Magic_Game/src/core/Input.h

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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.
#pragma once
#include "include-forwards.h"
#include "keys.hpp"
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#include "Singleton.hpp"
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namespace easy2d
{
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֵ
enum class MouseButton : int
{
Left = VK_LBUTTON, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Right = VK_RBUTTON, // <20><><EFBFBD><EFBFBD><EFBFBD>Ҽ<EFBFBD>
Middle = VK_MBUTTON // <20><><EFBFBD><EFBFBD><EFBFBD>м<EFBFBD>
};
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class InputDevice
: protected Noncopyable
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{
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E2D_DECLARE_SINGLETON(InputDevice);
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public:
HRESULT Init(HWND hwnd, float scale_x, float scale_y, bool debug);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̰<EFBFBD><CCB0><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
bool IsDown(
KeyCode code
);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EAB0B4><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
bool IsDown(
MouseButton btn
);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̰<EFBFBD><CCB0><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7>ձ<EFBFBD><D5B1><EFBFBD><EFBFBD><EFBFBD>
bool WasPressed(
KeyCode code
);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EAB0B4><EFBFBD>Ƿ<EFBFBD><C7B7>ձ<EFBFBD><D5B1><EFBFBD><EFBFBD><EFBFBD>
bool WasPressed(
MouseButton btn
);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̰<EFBFBD><CCB0><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD>̧<EFBFBD><CCA7>
bool WasReleased(
KeyCode code
);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EAB0B4><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD>̧<EFBFBD><CCA7>
bool WasReleased(
MouseButton btn
);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> x <20><><EFBFBD><EFBFBD>
float GetMouseX();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> y <20><><EFBFBD><EFBFBD>
float GetMouseY();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Point GetMousePos();
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void Update();
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protected:
InputDevice();
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~InputDevice();
protected:
HWND hwnd_;
float scale_x_;
float scale_y_;
BYTE keys_[256];
BYTE keys_cache_[256];
};
E2D_DECLARE_SINGLETON_TYPE(InputDevice, Input);
}