSize Then
'TODO: BUBBLE UP THE ERROR MESSAGE?
Print "GetRawInputData doesn't return correct size!"
'DebugPrint "WRONG SIZE: GetRawInputData doesn't return correct size!"
End If
' IDENTIFY TYPE OF INPUT
Select Case dwSize
Case Len(rawm):
' MOUSE INPUT
'DebugPrint "dwSize = Len(rawm) so MOUSE INPUT DETECTED"
iInputType = RIM_TYPEMOUSE
MemGet lpb, lpb.OFFSET, rawm
Case Len(rawk):
' KEYBOARD INPUT
'DebugPrint "dwSize = Len(rawk) so KEYBOARD INPUT DETECTED"
iInputType = RIM_TYPEKEYBOARD
MemGet lpb, lpb.OFFSET, rawk
Case Else:
' SOME OTHER TYPE (MAYBE HID) BUT ONE WE CAN'T PROCESS
'DebugPrint "dwSize = SOME OTHER TYPE (MAYBE HID)"
iInputType = RIM_TYPEUNKNOWN
End Select
If iInputType = RIM_TYPEMOUSE Then
'DebugLog "iInputType = RIM_TYPEMOUSE"
If rawm.header.dwType = RIM_TYPEMOUSE Then
'DebugLog " rawm.header.dwType = RIM_TYPEMOUSE"
tmpx = rawm.mouse.lLastX
tmpy = rawm.mouse.lLastY
maxx = tmpx
' UPDATE RANGE OF MOUSE COORDINATES
If GET_X_LPARAM(lParam) < iMinX Then iMinX = GET_X_LPARAM(lParam)
If GET_X_LPARAM(lParam) > iMaxX Then iMaxX = GET_X_LPARAM(lParam)
If GET_Y_LPARAM(lParam) < iMinY Then iMinY = GET_Y_LPARAM(lParam)
If GET_Y_LPARAM(lParam) > iMaxY Then iMaxY = GET_Y_LPARAM(lParam)
' IDENTIFY WHICH MOUSE IT IS
strNextID = _Trim$(Str$(rawm.header.hDevice))
'DebugPrint " strNextID = " + Chr$(34) + strNextID + Chr$(34)
'DebugLog " strNextID = " + Chr$(34) + strNextID + Chr$(34)
' GET ARRAY INDEX FROM strnextID
iIndex = GetMouseIndex%(strNextID)
'DebugPrint " iIndex = GetMouseIndex%(" + chr$(34) + strNextID + chr$(34) + ") = " + _Trim$(Str$(iIndex))
'DebugLog " iIndex = GetMouseIndex%(" + chr$(34) + strNextID + chr$(34) + ") = " + _Trim$(Str$(iIndex))
' DETECT INPUT
If iIndex >= LBound(arrMouse) Then
'DebugLog " iIndex >= LBound(arrMouse)"
If iIndex <= UBound(arrMouse) Then
'DebugLog " iIndex <= UBound(arrMouse)"
'DebugLog " iIndex = " + _Trim$(Str$(iIndex))
' INCREMENT/DECREMENT FIXED DELTA X
If rawm.mouse.lLastX < 0 Then
arrMouse(iIndex).dx = -1
'arrMouse(iIndex).x = arrMouse(iIndex).x - 1
ElseIf rawm.mouse.lLastX > 0 Then
arrMouse(iIndex).dx = 1
'arrMouse(iIndex).x = arrMouse(iIndex).x + 1
End If
'DebugLog " arrMouse(iIndex).dx = " + _Trim$(Str$(arrMouse(iIndex).dx))
' INCREMENT/DECREMENT FIXED DELTA Y
If rawm.mouse.lLastY < 0 Then
arrMouse(iIndex).dy = -1
'arrMouse(iIndex).y = arrMouse(iIndex).y - 1
ElseIf rawm.mouse.lLastY > 0 Then
arrMouse(iIndex).dy = 1
'arrMouse(iIndex).y = arrMouse(iIndex).y + 1
End If
'DebugLog " arrMouse(iIndex).dy = " + _Trim$(Str$(arrMouse(iIndex).dy))
' INCREMENT/DECREMENT TRUE DELTA
arrMouse(iIndex).pdx = rawm.mouse.lLastX
arrMouse(iIndex).pdy = rawm.mouse.lLastY
arrMouse(iIndex).px = arrMouse(iIndex).px + arrMouse(iIndex).pdx
arrMouse(iIndex).py = arrMouse(iIndex).py + arrMouse(iIndex).pdy
' CHECK HIRES CURSOR BOUNDARIES
If arrMouse(iIndex).px < cMinPX Then arrMouse(iIndex).px = cMinPX
If arrMouse(iIndex).px > cMaxPX Then arrMouse(iIndex).px = cMaxPX
If arrMouse(iIndex).py < cMinPY Then arrMouse(iIndex).py = cMinPY
If arrMouse(iIndex).py > cMaxPY Then arrMouse(iIndex).py = cMaxPY
'DebugLog " arrMouse(iIndex).px = " + _Trim$(Str$(arrMouse(iIndex).px))
'DebugLog " arrMouse(iIndex).py = " + _Trim$(Str$(arrMouse(iIndex).py))
' =============================================================================
' left button = 1 when down, 2 when released
If ((rawm.mouse.usButtonFlags And 1) = 1) Then
arrMouse(iIndex).LeftDown = TRUE
ElseIf ((rawm.mouse.usButtonFlags And 2) = 2) Then
arrMouse(iIndex).LeftDown = FALSE
End If
'DebugLog " arrMouse(iIndex).LeftDown = " + TrueFalse$(arrMouse(iIndex).LeftDown)
' =============================================================================
' middle button = 16 when down, 32 when released
If ((rawm.mouse.usButtonFlags And 16) = 16) Then
arrMouse(iIndex).MiddleDown = TRUE
ElseIf ((rawm.mouse.usButtonFlags And 32) = 32) Then
arrMouse(iIndex).MiddleDown = FALSE
End If
'DebugLog " arrMouse(iIndex).MiddleDown = " + TrueFalse$(arrMouse(iIndex).MiddleDown)
' =============================================================================
' right button = 4 when down, 8 when released
If ((rawm.mouse.usButtonFlags And 4) = 4) Then
arrMouse(iIndex).RightDown = TRUE
ElseIf ((rawm.mouse.usButtonFlags And 8) = 8) Then
arrMouse(iIndex).RightDown = FALSE
End If
'DebugLog " arrMouse(iIndex).RightDown = " + TrueFalse$(arrMouse(iIndex).RightDown)
' =============================================================================
' scroll wheel = ???
'Hex$(rawm.mouse.usButtonFlags)
'arrMouse(iIndex).wheel = ???
'' DID VALUE CHANGE?
'If arrMouse(iIndex).UpdateCount = 32767 Then
' arrMouse(iIndex).UpdateCount = 1
'Else
' arrMouse(iIndex).UpdateCount = arrMouse(iIndex).UpdateCount + 1
'End If
' COLLECT VALUES FOR THIS MOUSE TO SEND
' IN THE FOLOWING TAB-DELIMITED FORMAT:
' {mouse #}\t{dx}\t{dy}\t{wheel}\t{leftDown}\t{middleDown}\t{rightDown}\n
sOutput = "m:"
sOutput = sOutput + _Trim$(Str$(iIndex)) + Chr$(9)
'sOutput = sOutput + _Trim$(Str$(arrMouse(iIndex).UpdateCount)) + Chr$(9)
sOutput = sOutput + _Trim$(Str$(arrMouse(iIndex).dx)) + Chr$(9)
sOutput = sOutput + _Trim$(Str$(arrMouse(iIndex).dy)) + Chr$(9)
sOutput = sOutput + _Trim$(Str$(arrMouse(iIndex).px)) + Chr$(9)
sOutput = sOutput + _Trim$(Str$(arrMouse(iIndex).py)) + Chr$(9)
sOutput = sOutput + _Trim$(Str$(arrMouse(iIndex).wheel)) + Chr$(9)
sOutput = sOutput + _Trim$(Str$(arrMouse(iIndex).LeftDown)) + Chr$(9)
sOutput = sOutput + _Trim$(Str$(arrMouse(iIndex).MiddleDown)) + Chr$(9)
sOutput = sOutput + _Trim$(Str$(arrMouse(iIndex).RightDown)) + Chr$(13)
' SEND VALUES FOR THIS MOUSE TO HOST
'DebugLog " Put #lngConn, , sOutput"
'DebugLog " Put #" + _Trim$(Str$(lngConn)) + ", , " + chr$(34) + sOutput + chr$(34)
Put #lngConn, , sOutput
'DebugLog " m_sError = " + chr$(34) + m_sError + chr$(34)
' CLEAR MOVEMENT
arrMouse(iIndex).dx = 0
arrMouse(iIndex).dy = 0
'arrMouse(iIndex).wheelOld = arrMouse(iIndex).wheel
'arrMouse(iIndex).LeftDownOld = arrMouse(iIndex).LeftDown
'arrMouse(iIndex).MiddleDownOld = arrMouse(iIndex).MiddleDown
'arrMouse(iIndex).RightDownOld = arrMouse(iIndex).RightDown
End If
End If
'' INVOKE PAINT
'InvalidateRect hwnd, 0, -1
'SendMessage hwnd, WM_PAINT, 0, 0
End If
ElseIf iInputType = RIM_TYPEKEYBOARD Then
' *** FOR NOW RAW KEYBOARD INPUT NOT WORKING
'DebugPrint "iInputType = RIM_TYPEKEYBOARD"
'If rawk.header.dwType = RIM_TYPEKEYBOARD Then
' DebugPrint "* FOUND RAW INPUT KEYBOARD *"
'
' ' HOW DO WE READ THE KEYBOARD USING RawInputAPI ???
