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Main.cpp
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Main.cpp
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#include "Tracker.h"
#include "WinLowLevel.h"
#include <SFML/Graphics.hpp>
#include <iostream>
#include <fstream>
#include <map>
//The dreaded windows include file...
#define WIN32_LEAN_AND_MEAN //Reduce compile time of windows.h
#include <Windows.h>
#undef min
#undef max
static const float WIN_SCALE = 0.75f;
typedef std::map<sf::Keyboard::Key, sf::FloatRect> KeyMap;
typedef KeyMap::const_iterator KeyMapIter;
enum Mode {
Keyboard_Off,
Keyboard_On,
Editor_Wait,
Editor_TopLeft,
Editor_BottomRight
};
static Mode mode = Keyboard_Off;
void SetMode(Mode m, sf::RenderWindow& window) {
mode = m;
switch (mode) {
case Keyboard_Off: default:
window.setTitle("Trackpad - Idle"); break;
case Keyboard_On:
window.setTitle("Trackpad - Active"); break;
case Editor_Wait:
window.setTitle("Editor [Click Top Left Of Key]"); break;
case Editor_TopLeft:
window.setTitle("Editor [Click Bottom Right Of Key]"); break;
case Editor_BottomRight:
window.setTitle("Editor [Press The Physical Key]"); break;
}
}
void LoadMap(KeyMap& key_map) {
std::ifstream fin("layout.bin", std::ios::binary);
while (fin) {
sf::Keyboard::Key key;
sf::FloatRect rect;
fin.read((char*)&key, sizeof(key));
if (!fin) { break; }
fin.read((char*)&rect.left, sizeof(rect.left));
fin.read((char*)&rect.top, sizeof(rect.top));
fin.read((char*)&rect.width, sizeof(rect.width));
fin.read((char*)&rect.height, sizeof(rect.height));
key_map[key] = rect;
}
}
void SaveMap(const KeyMap& key_map) {
std::ofstream fin("layout.bin", std::ios::binary);
for (KeyMapIter iter = key_map.begin(); iter != key_map.end(); ++iter) {
const sf::Keyboard::Key& key = iter->first;
const sf::FloatRect& rect = iter->second;
fin.write((const char*)&key, sizeof(key));
fin.write((const char*)&rect.left, sizeof(rect.left));
fin.write((const char*)&rect.top, sizeof(rect.top));
fin.write((const char*)&rect.width, sizeof(rect.width));
fin.write((const char*)&rect.height, sizeof(rect.height));
}
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) {
//Load the keyboard layout image file
sf::Image keyboard_img;
if (!keyboard_img.loadFromFile("layout.png")) {
WinLowLevel::MakeMessage("Could not load keyboard layout file 'layout.png'");
return 1;
}
sf::Texture keyboard_tex;
keyboard_tex.loadFromImage(keyboard_img);
sf::Sprite keyboard_sprite;
keyboard_sprite.setTexture(keyboard_tex);
keyboard_sprite.setScale(WIN_SCALE, WIN_SCALE);
//Rectangle to draw keys
sf::RectangleShape rect_shape;
rect_shape.setFillColor(sf::Color::Transparent);
rect_shape.setOutlineThickness(2.0f);
//Create a keyboard layout map
KeyMap key_map;
LoadMap(key_map);
//Other editor variables
Tracker tracker;
sf::FloatRect cur_selected;
bool key_states[sf::Keyboard::KeyCount] = { 0 };
bool key_press_states[sf::Keyboard::KeyCount] = { 0 };
bool is_tracking = false;
Tracker::Vector2 mouse_pos;
//Create the window
const unsigned int size_x = (unsigned int)(keyboard_img.getSize().x * WIN_SCALE);
const unsigned int size_y = (unsigned int)(keyboard_img.getSize().y * WIN_SCALE);
sf::RenderWindow window(sf::VideoMode(size_x, size_y), "Trackpad", sf::Style::Close);
window.setPosition(sf::Vector2i(50, 10));
window.setFramerateLimit(200);
SetMode(Keyboard_Off, window);
WinLowLevel::ForceOnTop();
//Main loop
sf::Clock clock;
while (window.isOpen()) {
//Use async key presses so it works when window isn't focused
sf::Keyboard::Key single_key = sf::Keyboard::Unknown;
for (int key = 0; key < sf::Keyboard::KeyCount; key++) {
const bool isPressed = sf::Keyboard::isKeyPressed((sf::Keyboard::Key)key);
if (key_states[key]) {
key_press_states[key] = false;
} else {
key_press_states[key] = isPressed;
}
key_states[key] = isPressed;
if (key_press_states[key]) {
single_key = (sf::Keyboard::Key)key;
}
}
