Hand-converted the four .vcproj projects to .vcxproj (Win32, v143, Windows 11 SDK + DXSDK June 2010 for d3dx9/dxerr only). WinTesla.sln now builds the v143 projects; the legacy solution is kept as WinTesla_vc9.sln. Kept: /Zp1 in Munga_L4+RP_L4, Unicode, x86, /DYNAMICBASE:NO, /FORCE:MULTIPLE (header-defined globals still duplicated across TUs). Changed: CRT unified to /MD(d); import libs linked by the exes instead of merged into Munga_L4.lib; WINDOWS_IGNORE_PACKING_MISMATCH and _SILENCE_STDEXT_HASH_DEPRECATION_WARNINGS defined; legacy_stdio_definitions.lib for the June-2010 dxerr.lib. Source fixes, all behavior-preserving: Time gains standard (non-volatile) copy-ctor/assignment overloads (rvalues cannot bind to volatile& in standard C++); operator==(SOCKADDR_IN&,...) made inline; L4DINPUT's Enum*Callback pair renamed DIEnum* (collided with L4CTRL's under LTCG); std::ios.in -> std::ios::in in CAMMGR.cpp. Verified: VC9 baseline rebuilt from this tree first, then the v143 build compared against it in a sandboxed game working copy - identical logs and behavior through RIO init (against vRIO) and mission load, including the same pre-existing AV in d3d_OBJECT::LoadTexture (L4D3D.cpp:262) that both toolchains hit; documented in BUILD.md 4 as the next debugging target. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
29 lines
643 B
C++
29 lines
643 B
C++
#pragma once
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#include "l4ctrl.h"
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#include <dinput.h>
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class DIJoystick : public Joystick
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{
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friend BOOL CALLBACK DIEnumJoysticksCallback(const DIDEVICEINSTANCE* pdidInstance, VOID* pContext);
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friend BOOL CALLBACK DIEnumAxesCallback(LPCDIDEVICEOBJECTINSTANCE lpddoi, LPVOID pvRef);
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public:
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DIJoystick(HINSTANCE hInstance, HWND hWnd);
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~DIJoystick();
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bool IsValid() { return (mDI != NULL); }
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bool Poll();
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// inherited
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void Update();
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private:
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LPDIRECTINPUT8 mDI;
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LPDIRECTINPUTDEVICE8 mJoystick;
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DIJOYSTATE2 mJoystate;
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LONG xAxisMin, xAxisMax;
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LONG yAxisMin, yAxisMax;
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LONG zAxisMin, zAxisMax;
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LONG rzAxisMin, rzAxisMax;
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}; |