' DebugPrint "rawk.header.dwType = RIM_TYPEKEYBOARD"
'
' ' IDENTIFY WHICH KEYBOARD IT IS
' strNextID = _Trim$(Str$(rawk.header.hDevice))
' DebugPrint " strNextID = " + Chr$(34) + strNextID + Chr$(34)
'
' '' GET ARRAY INDEX FROM strnextID
' 'iIndex = GetKeyboardIndex%(strNextID)
' 'DebugPrint " iIndex = " + _Trim$(Str$(iIndex))
'
'End If
End If
' FINISHUP WM_INPUT
MemFree lpb
MainWndProc = 0
Exit Function
Case WM_MOUSEMOVE:
'DebugPrint "nMsg = WM_MOUSEMOVE"
Exit Function
Case WM_PAINT:
'DebugPrint "nMsg = WM_PAINT"
'hdc = BeginPaint(hwnd, Offset(ps))
'GetClientRect hwnd, Offset(rc)
'
'' -----------------------------------------------------------------------------
'' DISPLAY MOUSE INFO ON SCREEN AT MOUSE POSITIONS
'iCount = 0
'For iIndex = LBound(arrMouse) To UBound(arrMouse)
' iCount = iCount + 1
'
' If Len(arrMouse(iIndex).ID) > 0 Then
' ' CHECK CURSOR BOUNDARIES
' If arrMouse(iIndex).x < cMinX Then arrMouse(iIndex).x = cMinX
' If arrMouse(iIndex).x > cMaxX Then arrMouse(iIndex).x = cMaxX
' If arrMouse(iIndex).y < cMinY Then arrMouse(iIndex).y = cMinY
' If arrMouse(iIndex).y > cMaxY Then arrMouse(iIndex).y = cMaxY
'
' ' CHECK HIRES CURSOR BOUNDARIES
' If arrMouse(iIndex).px < cMinPX Then arrMouse(iIndex).px = cMinPX
' If arrMouse(iIndex).px > cMaxPX Then arrMouse(iIndex).px = cMaxPX
' If arrMouse(iIndex).py < cMinPY Then arrMouse(iIndex).py = cMinPY
' If arrMouse(iIndex).py > cMaxPY Then arrMouse(iIndex).py = cMaxPY
'
' ' DEFINE TARGET RECT FOR WHERE TO DRAW ON SCREEN
' TargetRect.left = rc.left + arrMouse(iIndex).px
' TargetRect.top = rc.top + arrMouse(iIndex).py
' TargetRect.right = rc.right + arrMouse(iIndex).px
' TargetRect.bottom = rc.bottom + arrMouse(iIndex).py
'
' ' COLLECT VALUES FOR THIS MOUSE IN A STRING
' sText = ""
' sText = sText + _Trim$(Str$(iCount))
' sText = sText + " ("
' sText = sText + _Trim$(Str$(arrMouse(iIndex).px))
' sText = sText + ","
' sText = sText + _Trim$(Str$(arrMouse(iIndex).py))
' sText = sText + ") "
' sText = sText + IIFS$(arrMouse(iIndex).LeftDown, "1", " ")
' sText = sText + IIFS$(arrMouse(iIndex).MiddleDown, "2", " ")
' sText = sText + IIFS$(arrMouse(iIndex).RightDown, "3", " ")
'
' 'arrMouse(iIndex).wheel
' 'arrMouse(iIndex).char
' 'arrMouse(iIndex).y
' 'arrMouse(iIndex).x
'
' ' DRAW VALUES FOR THIS MOUSE TO SCREEN AT POINTER POSITION
' DrawText hdc, Offset(sText), Len(sText), Offset(TargetRect), DT_LEFT
' OffsetRect Offset(TargetRect), arrMouse(iIndex).px, arrMouse(iIndex).px
' End If
'Next iIndex
'
'' -----------------------------------------------------------------------------
'' DISPLAY INSTRUCTIONS ON SCREEN
'' DEFINE TARGET RECT FOR WHERE TO DRAW ON SCREEN
'TargetRect.left = rc.left + 100
'TargetRect.top = rc.top + 500
'TargetRect.right = rc.right + 100
'TargetRect.bottom = rc.bottom + 500
'
'' COLLECT VALUES FOR THIS KEYBOARD IN A STRING
'sText = ""
'sText = sText + "Raw Input API multi-mouse demo:"
'sText = sText + Chr$(13)
'sText = sText + Chr$(13)
'sText = sText + "1. Plug in 2 or more USB mice"
'sText = sText + Chr$(13)
'sText = sText + "2. Move them around and click the buttons."
'sText = sText + Chr$(13)
'sText = sText + "3. Try pressing some keys on the keyboard."
'sText = sText + Chr$(13)
'sText = sText + Chr$(13)
'sText = sText + "Press ESC to exit."
'
'' DRAW VALUES FOR THIS KEYBOARD TO SCREEN AT NEXT POSITION
'DrawText hdc, Offset(sText), Len(sText), Offset(TargetRect), DT_LEFT
'OffsetRect Offset(TargetRect), 0, 0 ' y,x
'
'' -----------------------------------------------------------------------------
'' DISPLAY KEYBOARD INFO ON SCREEN
'' DEFINE TARGET RECT FOR WHERE TO DRAW ON SCREEN
'TargetRect.left = rc.left + 400
'TargetRect.top = rc.top + 100
'TargetRect.right = rc.right + 400
'TargetRect.bottom = rc.bottom + 100
'
'' COLLECT VALUES FOR THIS KEYBOARD IN A STRING
'sText = ""
'sText = sText + "Keyboard: "
'sText = sText + IIFS$(iLastKeyDown > 0, VirtualKeyCodeToString$(iLastKeyDown) + " (" + _Trim$(Str$(iLastKeyDown)) + ")", "")
''sText = sText + Chr$(13)
''sText = sText + " LAST DOWN="
''sText = sText + IIFS$(iLastKeyDown > 0, VirtualKeyCodeToString$(iLastKeyDown), "")
''sText = sText + Chr$(13)
''sText = sText + " LAST UP ="
''sText = sText + IIFS$(iLastKeyUp > 0, VirtualKeyCodeToString$(iLastKeyUp), "")
'
'' DRAW VALUES FOR THIS KEYBOARD TO SCREEN AT NEXT POSITION
'DrawText hdc, Offset(sText), Len(sText), Offset(TargetRect), DT_LEFT
'OffsetRect Offset(TargetRect), 0, 0 ' y,x
'
'' -----------------------------------------------------------------------------
'' FINISH PAINT
'EndPaint hwnd, Offset(ps)
'
MainWndProc = 0
Exit Function
Case WM_CHAR:
'DebugPrint "nMsg = WM_CHAR"
'' GET AN INTEGER FROM WPARAM
'If wParam < 32768 Then
' int_wParam = Val(_Trim$(Str$(wParam)))
'Else
' int_wParam = -1
'End If
'
'' WM_CHAR message
'' https://learn.microsoft.com/en-us/windows/win32/inputdev/wm-char
'' Posted to the window with the keyboard focus when a WM_KEYDOWN message is translated by the TranslateMessage function. The WM_CHAR message contains the character code of the key that was pressed.
'DebugPrint "nMsg = WM_CHAR"
'DebugPrint " Offset hwnd=" + _Trim$(Str$(hwnd)) + ", Unsigned Long nMsg=" + _Trim$(Str$(nMsg)) + ", Unsigned Offset wParam=" + _Trim$(Str$(wParam)) + ", Offset lParam=" + _Trim$(Str$(lParam))
'DebugPrint " Pressed key: " + VirtualKeyCodeToString$(int_wParam)
'
'' INVOKE PAINT
'InvalidateRect hwnd, 0, -1
'SendMessage hwnd, WM_PAINT, 0, 0
'MainWndProc = 0
Exit Function
Case WM_KEYDOWN:
'DebugPrint "nMsg = WM_KEYDOWN"
' GET AN INTEGER FROM WPARAM
If wParam < 32768 Then
int_wParam = Val(_Trim$(Str$(wParam)))
Else
int_wParam = -1
End If
' REMEMBER KEY
iLastKeyDown = int_wParam
' WM_KEYDOWN message
' Posted to the window with the keyboard focus when a nonsystem key is pressed. A nonsystem key is a key that is pressed when the ALT key is not pressed.
' https://learn.microsoft.com/en-us/windows/win32/inputdev/wm-keydown
'DebugPrint "nMsg = WM_KEYDOWN"
'DebugPrint " strNextID =" + Chr$(34) + strNextID + Chr$(34)
'DebugPrint " Offset hwnd=" + _Trim$(Str$(hwnd)) + ", Unsigned Long nMsg=" + _Trim$(Str$(nMsg)) + ", Unsigned Offset wParam=" + _Trim$(Str$(wParam)) + ", Offset lParam=" + _Trim$(Str$(lParam))
'DebugPrint " Pressed key: " + VirtualKeyCodeToString$(int_wParam)
' SEND KEYDOWN EVENT TO HOST
sOutput = "d:" + _Trim$(Str$(int_wParam)) + Chr$(13)
Put #lngConn, , sOutput
'' INVOKE PAINT
'InvalidateRect hwnd, 0, -1
'SendMessage hwnd, WM_PAINT, 0, 0
MainWndProc = 0
Exit Function
Case WM_KEYUP:
'DebugPrint "nMsg = WM_KEYUP"
' GET AN INTEGER FROM WPARAM
If wParam < 32768 Then
int_wParam = Val(_Trim$(Str$(wParam)))
Else
int_wParam = -1
End If
' REMEMBER KEY
iLastKeyUp = int_wParam
iLastKeyDown = 0
' WM_KEYUP message
' https://learn.microsoft.com/en-us/windows/win32/inputdev/wm-keyup
' Posted to the window with the keyboard focus when a nonsystem key is released. A nonsystem key is a key that is pressed when the ALT key is not pressed, or a keyboard key that is pressed when a window has the keyboard focus.
'DebugPrint "nMsg = WM_KEYUP"
'DebugPrint " strNextID =" + Chr$(34) + strNextID + Chr$(34)
'DebugPrint " Offset hwnd=" + _Trim$(Str$(hwnd)) + ", Unsigned Long nMsg=" + _Trim$(Str$(nMsg)) + ", Unsigned Offset wParam=" + _Trim$(Str$(wParam)) + ", Offset lParam=" + _Trim$(Str$(lParam))
'DebugPrint " Pressed key: " + VirtualKeyCodeToString$(int_wParam)
' SEND KEYUP EVENT TO HOST
sOutput = "u:" + _Trim$(Str$(int_wParam)) + Chr$(13)
Put #lngConn, , sOutput
'' INVOKE PAINT
'InvalidateRect hwnd, 0, -1
'SendMessage hwnd, WM_PAINT, 0, 0
MainWndProc = 0
'' EXIT WHEN USER RELEASES ESCAPE KEY
'If int_wParam = 27 Then System
Exit Function
Case WM_SYSCHAR:
'DebugPrint "nMsg = WM_SYSCHAR"
'' GET AN INTEGER FROM WPARAM
'If wParam < 32768 Then
' int_wParam = Val(_Trim$(Str$(wParam)))
'Else
' int_wParam = -1
'End If
'
'' WM_SYSCHAR message
'' https://learn.microsoft.com/en-us/windows/win32/menurc/wm-syschar
'' Posted to the window with the keyboard focus when a WM_SYSKEYDOWN message is translated by the TranslateMessage function. It specifies the character code of a system character key that is, a character key that is pressed while the ALT key is down.
