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📄 gamex.h

📁 Lido PXA270平台开发板的最新BSP,包括源代码
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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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