Windows: LWJGL didn't work well with jinput, but compatibility could be greatly improved if LWJGL used DirectInput 8 (like jinput). This can't be done unconditionally, since we need the DX3 support for older versions of windows. So, I've moved most Mouse and Keyboard stuff from native to java side and generalized DirectInput access through an abstract base class, with two concrete subclasses, one for dx3 and one for dx8.

This commit is contained in:
Elias Naur 2006-06-26 13:50:48 +00:00
parent e99b357a1b
commit 6cf49718db
33 changed files with 1972 additions and 894 deletions

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/*
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package org.lwjgl.opengl;
/**
* This is the DirectInput3 interface
* @author elias_naur
*/
import org.lwjgl.LWJGLException;
final class WindowsDirectInput3 extends WindowsDirectInput {
/* Re-define device types to get them included in the native headers */
public final static int KEYBOARD_TYPE = WindowsDirectInput.KEYBOARD_TYPE;
public final static int MOUSE_TYPE = WindowsDirectInput.MOUSE_TYPE;
public WindowsDirectInput3(long hinst) throws LWJGLException {
super(hinst);
}
protected native long createDirectInput(long hinst) throws LWJGLException;
protected WindowsDirectInputDevice createDevice(long di_interface, int type) throws LWJGLException {
long device = nCreateDevice(di_interface, type);
return new WindowsDirectInputDevice3(device);
}
private static native long nCreateDevice(long di_interface, int type) throws LWJGLException;
protected native void release(long di_interface);
}