'DebugPrint "nMsg = WM_SYSCHAR"
'DebugPrint " Offset hwnd=" + _Trim$(Str$(hwnd)) + ", Unsigned Long nMsg=" + _Trim$(Str$(nMsg)) + ", Unsigned Offset wParam=" + _Trim$(Str$(wParam)) + ", Offset lParam=" + _Trim$(Str$(lParam))
'DebugPrint " Pressed key: " + VirtualKeyCodeToString$(int_wParam)
'
'' INVOKE PAINT
'InvalidateRect hwnd, 0, -1
'SendMessage hwnd, WM_PAINT, 0, 0
'MainWndProc = 0
Exit Function
Case WM_SYSKEYDOWN:
'DebugPrint "nMsg = WM_SYSKEYDOWN"
' GET AN INTEGER FROM WPARAM
If wParam < 32768 Then
int_wParam = Val(_Trim$(Str$(wParam)))
Else
int_wParam = -1
End If
' REMEMBER KEY
iLastKeyDown = int_wParam
' WM_SYSKEYDOWN message
' https://learn.microsoft.com/en-us/windows/win32/inputdev/wm-syskeydown
' Posted to the window with the keyboard focus when the user presses the F10 key (which activates the menu bar) or holds down the ALT key and then presses another key. It also occurs when no window currently has the keyboard focus; in this case, the WM_SYSKEYDOWN message is sent to the active window. The window that receives the message can distinguish between these two contexts by checking the context code in the lParam parameter.
'DebugPrint "nMsg = WM_SYSKEYDOWN"
'DebugPrint " strNextID =" + Chr$(34) + strNextID + Chr$(34)
'DebugPrint " Offset hwnd=" + _Trim$(Str$(hwnd)) + ", Unsigned Long nMsg=" + _Trim$(Str$(nMsg)) + ", Unsigned Offset wParam=" + _Trim$(Str$(wParam)) + ", Offset lParam=" + _Trim$(Str$(lParam))
'DebugPrint " Pressed key: " + VirtualKeyCodeToString$(int_wParam)
' SEND KEYDOWN EVENT TO HOST
sOutput = "d:" + _Trim$(Str$(int_wParam)) + Chr$(13)
Put #lngConn, , sOutput
'' INVOKE PAINT
'InvalidateRect hwnd, 0, -1
'SendMessage hwnd, WM_PAINT, 0, 0
MainWndProc = 0
Exit Function
Case WM_SYSKEYUP:
'DebugPrint "nMsg = WM_SYSKEYUP"
' GET AN INTEGER FROM WPARAM
If wParam < 32768 Then
int_wParam = Val(_Trim$(Str$(wParam)))
Else
int_wParam = -1
End If
' REMEMBER KEY
iLastKeyUp = int_wParam
iLastKeyDown = 0
' WM_SYSKEYUP message
' https://learn.microsoft.com/en-us/windows/win32/inputdev/wm-syskeyup
' Posted to the window with the keyboard focus when the user releases a key that was pressed while the ALT key was held down. It also occurs when no window currently has the keyboard focus; in this case, the WM_SYSKEYUP message is sent to the active window. The window that receives the message can distinguish between these two contexts by checking the context code in the lParam parameter.
' A window receives this message through its WindowProc function.
'DebugPrint "nMsg = WM_SYSKEYUP"
'DebugPrint " strNextID =" + Chr$(34) + strNextID + Chr$(34)
'DebugPrint " Offset hwnd=" + _Trim$(Str$(hwnd)) + ", Unsigned Long nMsg=" + _Trim$(Str$(nMsg)) + ", Unsigned Offset wParam=" + _Trim$(Str$(wParam)) + ", Offset lParam=" + _Trim$(Str$(lParam))
'DebugPrint " Pressed key: " + VirtualKeyCodeToString$(int_wParam)
' SEND KEYUP EVENT TO HOST
sOutput = "u:" + _Trim$(Str$(int_wParam)) + Chr$(13)
Put #lngConn, , sOutput
'' INVOKE PAINT
'InvalidateRect hwnd, 0, -1
'SendMessage hwnd, WM_PAINT, 0, 0
MainWndProc = 0
Exit Function
Case Else:
' some other message
MainWndProc = DefWindowProc(hwnd, nMsg, wParam, lParam)
End Select
End Function ' MainWndProc
' /////////////////////////////////////////////////////////////////////////////
' Initializes raw input stuff
Sub InitRawInput ()
Dim As RAWINPUTDEVICE Rid(0 To 49)
Dim As Unsigned Long nDevices
Dim As RAWINPUTDEVICELIST RawInputDeviceList
Dim As MEM pRawInputDeviceList
ReDim As RAWINPUTDEVICELIST rawdevs(-1)
Dim As Unsigned Long x
Dim iLoop2 As Integer
Dim strNextID As String
If GetRawInputDeviceList(0, Offset(nDevices), Len(RawInputDeviceList)) <> 0 Then
Exit Sub
End If
pRawInputDeviceList = MemNew(Len(RawInputDeviceList) * nDevices)
GetRawInputDeviceList pRawInputDeviceList.OFFSET, Offset(nDevices), Len(RawInputDeviceList)
' This small block of commented code proves that we've got the device list
ReDim As RAWINPUTDEVICELIST rawdevs(0 To nDevices - 1)
MemGet pRawInputDeviceList, pRawInputDeviceList.OFFSET, rawdevs()
' GET DEVICE INFO
rawinputdevices = "Number of raw input devices:" + Str$(nDevices) + Chr$(13)
iMouseCount = 0
'iKeyBoardCount = 0
For x = 0 To UBound(rawdevs)
rawinputdevices = rawinputdevices + Str$(rawdevs(x).hDevice) + ":" + Str$(rawdevs(x).dwType) + Chr$(13)
' RAWINPUTHEADER (winuser.h) - Win32 apps | Microsoft Learn
' https://learn.microsoft.com/en-us/windows/win32/api/winuser/ns-winuser-rawinputheader
' dwType
' Type: DWORD
' The type of raw input. It can be one of the following values:
' Constant Value Meaning
' RIM_TYPEMOUSE 0 Raw input comes from the mouse.
' RIM_TYPEKEYBOARD 1 Raw input comes from the keyboard.
' RIM_TYPEHID 2 Raw input comes from some device that is not a keyboard or a mouse.
' WHAT TYPE OF DEVICE IS IT?
If rawdevs(x).dwType = RIM_TYPEMOUSE Then
iMouseCount = iMouseCount + 1 ' INCREMENT THE MOUSE COUNT
strNextID = _Trim$(Str$(rawdevs(x).hDevice)) ' GET THE MOUSE DEVICE ID
arrMouse(iMouseCount - 1).ID = strNextID ' SAVE THE MOUSE DEVICE ID
'arrMouse(iMouseCount - 1).UpdateCount = 0
ElseIf rawdevs(x).dwType = RIM_TYPEKEYBOARD Then
'iKeyBoardCount = iKeyBoardCount + 1 ' INCREMENT THE KEYBAORD COUNT
'strNextID = _Trim$(Str$(rawdevs(x).hDevice)) ' GET THE KEYBOARD DEVICE ID
'arrKeyIndex(iKeyBoardCount - 1) = strNextID ' SAVE THE KEYBOARD DEVICE ID
'arrLastKeyDown(iKeyBoardCount - 1) = 0
End If
Next x
' FOR NOW KEYBOARD INFO IS NOT RAW INPUT, UNTIL WE FIGURE IT OUT:
iLastKeyDown = 0
iLastKeyUp = 0
rawinputdevices = rawinputdevices + Chr$(0)
MemFree pRawInputDeviceList
Rid(0).usUsagePage = &H01
Rid(0).usUsage = &H02
Rid(0).dwFlags = 0
Rid(0).hwndTarget = 0
If RegisterRawInputDevices(Offset(Rid()), 1, Len(Rid(0))) = 0 Then
m_sError = "RawInput init failed" + Chr$(0)
End If
End Sub ' InitRawInput
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' END RAW INPUT FUNCTIONS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' BEGIN WINDOW FUNCTIONS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' /////////////////////////////////////////////////////////////////////////////
' hWnd = handle to window to set opacity for
' Level = 0 TO 255, 0=totally invisible, 128=transparent, 255=100% solid
Sub SetWindowOpacity (hWnd As _Offset, Level As _Unsigned _Byte)
Const cIndex = -20
Const LWA_ALPHA = &H2
Const WS_EX_LAYERED = &H80000
Dim lngMsg As Long
Dim lngValue As Long
'Function GetWindowLong& Alias "GetWindowLongA" (ByVal hwnd As _Offset, Byval nIndex As Long)
lngMsg = GetWindowLong(hWnd, cIndex)
lngMsg = lngMsg Or WS_EX_LAYERED
'Function SetWindowLong& Alias "SetWindowLongA" (ByVal hwnd As _Offset, Byval nIndex As Long, Byval dwNewLong As Long)
lngValue = SetWindowLong(hWnd, cIndex, lngMsg)
'Function SetLayeredWindowAttributes& (ByVal hwnd As _Offset, Byval crKey As Long, Byval bAlpha As _Unsigned _Byte, Byval dwFlags As Long)
lngValue = SetLayeredWindowAttributes(hWnd, 0, Level, LWA_ALPHA)
End Sub ' SetWindowOpacity
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' END WINDOW FUNCTIONS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' BEGIN RAW INPUT VARIABLE FUNCTIONS #1
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' /////////////////////////////////////////////////////////////////////////////
' Initialize variables that store mouse + keyboard input
Sub InitInputVars
Dim iIndex As Integer
Dim iLoop As Integer
' FOR NOW ONLY SUPPORT UPTO 8 MICE
If (iMouseCount > 8) Then iMouseCount = 8
' INITIALIZE CURSORS, MOUSE STATE, ETC.
iIndex = LBound(arrMouse) - 1
For iLoop = 1 To iMouseCount
iIndex = iIndex + 1
'DON'T ERASE THE ID!: arrMouse(iIndex).ID = ""
'arrMouse(iIndex).UpdateCount = 1
arrMouse(iIndex).dx = 0
arrMouse(iIndex).dy = 0
arrMouse(iIndex).px = cMaxPX / 2 ' 0
arrMouse(iIndex).py = cMaxPY / 2 ' 0
arrMouse(iIndex).pdx = 0 ' 100
arrMouse(iIndex).pdy = 0 ' 100
arrMouse(iIndex).wheel = 0
'arrMouse(iIndex).wheelOld = 0
arrMouse(iIndex).LeftDown = FALSE
'arrMouse(iIndex).LeftDownOld = FALSE
arrMouse(iIndex).MiddleDown = FALSE
'arrMouse(iIndex).MiddleDownOld = FALSE
arrMouse(iIndex).RightDown = FALSE
'arrMouse(iIndex).RightDownOld = FALSE
Next iLoop
' INITIALIZE KEYBOARD STATE VARIABLES
iLastKeyDown = 0
iLastKeyUp = 0
End Sub ' InitInputVars
' /////////////////////////////////////////////////////////////////////////////
' Finds position in array arrMouse where .ID = MouseID
Function GetMouseIndex% (MouseID As String)
Dim iLoop As Integer
Dim iIndex%
iIndex% = LBound(arrMouse) - 1
For iLoop = LBound(arrMouse) To UBound(arrMouse)
If arrMouse(iLoop).ID = MouseID Then
iIndex% = iLoop
Exit For
End If
Next iLoop
GetMouseIndex% = iIndex%
End Function ' GetMouseIndex%
'' /////////////////////////////////////////////////////////////////////////////
'' Finds position in array arrKeyIndex containing KeyboardID
'
'Function GetKeyboardIndex% (KeyboardID As String)
' Dim iLoop As Integer
' Dim iIndex%
' iIndex% = LBound(arrKeyIndex) - 1
' For iLoop = LBound(arrKeyIndex) To UBound(arrKeyIndex)
' If arrKeyIndex(iLoop) = KeyboardID Then
' iIndex% = iLoop
' Exit For
' End If
' Next iLoop
' GetKeyboardIndex% = iIndex%
'End Function ' GetKeyboardIndex%
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' END RAW INPUT VARIABLE FUNCTIONS #1
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' BEGIN FILE FUNCTIONS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
'WORKS IN QB64PE BUT NOT QB64:
'' /////////////////////////////////////////////////////////////////////////////
'' QB64 Phoenix Edition › QB64 Rising › Code and Stuff › Help Me!