//As an precaution, in any mode, quit immediately if escape is pressed (and unhook)
if (single_key == sf::Keyboard::Escape) {
window.close();
break;
}
//Update keys here instead of the event polling
if (mode == Editor_BottomRight) {
if (single_key != sf::Keyboard::Unknown) {
//Waiting for user to enter key
key_map[single_key] = cur_selected;
SetMode(Editor_Wait, window);
}
} else if (mode == Keyboard_On) {
if (single_key == sf::Keyboard::F1) {
WinLowLevel::DestroyHook();
SetMode(Keyboard_Off, window);
}
} else if (mode == Keyboard_Off) {
if (single_key == sf::Keyboard::F1) {
WinLowLevel::CreateHook();
SetMode(Keyboard_On, window);
} else if (single_key == sf::Keyboard::F2) {
SetMode(Editor_Wait, window);
}
} else {
if (single_key == sf::Keyboard::S) {
//Save the layout
SaveMap(key_map);
} else if (single_key == sf::Keyboard::F1) {
WinLowLevel::CreateHook();
SetMode(Keyboard_On, window);
}
}
//Process all events
sf::Event event;
while (window.pollEvent(event)) {
switch (event.type) {
case sf::Event::Closed:
//Close the window if the user exits
window.close();
break;
case sf::Event::MouseButtonPressed:
if (mode == Editor_Wait) {
cur_selected.left = float(event.mouseButton.x);
cur_selected.top = float(event.mouseButton.y);
SetMode(Editor_TopLeft, window);
} else if (mode == Editor_TopLeft) {
cur_selected.width = float(event.mouseButton.x) - cur_selected.left;
cur_selected.height = float(event.mouseButton.y) - cur_selected.top;
SetMode(Editor_BottomRight, window);
}
break;
default:
//Ignore other events
break;
}
}
if (mode == Keyboard_On) {
//Update the tracker
std::vector<sf::FloatRect> state;
for (KeyMapIter iter = key_map.begin(); iter != key_map.end(); ++iter) {
const sf::Keyboard::Key& key = iter->first;
const sf::FloatRect& rect = iter->second;
if (key != sf::Keyboard::Unknown && key_states[key]) {
state.push_back(rect);
}
}
Tracker::Click click = tracker.Update(state, clock.getElapsedTime().asSeconds());
//Update the real mouse
if (click != Tracker::Click::NONE) {
WinLowLevel::Click(click == Tracker::Click::PRESSED);
}
if (tracker.GetNumTracked() == 1) {
const Tracker::Vector2 pt = tracker.GetFilteredPt(0)*1.75f;
if (!is_tracking) {
is_tracking = true;
mouse_pos = pt;
} else {
const Tracker::Vector2 delta = pt - mouse_pos;
int dx = int(delta.x());
int dy = int(delta.y());
WinLowLevel::Move(dx, dy);
mouse_pos.x() += float(dx);
mouse_pos.y() += float(dy);
}
} else if (tracker.GetNumTracked() == 2) {
const Tracker::Vector2 vel1 = tracker.GetTrackedVel(0);
const Tracker::Vector2 vel2 = tracker.GetTrackedVel(1);
const Tracker::Vector2 delta = (vel1 + vel2)*0.5f;
WinLowLevel::Scroll(int(delta.x() * 10.0f), int(delta.y() * -10.0f));
} else {
is_tracking = false;
}
}
//Draw the keyboard sprite
window.draw(keyboard_sprite);
//Draw the labeled keys
for (KeyMapIter iter = key_map.begin(); iter != key_map.end(); ++iter) {
const sf::Keyboard::Key& key = iter->first;
const sf::FloatRect& rect = iter->second;
rect_shape.setPosition(sf::Vector2f(rect.left*WIN_SCALE, rect.top*WIN_SCALE));
rect_shape.setSize(sf::Vector2f(rect.width*WIN_SCALE, rect.height*WIN_SCALE));
if ((mode == Keyboard_On || mode == Keyboard_Off) && key != sf::Keyboard::Unknown && key_states[key]) {
rect_shape.setOutlineColor(sf::Color::Cyan);
} else {
rect_shape.setOutlineColor(mode == Keyboard_On ? sf::Color::Red : sf::Color(192, 0, 0));
}
window.draw(rect_shape);
}
//Draw the key to be labeled if applicable
if (mode == Editor_BottomRight) {
rect_shape.setPosition(sf::Vector2f(cur_selected.left*WIN_SCALE, cur_selected.top*WIN_SCALE));
rect_shape.setSize(sf::Vector2f(cur_selected.width*WIN_SCALE, cur_selected.height*WIN_SCALE));
rect_shape.setOutlineColor(sf::Color::Green);
window.draw(rect_shape);
}
//Draw tracked points if applicable
if (mode == Keyboard_On) {
tracker.DrawTracked(window, WIN_SCALE);
}
//Display to the window
window.display();
}
//Gracefully exit
WinLowLevel::DestroyHook();
return 0;
}