Magic_Game/core/base/Input.cpp

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// Copyright (c) 2016-2018 Easy2D - Nomango
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#include "input.h"
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namespace easy2d
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{
namespace input
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{
InputDevice instance;
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InputDevice::InputDevice()
{
ZeroMemory(keys_, sizeof(keys_));
}
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InputDevice::~InputDevice()
{
}
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void InputDevice::Update(HWND hwnd, float xscale, float yscale)
{
::GetKeyboardState(keys_);
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POINT client_cursor_pos;
::GetCursorPos(&client_cursor_pos);
::ScreenToClient(hwnd, &client_cursor_pos);
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mouse_pos_ = Point(client_cursor_pos.x * xscale, client_cursor_pos.y * yscale);
}
bool InputDevice::IsDown(KeyCode code)
{
if (keys_[static_cast<int>(code)] & 0x80)
return true;
return false;
}
bool InputDevice::IsDown(MouseCode code)
{
if (keys_[static_cast<int>(code)] & 0x80)
return true;
return false;
}
float InputDevice::GetMouseX()
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{
return mouse_pos_.x;
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}
float InputDevice::GetMouseY()
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{
return mouse_pos_.y;
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}
Point InputDevice::GetMousePos()
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{
return mouse_pos_;
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}
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}
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}