'' Using shell to delete a file
'' https://qb64phoenix.com/forum/showthread.php?tid=2618&pid=24683#pid24683
'' a740g
'' #5
'' 04-24-2024, 06:05 AM
''
'' There are no commands to directly make copies or backup of files.
'' But you could write one with a few lines of code like:
''
'' Copies src to dst
'' Set overwite to true if dst should be overwritten if present
'Sub CopyFile (src As String, dst As String, overwrite As _Byte)
' If _FileExists(src) Then
' If Not _FileExists(dst) Or (_FileExists(dst) And overwrite) Then
' _WriteFile dst, _ReadFile$(src)
' End If
' End If
'End Sub ' CopyFile
' /////////////////////////////////////////////////////////////////////////////
' Convert a value to string and trim it (because normal Str$ adds spaces)
Function cstr$ (myValue)
'cstr$ = LTRIM$(RTRIM$(STR$(myValue)))
cstr$ = _Trim$(Str$(myValue))
End Function ' cstr$
' /////////////////////////////////////////////////////////////////////////////
Sub DebugLog1 (sText As String)
Dim sResult As String
If _FileExists(m_sDebugFile) Then
sResult = PrintFile$(m_sDebugFile, sText, TRUE)
Else
sResult = PrintFile$(m_sDebugFile, sText, FALSE)
End If
End Sub ' DebugLog
' /////////////////////////////////////////////////////////////////////////////
' QB64 Phoenix Edition › QB64 Rising › Code and Stuff › Help Me!
' Using shell to delete a file
' https://qb64phoenix.com/forum/showthread.php?tid=2618
Sub DeleteFile (sFile As String)
If _FileExists(sFile) Then
'Shell "DELETE " + sFile
'Shell "del " + sFile
Kill sFile
End If
End Sub ' DeleteFile
' /////////////////////////////////////////////////////////////////////////////
Function FileExt$ (sFile As String)
Dim iPos As Integer
iPos = _InStrRev(sFile, ".")
If iPos > 0 Then
If Len(sFile) > 1 Then
If iPos > 1 Then
FileExt$ = Right$(sFile, Len(sFile) - iPos)
Else
' dot is first character, return everything after it
FileExt$ = Right$(sFile, Len(sFile) - 1)
End If
Else
' file only has one character, the dot, the file extension is blank
FileExt$ = ""
End If
Else
' no dot found, the file extension is blank
FileExt$ = ""
End If
End Function ' FileExt$
' /////////////////////////////////////////////////////////////////////////////
Function NameOnly$ (sFile As String, sSlash As String)
Dim iPos As Integer
'sFile = Replace$(sFile, "/", "\")
iPos = _InStrRev(sFile, sSlash)
If iPos > 0 Then
If Len(sFile) > 1 Then
If iPos > 1 Then
NameOnly$ = Right$(sFile, Len(sFile) - iPos)
Else
' slash is first character, return everything after it
NameOnly$ = Right$(sFile, Len(sFile) - 1)
End If
Else
' file only has one character, the slash, name is blank
NameOnly$ = ""
End If
Else
' slash not found, return the entire thing
NameOnly$ = sFile
End If
End Function ' NameOnly$
' /////////////////////////////////////////////////////////////////////////////
Function NoExt$ (sFile As String)
Dim iPos As Integer
iPos = _InStrRev(sFile, ".")
If iPos > 0 Then
If Len(sFile) > 1 Then
If iPos > 1 Then
NoExt$ = Left$(sFile, iPos - 1)
Else
' dot is first character, removing it returns blank!
' our version will just return the name unchanged
' but you can return blank if you prefer
NoExt$ = sFile
End If
Else
' file only has one character, the dot, removing it returns blank!
' our version will just return the name unchanged
' but you can return blank if you prefer
NoExt$ = sFile
End If
Else
' no dot found
' return the name unchanged
NoExt$ = sFile
End If
End Function ' NoExt$
' /////////////////////////////////////////////////////////////////////////////
Function PathOnly$ (sFile As String, sSlash As String)
Dim iPos As Integer
'sFile = Replace$(sFile, "/", "\")
iPos = _InStrRev(sFile, sSlash)
If iPos > 0 Then
If Len(sFile) > 1 Then
If iPos > 1 Then
PathOnly$ = Left$(sFile, iPos)
Else
' slash is first character, so not much of a path, return blank
PathOnly$ = ""
End If
Else
' file only has one character, the slash, name is blank
PathOnly$ = ""
End If
Else
' slash not found, so not a path, return blank
PathOnly$ = ""
End If
End Function ' PathOnly$
' /////////////////////////////////////////////////////////////////////////////
' Writes sText to file sFileName.
' If bAppend=TRUE appends to file, else overwrites it.
' Returns blank if successful else returns error message.
' Example:
' ProgramPath$ = Left$(Command$(0), _InStrRev(Command$(0), "\"))
' ProgramName$: m_ProgramName$ = Mid$(Command$(0), _InStrRev(Command$(0), "\") + 1)
' sFileName = ProgramPath$ + ProgramName$ + ".OUT.txt"
' sText = "This is a test." + chr$(13) + "Here is line 2." + chr$(13) + "End."
' sError = PrintFile$(sFileName, sText, FALSE)
Function PrintFile$ (sFileName As String, sText As String, bAppend As Integer)
Dim sError As String: sError = ""
If (bAppend = TRUE) Then
If _FileExists(sFileName) Then
Open sFileName For Append As #1 ' opens an existing file for appending
Else
sError = "Error in PrintFile$ : File not found. Cannot append."
End If
Else
Open sFileName For Output As #1 ' opens and clears an existing file or creates new empty file
End If
If Len(sError) = 0 Then
' NOTE: WRITE places text in quotes in the file
'WRITE #1, x, y, z$
'WRITE #1, sText
' PRINT does not put text inside quotes
Print #1, sText
Close #1
End If
PrintFile$ = sError
End Function ' PrintFile$
' /////////////////////////////////////////////////////////////////////////////
' Fastest way is always to just read the whole life at once and then parse it.
Function ReadTextFile$ (sFileName As String, sDefault As String)
Dim x$
If _FileExists(sFileName) Then
Open sFileName For Binary As #1
x$ = Space$(LOF(1))
Get #1, 1, x$
Close #1
ReadTextFile$ = x$
Else
ReadTextFile$ = sDefault
End If
End Function ' ReadTextFile$
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' END FILE FUNCTIONS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' BEGIN CONSTANT TO STRING FUNCTIONS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' /////////////////////////////////////////////////////////////////////////////
Function VirtualKeyCodeToString$ (MyInteger As Integer)
Dim Mystring As String
Select Case MyInteger
Case VK_LBUTTON:
Mystring = "VK_LBUTTON"
Case VK_RBUTTON:
Mystring = "VK_RBUTTON"
Case VK_CANCEL:
Mystring = "VK_CANCEL"
Case VK_MBUTTON:
Mystring = "VK_MBUTTON"
Case VK_XBUTTON1:
Mystring = "VK_XBUTTON1"
Case VK_XBUTTON2:
Mystring = "VK_XBUTTON2"
Case VK_BACK:
Mystring = "VK_BACK"
Case VK_TAB:
Mystring = "VK_TAB"
Case VK_CLEAR:
Mystring = "VK_CLEAR"
Case VK_RETURN:
Mystring = "VK_RETURN"
Case VK_SHIFT:
Mystring = "VK_SHIFT"
Case VK_CONTROL:
Mystring = "VK_CONTROL"
Case VK_MENU:
Mystring = "VK_MENU"
Case VK_PAUSE:
Mystring = "VK_PAUSE"
Case VK_CAPITAL:
Mystring = "VK_CAPITAL"
Case VK_KANA:
Mystring = "VK_KANA"
Case VK_HANGUL:
Mystring = "VK_HANGUL"
Case VK_IME_ON:
Mystring = "VK_IME_ON"
Case VK_JUNJA:
Mystring = "VK_JUNJA"
Case VK_FINAL:
Mystring = "VK_FINAL"
Case VK_HANJA:
Mystring = "VK_HANJA"
Case VK_KANJI:
Mystring = "VK_KANJI"
Case VK_IME_OFF:
Mystring = "VK_IME_OFF"
Case VK_ESCAPE:
Mystring = "VK_ESCAPE"
Case VK_CONVERT:
Mystring = "VK_CONVERT"
Case VK_NONCONVERT:
Mystring = "VK_NONCONVERT"
Case VK_ACCEPT:
Mystring = "VK_ACCEPT"
Case VK_MODECHANGE:
Mystring = "VK_MODECHANGE"
Case VK_SPACE:
Mystring = "VK_SPACE"
Case VK_PRIOR:
Mystring = "VK_PRIOR"
Case VK_NEXT:
Mystring = "VK_NEXT"
Case VK_END:
Mystring = "VK_END"
Case VK_HOME:
Mystring = "VK_HOME"
Case VK_LEFT:
Mystring = "VK_LEFT"
Case VK_UP:
Mystring = "VK_UP"
Case VK_RIGHT:
Mystring = "VK_RIGHT"
Case VK_DOWN:
Mystring = "VK_DOWN"
Case VK_SELECT:
Mystring = "VK_SELECT"
Case VK_PRINT:
Mystring = "VK_PRINT"
Case VK_EXECUTE:
Mystring = "VK_EXECUTE"
Case VK_SNAPSHOT:
Mystring = "VK_SNAPSHOT"
Case VK_INSERT:
Mystring = "VK_INSERT"
Case VK_DELETE:
Mystring = "VK_DELETE"
Case VK_HELP:
Mystring = "VK_HELP"
Case VK_0:
Mystring = "VK_0"
Case VK_1:
Mystring = "VK_1"
Case VK_2:
Mystring = "VK_2"
Case VK_3:
Mystring = "VK_3"
Case VK_4:
Mystring = "VK_4"
Case VK_5:
Mystring = "VK_5"
Case VK_6:
Mystring = "VK_6"
Case VK_7:
Mystring = "VK_7"
Case VK_8:
Mystring = "VK_8"
Case VK_9:
Mystring = "VK_9"
Case VK_A:
Mystring = "VK_A"
Case VK_B:
Mystring = "VK_B"
Case VK_C:
Mystring = "VK_C"
Case VK_D:
Mystring = "VK_D"
Case VK_E:
Mystring = "VK_E"
Case VK_F:
Mystring = "VK_F"
Case VK_G:
Mystring = "VK_G"
Case VK_H:
Mystring = "VK_H"
Case VK_I:
Mystring = "VK_I"
Case VK_J:
Mystring = "VK_J"
Case VK_K:
Mystring = "VK_K"
Case VK_L:
Mystring = "VK_L"
Case VK_M:
Mystring = "VK_M"
Case VK_N:
Mystring = "VK_N"
Case VK_O:
Mystring = "VK_O"
Case VK_P:
Mystring = "VK_P"
Case VK_Q:
Mystring = "VK_Q"
Case VK_R:
Mystring = "VK_R"
Case VK_S:
Mystring = "VK_S"
Case VK_T:
Mystring = "VK_T"
Case VK_U:
Mystring = "VK_U"
Case VK_V:
Mystring = "VK_V"
Case VK_W:
Mystring = "VK_W"
Case VK_X:
Mystring = "VK_X"
Case VK_Y:
Mystring = "VK_Y"
Case VK_Z:
Mystring = "VK_Z"
Case VK_LWIN:
Mystring = "VK_LWIN"
Case VK_RWIN:
Mystring = "VK_RWIN"
Case VK_APPS:
Mystring = "VK_APPS"
Case VK_SLEEP:
Mystring = "VK_SLEEP"
Case VK_NUMPAD0:
Mystring = "VK_NUMPAD0"
Case VK_NUMPAD1:
Mystring = "VK_NUMPAD1"
Case VK_NUMPAD2:
Mystring = "VK_NUMPAD2"
Case VK_NUMPAD3:
Mystring = "VK_NUMPAD3"
Case VK_NUMPAD4:
Mystring = "VK_NUMPAD4"
Case VK_NUMPAD5:
Mystring = "VK_NUMPAD5"
Case VK_NUMPAD6:
Mystring = "VK_NUMPAD6"
Case VK_NUMPAD7:
Mystring = "VK_NUMPAD7"
Case VK_NUMPAD8:
Mystring = "VK_NUMPAD8"
Case VK_NUMPAD9:
Mystring = "VK_NUMPAD9"
Case VK_MULTIPLY:
Mystring = "VK_MULTIPLY"
Case VK_ADD:
Mystring = "VK_ADD"
Case VK_SEPARATOR:
Mystring = "VK_SEPARATOR"
Case VK_SUBTRACT:
Mystring = "VK_SUBTRACT"
Case VK_DECIMAL:
Mystring = "VK_DECIMAL"
Case VK_DIVIDE:
Mystring = "VK_DIVIDE"
Case VK_F1:
Mystring = "VK_F1"
Case VK_F2:
Mystring = "VK_F2"
Case VK_F3:
Mystring = "VK_F3"
Case VK_F4:
Mystring = "VK_F4"
Case VK_F5:
Mystring = "VK_F5"
Case VK_F6:
Mystring = "VK_F6"
Case VK_F7:
Mystring = "VK_F7"
Case VK_F8:
Mystring = "VK_F8"
Case VK_F9:
Mystring = "VK_F9"
Case VK_F10:
Mystring = "VK_F10"
Case VK_F11:
Mystring = "VK_F11"
Case VK_F12:
Mystring = "VK_F12"
Case VK_F13:
Mystring = "VK_F13"
Case VK_F14:
Mystring = "VK_F14"
Case VK_F15:
Mystring = "VK_F15"
Case VK_F16:
Mystring = "VK_F16"
Case VK_F17:
Mystring = "VK_F17"
Case VK_F18:
Mystring = "VK_F18"
Case VK_F19:
Mystring = "VK_F19"
Case VK_F20:
Mystring = "VK_F20"
Case VK_F21:
Mystring = "VK_F21"
Case VK_F22:
Mystring = "VK_F22"
Case VK_F23:
Mystring = "VK_F23"
Case VK_F24:
Mystring = "VK_F24"
Case VK_NUMLOCK:
Mystring = "VK_NUMLOCK"
Case VK_SCROLL:
Mystring = "VK_SCROLL"
Case VK_LSHIFT:
Mystring = "VK_LSHIFT"
Case VK_RSHIFT:
Mystring = "VK_RSHIFT"
Case VK_LCONTROL:
Mystring = "VK_LCONTROL"
Case VK_RCONTROL:
Mystring = "VK_RCONTROL"
Case VK_LMENU:
Mystring = "VK_LMENU"
Case VK_RMENU:
Mystring = "VK_RMENU"
Case VK_BROWSER_BACK:
Mystring = "VK_BROWSER_BACK"
Case VK_BROWSER_FORWARD:
Mystring = "VK_BROWSER_FORWARD"
Case VK_BROWSER_REFRESH:
Mystring = "VK_BROWSER_REFRESH"
Case VK_BROWSER_STOP:
Mystring = "VK_BROWSER_STOP"
Case VK_BROWSER_SEARCH:
Mystring = "VK_BROWSER_SEARCH"
Case VK_BROWSER_FAVORITES:
Mystring = "VK_BROWSER_FAVORITES"
Case VK_BROWSER_HOME:
Mystring = "VK_BROWSER_HOME"
Case VK_VOLUME_MUTE:
Mystring = "VK_VOLUME_MUTE"
Case VK_VOLUME_DOWN:
Mystring = "VK_VOLUME_DOWN"
Case VK_VOLUME_UP:
Mystring = "VK_VOLUME_UP"
Case VK_MEDIA_NEXT_TRACK:
Mystring = "VK_MEDIA_NEXT_TRACK"
Case VK_MEDIA_PREV_TRACK:
Mystring = "VK_MEDIA_PREV_TRACK"
Case VK_MEDIA_STOP:
Mystring = "VK_MEDIA_STOP"
Case VK_MEDIA_PLAY_PAUSE:
Mystring = "VK_MEDIA_PLAY_PAUSE"
Case VK_LAUNCH_MAIL:
Mystring = "VK_LAUNCH_MAIL"
Case VK_LAUNCH_MEDIA_SELECT:
Mystring = "VK_LAUNCH_MEDIA_SELECT"
Case VK_LAUNCH_APP1:
Mystring = "VK_LAUNCH_APP1"
Case VK_LAUNCH_APP2:
Mystring = "VK_LAUNCH_APP2"
Case VK_OEM_1:
Mystring = "VK_OEM_1"
Case VK_OEM_PLUS:
Mystring = "VK_OEM_PLUS"
Case VK_OEM_COMMA:
Mystring = "VK_OEM_COMMA"
Case VK_OEM_MINUS:
Mystring = "VK_OEM_MINUS"
Case VK_OEM_PERIOD:
Mystring = "VK_OEM_PERIOD"
Case VK_OEM_2:
Mystring = "VK_OEM_2"
Case VK_OEM_3:
Mystring = "VK_OEM_3"
Case VK_OEM_4:
Mystring = "VK_OEM_4"
Case VK_OEM_5:
Mystring = "VK_OEM_5"
Case VK_OEM_6:
Mystring = "VK_OEM_6"
Case VK_OEM_7:
Mystring = "VK_OEM_7"
Case VK_OEM_8:
Mystring = "VK_OEM_8"
Case VK_OEM_102:
Mystring = "VK_OEM_102"
Case VK_PROCESSKEY:
Mystring = "VK_PROCESSKEY"
Case VK_PACKET:
Mystring = "VK_PACKET"
Case VK_ATTN:
Mystring = "VK_ATTN"
Case VK_CRSEL:
Mystring = "VK_CRSEL"
Case VK_EXSEL:
Mystring = "VK_EXSEL"
Case VK_EREOF:
Mystring = "VK_EREOF"
Case VK_PLAY:
Mystring = "VK_PLAY"
Case VK_ZOOM:
Mystring = "VK_ZOOM"
Case VK_NONAME:
Mystring = "VK_NONAME"
Case VK_PA1:
Mystring = "VK_PA1"
Case VK_OEM_CLEAR:
Mystring = "VK_OEM_CLEAR"
Case Else:
Mystring = _Trim$(Str$(MyInteger))
End Select
VirtualKeyCodeToString$ = Mystring
End Function ' VirtualKeyCodeToString$
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' END CONSTANT TO STRING FUNCTIONS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' BEGIN GENERAL PURPOSE FUNCTIONS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' /////////////////////////////////////////////////////////////////////////////
' SMcNeill
' More efficient version of ExtendedTimer.
' This stores our day values and only updates them when necessary.
' We really don't need to figure out how many seconds are in today over and over endlessly
' -- just count them once, and when the clock swaps back to 0:0:0, add 24*60*60 seconds to the count.
' Re: how to time something (ie do loop for n seconds)
' https://forum.qb64.org/index.php?topic=4682.0
Function ExtendedTimer##
'modified extendedtimer to store the old day's count, and not have to recalculate it every time the routine is called.
Static olds As _Float, old_day As _Float
Dim m As Integer, d As Integer, y As Integer
Dim s As _Float, day As String
Dim oldt As Single
If olds = 0 Then 'calculate the day the first time the extended timer runs
day = Date$
m = Val(Left$(day, 2))
d = Val(Mid$(day, 4, 2))
y = Val(Right$(day, 4)) - 1970
Select Case m 'Add the number of days for each previous month passed
Case 2: d = d + 31
Case 3: d = d + 59
Case 4: d = d + 90
Case 5: d = d + 120
Case 6: d = d + 151
Case 7: d = d + 181
Case 8: d = d + 212
Case 9: d = d + 243
Case 10: d = d + 273
Case 11: d = d + 304
Case 12: d = d + 334
End Select
If (y Mod 4) = 2 And m > 2 Then d = d + 1 'add a day if this is leap year and we're past february
d = (d - 1) + 365 * y 'current month days passed + 365 days per each standard year
d = d + (y + 2) \ 4 'add in days for leap years passed
s = d * 24 * 60 * 60 'Seconds are days * 24 hours * 60 minutes * 60 seconds
old_day = s
End If
If Timer < oldt Then 'we went from 23:59:59 (a second before midnight) to 0:0:0 (midnight)
old_day = s + 83400 'add another worth of seconds to our counter
End If
oldt = Timer
olds = old_day + oldt
ExtendedTimer## = olds
End Function ' ExtendedTimer##
' /////////////////////////////////////////////////////////////////////////////
' Simple timestamp function
' Format: {YYYY}-{MM}-{DD} {hh}:[mm}:{ss}
' Uses:
' TIME$
' The TIME$ Function returns a STRING representation
' of the current computer time in a 24 hour format.
' https://qb64phoenix.com/qb64wiki/index.php/TIME$
' DATE$
' The DATE$ function returns the current computer date
' as a string in the format "mm-dd-yyyy".
