📄 gamex.h
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/***************************************************************************
* Name : gamex.h
* Title : PocketPC GameX API default settings.
* Author(s) : Imagination Technologies
* Created : 28th July 2003
*
* Copyright : 2003 by Imagination Technologies. All rights reserved.
* : No part of this software, either material or conceptual
* : may be copied or distributed, transmitted, transcribed,
* : stored in a retrieval system or translated into any
* : human or computer language in any form by any means,
* : electronic, mechanical, manual or other-wise, or
* : disclosed to third parties without the express written
* : permission of Imagination Technologies Limited, Unit 8,
* : HomePark Industrial Estate, King's Langley, Hertfordshire,
* : WD4 8LZ, U.K.
*
* Description : PocketPC GameX default settings.
* These will depend on physical location of buttons WRT the screen
*
* Platform : WinCE/PocketPC
*
* Modifications:-
* $Log: GameX.h $
*
* --- Revision Logs Removed ---
*
****************************************************************************/
/*
GameX Button definition entries.
GameX needs to know the virtual keycodes and locations of all the buttons
that are the best default buttons for the various functions a game needs.
These are the directional buttons (a joypad arrangement is ideal),
the action buttons (A used most frequently, B the middle, C the least frequently)
and the start/pause button (usually the action button on the rocker switch).
The vk entry must contain the Windows virtual keycode that is generated
by the keyboard driver and that is used in a call to GetAsyncKeyState().
VK is untyped by Windows and is variously put inside bytes, shorts and longs.
Use 0 if there is no button defined for an entry.
You must define the best key to use when the device is in a portrait (regular)
orientation and when the device is in a landscape orientation
(which is defined as being held with it's right side down).
The POINT entry contains the coordinate of the button in GDI coordinate space.
Imagine the screen plane extending out to cover an area containing the entire device
- the point would be the button's x,y coordinate on this plane.
*/
#define VKBUTTON_UP_PORTRAIT VK_UP;
#define VKBUTTON_UP_LANDSCAPE VK_LEFT;
#define PTBUTTON_UP_X 350;
#define PTBUTTON_UP_Y (640+200);
#define VKBUTTON_DOWN_PORTRAIT VK_DOWN;
#define VKBUTTON_DOWN_LANDSCAPE VK_RIGHT;
#define PTBUTTON_DOWN_X 350;
#define PTBUTTON_DOWN_Y (640+300);
#define VKBUTTON_LEFT_PORTRAIT VK_LEFT;
#define VKBUTTON_LEFT_LANDSCAPE VK_DOWN;
#define PTBUTTON_LEFT_X 300;
#define PTBUTTON_LEFT_Y (640+250);
#define VKBUTTON_RIGHT_PORTRAIT VK_RIGHT;
#define VKBUTTON_RIGHT_LANDSCAPE VK_UP;
#define PTBUTTON_RIGHT_X 400;
#define PTBUTTON_RIGHT_Y (640+250);
#define VKBUTTON_A_PORTRAIT 0xC0;
#define VKBUTTON_A_LANDSCAPE 0xC0;
#define PTBUTTON_A_X 50;
#define PTBUTTON_A_Y (640+75);
#define VKBUTTON_B_PORTRAIT 0xC1;
#define VKBUTTON_B_LANDSCAPE 0xC1;
#define PTBUTTON_B_X 200;
#define PTBUTTON_B_Y (640+75);
#define VKBUTTON_C_PORTRAIT 0xC2;
#define VKBUTTON_C_LANDSCAPE 0xC2;
#define PTBUTTON_C_X 350;
#define PTBUTTON_C_Y (640+75);
#define VKBUTTON_START_PORTRAIT VK_F23;
#define VKBUTTON_START_LANDSCAPE VK_F23;
#define PTBUTTON_START_X 320;
#define PTBUTTON_START_Y (640+150);
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