' https://qb64phoenix.com/qb64wiki/index.php/DATE$
'
' TODO: support template where
' {yyyy} = 4 digit year
' {mm} = 2 digit month
' {dd} = 2 digit day
' {hh} = 2 digit hour (12-hour)
' {rr} = 2 digit hour (24-hour)
' {nn} = 2 digit minute
' {ss} = 2 digit second
' {ampm} = AM/PM
' We got the nn for minute from Microsoft > Office VBA Reference > DateDiff function
' https://docs.microsoft.com/en-us/office/vba/language/reference/user-interface-help/datediff-function
' PRINT "Current date time (simple format) = " + Chr$(34) + GetCurrentDateTime$("{yyyy}-{mm}-{dd} {rr}:{nn}:{ss}") + Chr$(34)
' PRINT "Current date time (US format) = " + Chr$(34) + GetCurrentDateTime$("{mm}/{dd}/{yyyy} {hh}:{nn}:{ss} {ampm}") + Chr$(34)
' PRINT "Filename timestamp = " + Chr$(34) + GetCurrentDateTime$("{yyyy}{mm}{dd}_{rr}{nn}{ss}") + Chr$(34)
Function GetCurrentDateTime$ (sTemplate$)
Dim sDate$: sDate$ = Date$
Dim sTime$: sTime$ = Time$
Dim sYYYY$: sYYYY$ = Mid$(sDate$, 7, 4)
Dim sMM$: sMM$ = Mid$(sDate$, 1, 2)
Dim sDD$: sDD$ = Mid$(sDate$, 4, 2)
Dim sHH24$: sHH24$ = Mid$(sTime$, 1, 2)
Dim sHH$: sHH$ = ""
Dim sMI$: sMI$ = Mid$(sTime$, 4, 2)
Dim sSS$: sSS$ = Mid$(sTime$, 7, 2)
Dim iHour%: iHour% = Val(sHH24$)
Dim sAMPM$: sAMPM$ = ""
Dim result$: result$ = ""
' FIGURE OUT AM/PM
If InStr(sTemplate$, "{ampm}") > 0 Then
If iHour% = 0 Then
sAMPM$ = "AM"
iHour% = 12
ElseIf iHour% > 0 And iHour% < 12 Then
sAMPM$ = "AM"
ElseIf iHour% = 12 Then
sAMPM$ = "PM"
Else
sAMPM$ = "PM"
iHour% = iHour% - 12
End If
sHH$ = Right$("00" + _Trim$(Str$(iHour%)), 2)
End If
' POPULATE TEMPLATE
result$ = sTemplate$
result$ = Replace$(result$, "{yyyy}", sYYYY$)
result$ = Replace$(result$, "{mm}", sMM$)
result$ = Replace$(result$, "{dd}", sDD$)
result$ = Replace$(result$, "{hh}", sHH$)
result$ = Replace$(result$, "{rr}", sHH24$)
result$ = Replace$(result$, "{nn}", sMI$)
result$ = Replace$(result$, "{ss}", sSS$)
result$ = Replace$(result$, "{ampm}", sAMPM$)
' RETURN RESULT
GetCurrentDateTime$ = result$
End Function ' GetCurrentDateTime$
' /////////////////////////////////////////////////////////////////////////////
' FOR BITWISE OPERATIONS
Function HasBit% (iByte As Integer, iBit As Integer)
''TODO: precalculate
'dim shared m_arrBitValue(1 To 8) As Integer
'dim iLoop as Integer
'For iLoop = 0 To 7
' m_arrBitValue(iLoop + 1) = 2 ^ iLoop
'Next iLoop
'HasBit% = ((iByte And m_arrBitValue(iBit)) = m_arrBitValue(iBit))
Dim iBitValue As Integer
iBitValue = 2 ^ (iBit - 1)
HasBit% = ((iByte And iBitValue) = iBitValue)
End Function ' HasBit%
' /////////////////////////////////////////////////////////////////////////////
' IIF function for QB for integers
Function IIF (Condition, IfTrue, IfFalse)
If Condition Then IIF = IfTrue Else IIF = IfFalse
End Function
' /////////////////////////////////////////////////////////////////////////////
' IIF function for QB for strings
Function IIFS$ (Condition, IfTrue$, IfFalse$)
If Condition Then IIFS$ = IfTrue$ Else IIFS$ = IfFalse$
End Function
' /////////////////////////////////////////////////////////////////////////////
' Returns TRUE if value OriginalString$ is numeric.
' Re: Does a Is Number function exist in QB64?
' https://www.qb64.org/forum/index.php?topic=896.15
' Version 2 by madscijr
' Returns TRUE (-1) if string is an integer, FALSE (0) if not
' Version 1 by MWheatley
' Reply #18 on: January 01, 2019, 11:24:30 AM
' returns 1 if string is an integer, 0 if not
Function IsNumber% (OriginalString$)
Dim bResult%: bResult% = FALSE
Dim iLoop%
Dim TestString$
'Dim bNegative%
Dim iDecimalCount%
Dim sNextChar$
'THEY SHOULD TRIM OUTSIDE THE FUNCTION!
'TestString$ = _TRIM$(OriginalString$)
If Len(OriginalString$) > 0 Then
TestString$ = ""
If Left$(OriginalString$, 1) = "+" Then
TestString$ = Right$(OriginalString$, Len(OriginalString$) - 1)
'bNegative% = FALSE
ElseIf Left$(OriginalString$, 1) = "-" Then
TestString$ = Right$(OriginalString$, Len(OriginalString$) - 1)
'bNegative% = TRUE
Else
TestString$ = OriginalString$
'bNegative% = FALSE
End If
If Len(TestString$) > 0 Then
bResult% = TRUE
iDecimalCount% = 0
For iLoop% = 1 To Len(TestString$)
sNextChar$ = Mid$(TestString$, iLoop%, 1)
If sNextChar$ = "." Then
iDecimalCount% = iDecimalCount% + 1
If iDecimalCount% > 1 Then
' TOO MANY DECIMAL POINTS, INVALID!
bResult% = FALSE
Exit For
End If
ElseIf Asc(sNextChar$) < 48 Or Asc(sNextChar$) > 57 Then
' NOT A NUMERAL OR A DECIMAL, INVALID!
bResult% = FALSE
Exit For
End If
Next iLoop%
End If
End If
IsNumber% = bResult%
End Function ' IsNumber%
' /////////////////////////////////////////////////////////////////////////////
' FROM: String Manipulation
' found at abandoned, outdated and now likely malicious qb64 dot net website
' http://www.qb64.[net]/forum/index_topic_5964-0/
'
'SUMMARY:
' Purpose: A library of custom functions that transform strings.
' Author: Dustinian Camburides (dustinian@gmail.com)
' Platform: QB64 (www.qb64.org)
' Revision: 1.6
' Updated: 5/28/2012
'SUMMARY:
'[Replace$] replaces all instances of the [Find] sub-string with the [Add] sub-string within the [Text] string.
'INPUT:
'Text: The input string; the text that's being manipulated.
'Find: The specified sub-string; the string sought within the [Text] string.
'Add: The sub-string that's being added to the [Text] string.
Function Replace$ (Text1 As String, Find1 As String, Add1 As String)
' VARIABLES:
Dim Text2 As String
Dim Find2 As String
Dim Add2 As String
Dim lngLocation As Long ' The address of the [Find] substring within the [Text] string.
Dim strBefore As String ' The characters before the string to be replaced.
Dim strAfter As String ' The characters after the string to be replaced.
' INITIALIZE:
' MAKE COPIESSO THE ORIGINAL IS NOT MODIFIED (LIKE ByVal IN VBA)
Text2 = Text1
Find2 = Find1
Add2 = Add1
lngLocation = InStr(1, Text2, Find2)
' PROCESSING:
' While [Find2] appears in [Text2]...
While lngLocation
' Extract all Text2 before the [Find2] substring:
strBefore = Left$(Text2, lngLocation - 1)
' Extract all text after the [Find2] substring:
strAfter = Right$(Text2, ((Len(Text2) - (lngLocation + Len(Find2) - 1))))
' Return the substring:
Text2 = strBefore + Add2 + strAfter
' Locate the next instance of [Find2]:
lngLocation = InStr(1, Text2, Find2)
' Next instance of [Find2]...
Wend
' OUTPUT:
Replace$ = Text2
End Function ' Replace$
' /////////////////////////////////////////////////////////////////////////////
' Split and join strings
' https://www.qb64.org/forum/index.php?topic=1073.0
'Combine all elements of in$() into a single string with delimiter$ separating the elements.
Function join$ (in$(), delimiter$)
Dim result$
Dim iLoop As Integer
result$ = in$(LBound(in$))
For iLoop = LBound(in$) + 1 To UBound(in$)
result$ = result$ + delimiter$ + in$(iLoop)
Next iLoop
join$ = result$
End Function ' join$
' /////////////////////////////////////////////////////////////////////////////
' Split and join strings
' https://www.qb64.org/forum/index.php?topic=1073.0
'
' FROM luke, QB64 Developer
' Date: February 15, 2019, 04:11:07 AM
'
' Given a string of words separated by spaces (or any other character),
' splits it into an array of the words. I've no doubt many people have
' written a version of this over the years and no doubt there's a million
' ways to do it, but I thought I'd put mine here so we have at least one
' version. There's also a join function that does the opposite
' array -> single string.
'
' Code is hopefully reasonably self explanatory with comments and a little demo.
' Note, this is akin to Python/JavaScript split/join, PHP explode/implode.
'Split in$ into pieces, chopping at every occurrence of delimiter$. Multiple consecutive occurrences
'of delimiter$ are treated as a single instance. The chopped pieces are stored in result$().
'
'delimiter$ must be one character long.
'result$() must have been REDIMmed previously.
' Modified to handle multi-character delimiters
Sub split (in$, delimiter$, result$())
Dim start As Integer
Dim finish As Integer
Dim iDelimLen As Integer
ReDim result$(-1)
iDelimLen = Len(delimiter$)
start = 1
Do
'While Mid$(in$, start, 1) = delimiter$
While Mid$(in$, start, iDelimLen) = delimiter$
'start = start + 1
start = start + iDelimLen
If start > Len(in$) Then
Exit Sub
End If
Wend
finish = InStr(start, in$, delimiter$)
If finish = 0 Then
finish = Len(in$) + 1
End If
ReDim _Preserve result$(0 To UBound(result$) + 1)
result$(UBound(result$)) = Mid$(in$, start, finish - start)
start = finish + 1
Loop While start <= Len(in$)
End Sub ' split
'' /////////////////////////////////////////////////////////////////////////////
'
'Sub SplitTest
' Dim in$
' Dim delim$
' ReDim arrText$(0)
' Dim iLoop%
'
' delim$ = Chr$(10)
' in$ = "this" + delim$ + "is" + delim$ + "a" + delim$ + "test"
' Print "in$ = " + Chr$(34) + in$ + Chr$(34)
' Print "delim$ = " + Chr$(34) + delim$ + Chr$(34)
' split in$, delim$, arrText$()
'
' For iLoop% = LBound(arrText$) To UBound(arrText$)
' Print "arrText$(" + _Trim$(Str$(iLoop%)) + ") = " + Chr$(34) + arrText$(iLoop%) + Chr$(34)
' Next iLoop%
' Print
' Print "Split test finished."
'End Sub ' SplitTest
'' /////////////////////////////////////////////////////////////////////////////
'
'Sub SplitAndReplaceTest
' Dim in$
' Dim out$
' Dim iLoop%
' ReDim arrText$(0)
'
' Print "-------------------------------------------------------------------------------"
' Print "SplitAndReplaceTest"
' Print
'
' Print "Original value"
' in$ = "This line 1 " + Chr$(13) + Chr$(10) + "and line 2" + Chr$(10) + "and line 3 " + Chr$(13) + "finally THE END."
' out$ = in$
' out$ = Replace$(out$, Chr$(13), "\r")
' out$ = Replace$(out$, Chr$(10), "\n")
' out$ = Replace$(out$, Chr$(9), "\t")
' Print "in$ = " + Chr$(34) + out$ + Chr$(34)
' Print
'
' Print "Fixing linebreaks..."
' in$ = Replace$(in$, Chr$(13) + Chr$(10), Chr$(13))
' in$ = Replace$(in$, Chr$(10), Chr$(13))
' out$ = in$
' out$ = Replace$(out$, Chr$(13), "\r")
' out$ = Replace$(out$, Chr$(10), "\n")
' out$ = Replace$(out$, Chr$(9), "\t")
' Print "in$ = " + Chr$(34) + out$ + Chr$(34)
' Print
'
' Print "Splitting up..."
' split in$, Chr$(13), arrText$()
'
' For iLoop% = LBound(arrText$) To UBound(arrText$)
' out$ = arrText$(iLoop%)
' out$ = Replace$(out$, Chr$(13), "\r")
' out$ = Replace$(out$, Chr$(10), "\n")
' out$ = Replace$(out$, Chr$(9), "\t")
' Print "arrText$(" + cstr$(iLoop%) + ") = " + Chr$(34) + out$ + Chr$(34)
' Next iLoop%
' Print
'
' Print "SplitAndReplaceTest finished."
'End Sub ' SplitAndReplaceTest
' /////////////////////////////////////////////////////////////////////////////
' Use to pretty print TRUE and FALSE values.
Function TrueFalse$ (myValue)
If myValue = TRUE Then
TrueFalse$ = "TRUE"
Else
TrueFalse$ = "FALSE"
End If
End Function ' TrueFalse$
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' END GENERAL PURPOSE FUNCTIONS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' BEGIN handle MEM for any type
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' QB64 GPT Just Rewrote My Code
' https://qb64phoenix.com/forum/showthread.php?tid=2728
' And the revisions QB64 GPT made (after minor changes and me asking it to redo some syntax errors):
' It separated out a lot of processing out to separate subs.
' It is quite impressive how little input I had to give it to fix its mistakes.
' The code actually worked just as well as it did before the changes, which blows my mind.
' It actually even listened to me when I told it that it would need to cast an OFFSET type by using VAL(STR$(var)).
' To be fair, I had to tell it "ByRef" was invalid and a couple of other things.
' I also had to declare "y" each time it was used. But the last iteration only required me to declare "y".
' I think that is a decent enough result. Too bad I can't get it to be this good every time.
' 1) This is the paid version of GPT4. I am on the plus plan, so whatever that one has.
' 2) I think I deleted the session. Sorry. I only used it for as long as I needed it.
' 3) I don't know what the hard limit is. It's in "tokens", which I have no idea how those are calculated.
' I got a pretty large source code from one output and it can take a lot of input. I would just say it can handle quite a bit.
' The GPT I used was one I trained using the Wiki, sample code, etc. At the time, it used GPT4.
' Custom GPTs now use 4o. I will probably need to republish it to take advantage of 4o for it.
' I guess training is the wrong word. A custom GPT has a "knowledge base".
' You can have a maximum of 20 files.
' It can use those files to create an answer. Even a zip folder can be used.
' It will basically only use the knowledge base when specifically asked. Otherwise, it is using whatever it already had in its model.
' As for testing code and such, you can create "actions" for your GPT that allow it to do things outside of ChatGPT, including REST API.
' So if dbox ever made a REST API for QBJS, you could definitely have it write QBJS code and then ask it to run it.
Sub anyArg (args() As _MEM)
Dim As _Unsigned Integer x, y
Dim As _Unsigned _Offset z
Dim As _Unsigned Long size, elementsize
For x = LBound(args) To UBound(args)
If _MemExists(args(x)) Then
z = 0
size = Val(Str$(args(x).SIZE))
elementsize = Val(Str$(args(x).ELEMENTSIZE))
If _ReadBit(args(x).TYPE, 7) And _ReadBit(args(x).TYPE, 13) = 0 Then
HandleNumericType args(x), size, elementsize, z
ElseIf _ReadBit(args(x).TYPE, 8) Then
HandleFloatingType args(x), size, elementsize, z
ElseIf _ReadBit(args(x).TYPE, 9) Then
HandleStringType args(x), size, elementsize
ElseIf _ReadBit(args(x).TYPE, 13) And _ReadBit(args(x).TYPE, 7) Then
HandleOffsetType args(x), size, elementsize, z
ElseIf args(x).TYPE = 0 And args(x).SIZE > 0 Then
HandleSoundType args(x)
ElseIf _ReadBit(args(x).TYPE, 14) Then
Print args(x).SIZE, "MEM"
' TODO: Handle other types if necessary
End If
If _ReadBit(args(x).TYPE, 11) Then
Screen args(x).IMAGE
End If
End If
Next
End Sub ' anyArg
' Subroutines for handling specific types
Sub HandleNumericType (arg As _MEM, size As _Unsigned Long, elementsize As _Unsigned Long, z As _Unsigned _Offset)
If _ReadBit(arg.TYPE, 10) Then
If _ReadBit(arg.TYPE, 16) Then
Select Case elementsize
Case 1
Dim As _Unsigned _Byte unsignedbytearray(1 To (size / elementsize))
ProcessArray_UByte unsignedbytearray(), arg, size, elementsize, z, "UBYTE ARRAY"
Case 2
Dim As _Unsigned Integer unsignedintarray(1 To (size / elementsize))
ProcessArray_UInteger unsignedintarray(), arg, size, elementsize, z, "USHORT ARRAY"
Case 4
Dim As _Unsigned Long unsignedlongarray(1 To (size / elementsize))
ProcessArray_ULong unsignedlongarray(), arg, size, elementsize, z, "ULONG ARRAY"
Case 8
Dim As _Unsigned _Integer64 unsignedint64array(1 To (size / elementsize))
ProcessArray_UInt64 unsignedint64array(), arg, size, elementsize, z, "UINT64 ARRAY"
End Select
Else
PrintSingleValue arg, size, elementsize
End If
Else
If _ReadBit(arg.TYPE, 16) Then
Select Case elementsize
Case 1
Dim As _Byte bytearray(1 To (size / elementsize))
ProcessArray_Byte bytearray(), arg, size, elementsize, z, "BYTE ARRAY"
Case 2
Dim As Integer intarray(1 To (size / elementsize))
ProcessArray_Integer intarray(), arg, size, elementsize, z, "SHORT ARRAY"
Case 4
Dim As Long longarray(1 To (size / elementsize))
ProcessArray_Long longarray(), arg, size, elementsize, z, "LONG ARRAY"
Case 8
Dim As _Integer64 int64array(1 To (size / elementsize))
ProcessArray_Int64 int64array(), arg, size, elementsize, z, "INT64 ARRAY"
End Select
Else
PrintSingleValue arg, size, elementsize
End If
End If
End Sub ' HandleNumericType
Sub HandleFloatingType (arg As _MEM, size As _Unsigned Long, elementsize As _Unsigned Long, z As _Unsigned _Offset)
If _ReadBit(arg.TYPE, 16) Then
Select Case elementsize
Case 4
Dim As Single singlearray(1 To (size / elementsize))
ProcessArray_Single singlearray(), arg, size, elementsize, z, "SINGLE ARRAY"
Case 8
Dim As Double doublearray(1 To (size / elementsize))
ProcessArray_Double doublearray(), arg, size, elementsize, z, "DOUBLE ARRAY"
Case 32
Dim As _Float floatarray(1 To (size / elementsize))
ProcessArray_Float floatarray(), arg, size, elementsize, z, "FLOAT ARRAY"
End Select
Else
Select Case size
Case 4
Print _MemGet(arg, arg.OFFSET, Single), "SINGLE"
Case 8
Print _MemGet(arg, arg.OFFSET, Double), "DOUBLE"
Case 32
Print _MemGet(arg, arg.OFFSET, _Float), "FLOAT"
End Select
End If
End Sub ' HandleFloatingType
Sub HandleStringType (arg As _MEM, size As _Unsigned Long, elementsize As _Unsigned Long)
If _ReadBit(arg.TYPE, 16) Then
Dim As String stringarray(1 To (size / elementsize))
Dim As _Unsigned Long y
For y = LBound(stringarray) To UBound(stringarray)
stringarray(y) = Space$(elementsize)
_MemGet arg, (arg.OFFSET) + (y * elementsize - elementsize), stringarray(y)
Print stringarray(y), "STRING ARRAY"
Next
Else
Dim As String stringtest: stringtest = Space$(elementsize)
_MemGet arg, arg.OFFSET, stringtest
Print stringtest
End If
End Sub ' HandleStringType
Sub HandleOffsetType (arg As _MEM, size As _Unsigned Long, elementsize As _Unsigned Long, z As _Unsigned _Offset)
If _ReadBit(arg.TYPE, 10) Then
If _ReadBit(arg.TYPE, 16) Then
Dim As _Unsigned _Offset unsignedoffsetarray(1 To (size / elementsize))
ProcessArray_UOffset unsignedoffsetarray(), arg, size, elementsize, z, "ULONG_PTR ARRAY"
Else
Print _MemGet(arg, arg.OFFSET, _Unsigned _Offset), "ULONG_PTR"
End If
Else
If _ReadBit(arg.TYPE, 16) Then
Dim As _Offset offsetarray(1 To (size / elementsize))
ProcessArray_Offset offsetarray(), arg, size, elementsize, z, "LONG_PTR ARRAY"
Else
Print _MemGet(arg, arg.OFFSET, _Offset), "LONG_PTR"
End If
End If
End Sub ' HandleOffsetType
Sub HandleSoundType (arg As _MEM)
If Not _SndPlaying(arg.SOUND) Then
_SndPlay (arg.SOUND)
End If
Print "SOUND", arg.SIZE, arg.ELEMENTSIZE
End Sub ' HandleSoundType
' Subroutines for processing arrays
Sub ProcessArray_UByte (unsignedbytearray() As _Unsigned _Byte, arg As _MEM, size As _Unsigned Long, elementsize As _Unsigned Long, z As _Unsigned _Offset, typeName As String)
Dim As _Unsigned Long y
For y = LBound(unsignedbytearray) To UBound(unsignedbytearray)
_MemGet arg, arg.OFFSET + z, unsignedbytearray(y)
z = z + elementsize
Print unsignedbytearray(y), typeName
Next
End Sub ' ProcessArray_UByte
Sub ProcessArray_UInteger (unsignedintarray() As _Unsigned Integer, arg As _MEM, size As _Unsigned Long, elementsize As _Unsigned Long, z As _Unsigned _Offset, typeName As String)
Dim As _Unsigned Long y
For y = LBound(unsignedintarray) To UBound(unsignedintarray)
_MemGet arg, arg.OFFSET + z, unsignedintarray(y)
z = z + elementsize
Print unsignedintarray(y), typeName
Next
End Sub ' ProcessArray_UInteger
Sub ProcessArray_ULong (unsignedlongarray() As _Unsigned Long, arg As _MEM, size As _Unsigned Long, elementsize As _Unsigned Long, z As _Unsigned _Offset, typeName As String)
Dim As _Unsigned Long y
For y = LBound(unsignedlongarray) To UBound(unsignedlongarray)
_MemGet arg, arg.OFFSET + z, unsignedlongarray(y)
z = z + elementsize
Print unsignedlongarray(y), typeName
Next
End Sub ' ProcessArray_ULong
Sub ProcessArray_UInt64 (unsignedint64array() As _Unsigned _Integer64, arg As _MEM, size As _Unsigned Long, elementsize As _Unsigned Long, z As _Unsigned _Offset, typeName As String)
Dim As _Unsigned Long y
For y = LBound(unsignedint64array) To UBound(unsignedint64array)
_MemGet arg, arg.OFFSET + z, unsignedint64array(y)
z = z + elementsize
Print unsignedint64array(y), typeName
Next
End Sub ' ProcessArray_UInt64
Sub ProcessArray_Byte (bytearray() As _Byte, arg As _MEM, size As _Unsigned Long, elementsize As _Unsigned Long, z As _Unsigned _Offset, typeName As String)
Dim As _Unsigned Long y
For y = LBound(bytearray) To UBound(bytearray)
_MemGet arg, arg.OFFSET + z, bytearray(y)
z = z + elementsize
Print bytearray(y), typeName
Next
End Sub ' ProcessArray_Byte
Sub ProcessArray_Integer (intarray() As Integer, arg As _MEM, size As _Unsigned Long, elementsize As _Unsigned Long, z As _Unsigned _Offset, typeName As String)
Dim As _Unsigned Long y
For y = LBound(intarray) To UBound(intarray)
_MemGet arg, arg.OFFSET + z, intarray(y)
z = z + elementsize
Print intarray(y), typeName
Next
End Sub ' ProcessArray_Integer
Sub ProcessArray_Long (longarray() As Long, arg As _MEM, size As _Unsigned Long, elementsize As _Unsigned Long, z As _Unsigned _Offset, typeName As String)
Dim As _Unsigned Long y
For y = LBound(longarray) To UBound(longarray)
_MemGet arg, arg.OFFSET + z, longarray(y)
z = z + elementsize
Print longarray(y), typeName
Next
End Sub ' ProcessArray_Long
Sub ProcessArray_Int64 (int64array() As _Integer64, arg As _MEM, size As _Unsigned Long, elementsize As _Unsigned Long, z As _Unsigned _Offset, typeName As String)
Dim As _Unsigned Long y
For y = LBound(int64array) To UBound(int64array)
_MemGet arg, arg.OFFSET + z, int64array(y)
z = z + elementsize
Print int64array(y), typeName
Next
End Sub ' ProcessArray_Int64
Sub ProcessArray_Single (singlearray() As Single, arg As _MEM, size As _Unsigned Long, elementsize As _Unsigned Long, z As _Unsigned _Offset, typeName As String)
Dim As _Unsigned Long y
For y = LBound(singlearray) To UBound(singlearray)
_MemGet arg, arg.OFFSET + z, singlearray(y)
z = z + elementsize
Print singlearray(y), typeName
Next
End Sub ' ProcessArray_Single
Sub ProcessArray_Double (doublearray() As Double, arg As _MEM, size As _Unsigned Long, elementsize As _Unsigned Long, z As _Unsigned _Offset, typeName As String)
Dim As _Unsigned Long y
For y = LBound(doublearray) To UBound(doublearray)
_MemGet arg, arg.OFFSET + z, doublearray(y)
z = z + elementsize
Print doublearray(y), typeName
Next
End Sub ' ProcessArray_Double
Sub ProcessArray_Float (floatarray() As _Float, arg As _MEM, size As _Unsigned Long, elementsize As _Unsigned Long, z As _Unsigned _Offset, typeName As String)
Dim As _Unsigned Long y
For y = LBound(floatarray) To UBound(floatarray)
_MemGet arg, arg.OFFSET + z, floatarray(y)
z = z + elementsize / 2
Print floatarray(y), typeName
Next
End Sub ' ProcessArray_Float
Sub ProcessArray_UOffset (unsignedoffsetarray() As _Unsigned _Offset, arg As _MEM, size As _Unsigned Long, elementsize As _Unsigned Long, z As _Unsigned _Offset, typeName As String)
Dim As _Unsigned Long y
For y = LBound(unsignedoffsetarray) To UBound(unsignedoffsetarray)
_MemGet arg, arg.OFFSET + z, unsignedoffsetarray(y)
z = z + elementsize
Print unsignedoffsetarray(y), typeName
Next
End Sub ' ProcessArray_UOffset
Sub ProcessArray_Offset (offsetarray() As _Offset, arg As _MEM, size As _Unsigned Long, elementsize As _Unsigned Long, z As _Unsigned _Offset, typeName As String)
Dim As _Unsigned Long y
For y = LBound(offsetarray) To UBound(offsetarray)
_MemGet arg, arg.OFFSET + z, offsetarray(y)
z = z + elementsize
Print offsetarray(y), typeName
Next
End Sub ' ProcessArray_Offset
Sub PrintSingleValue (arg As _MEM, size As _Unsigned Long, elementsize As _Unsigned Long)
Select Case size
Case 1
Print _MemGet(arg, arg.OFFSET, _Byte), "BYTE"
Case 2
Print _MemGet(arg, arg.OFFSET, Integer), "SHORT"
Case 4
Print _MemGet(arg, arg.OFFSET, Long), "LONG"
Case 8
Print _MemGet(arg, arg.OFFSET, _Integer64), "INT64"
End Select
End Sub ' PrintSingleValue
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' END handle MEM for any type
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' ################################################################################################################################################################
' BEGIN DEBUGGING ROUTINES #DEBUG
' ################################################################################################################################################################
' /////////////////////////////////////////////////////////////////////////////
Sub DebugLog (sText As String)
If cDebugEnabled = TRUE Then
Dim sTime As String
Dim sResult As String
ReDim arrLines(0) As String
Dim iLoop As Integer
Dim sNextLine As String
If _FileExists(m_sDebugFile) = FALSE Then
sResult = PrintFile$(m_sDebugFile, "", FALSE)
End If
If Len(sResult) = 0 Then
sTime = GetCurrentDateTime$("{mm}/{dd}/{yyyy} {hh}:{nn}:{ss} {ampm}")
split sText, Chr$(13), arrLines()
For iLoop = LBound(arrLines) To UBound(arrLines)
sNextLine = sTime + " " + arrLines(iLoop)
sResult = PrintFile$(m_sDebugFile, sNextLine, TRUE)
Next iLoop
End If
End If
End Sub ' DebugLog
' /////////////////////////////////////////////////////////////////////////////
' Prints MyString to console with linebreaks.
' Thanks to:
' SpriggsySpriggs for how to use the QB64 debug console:
' https://www.qb64.org/forum/index.php?topic=3949.0
Sub DebugPrint (MyString As String)
'If cDebugEnabled = TRUE Then
' ReDim arrLines(-1) As String
' Dim iLoop As Integer
' split MyString, Chr$(13), arrLines()
' For iLoop = LBound(arrLines) To UBound(arrLines)
' _Echo arrLines(iLoop)
' Next iLoop
'End If
End Sub ' DebugPrint
' /////////////////////////////////////////////////////////////////////////////
' Simply prints s$ to console (no linebreaks).
Sub DebugPrint1 (s$)
'If cDebugEnabled = TRUE Then
' _Echo s$
'End If
End Sub ' DebugPrint1
' ################################################################################################################################################################
' END DEBUGGING ROUTINES @DEBUG
' ################################################################################################################################################################
' ################################################################################################################################################################
' BEGIN REFERENCE #REFERENCE
' ################################################################################################################################################################
' SOME USEFUL STUFF FOR REFERENCE:
' Type Name Type suffix symbol Minimum value Maximum value Size in Bytes
' --------------------- ------------------ ---------------------------- -------------------------- -------------
' _BIT ` -1 0 1/8
' _BIT * n `n -128 127 n/8
' _UNSIGNED _BIT ~` 0 1 1/8
' _BYTE %% -128 127 1
' _UNSIGNED _BYTE ~%% 0 255 1
' INTEGER % -32,768 32,767 2
' _UNSIGNED INTEGER ~% 0 65,535 2
' LONG & -2,147,483,648 2,147,483,647 4
' _UNSIGNED LONG ~& 0 4,294,967,295 4
' _INTEGER64 && -9,223,372,036,854,775,808 9,223,372,036,854,775,807 8
' _UNSIGNED _INTEGER64 ~&& 0 18,446,744,073,709,551,615 8
' SINGLE ! or none -2.802597E-45 +3.402823E+38 4
' DOUBLE # -4.490656458412465E-324 +1.797693134862310E+308 8
' _FLOAT ## -1.18E-4932 +1.18E+4932 32(10 used)
' _OFFSET %& -9,223,372,036,854,775,808 9,223,372,036,854,775,807 Use LEN
' _UNSIGNED _OFFSET ~%& 0 18,446,744,073,709,551,615 Use LEN
' _MEM none combined memory variable type N/A Use LEN
' div: int1% = num1% \ den1%
' mod: rem1% = num1% MOD den1%
' ################################################################################################################################################################
' END REFERENCE @REFERENCE
' ################################################################################################################################################################
' @END
"makeint.h":
Code: (Select All) LPSTR MAKEINTRSC(ptrszint i){
return MAKEINTRESOURCE(i);
}
"winproc.h":
Code: (Select All) ptrszint FUNC_MAINWNDPROC(ptrszint*_FUNC_MAINWNDPROC_OFFSET_HWND,uint32*_FUNC_MAINWNDPROC_ULONG_NMSG,uptrszint*_FUNC_MAINWNDPROC_UOFFSET_WPARAM,ptrszint*_FUNC_MAINWNDPROC_OFFSET_LPARAM);
LRESULT CALLBACK MainWndProc(HWND hwnd, UINT nMsg, WPARAM wParam, LPARAM lParam){
return FUNC_MAINWNDPROC((ptrszint *) (&hwnd), &nMsg, &wParam, (ptrszint *)(&lParam));
}
void * WindowProc(){
return (void *) MainWndProc;
}
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