#include "..\ebase.h" #pragma comment(lib, "dinput8.lib") #pragma comment(lib, "dxguid.lib") using namespace e2d; static IDirectInput8* s_pDirectInput = nullptr; // DirectInput 接口对象 static IDirectInputDevice8* s_KeyboardDevice = nullptr; // 键盘设备接口 static char s_KeyBuffer[256] = { 0 }; // 用于保存键盘按键信息缓冲区 static char s_KeySecBuffer[256] = { 0 }; // 键盘消息二级缓冲区 static IDirectInputDevice8* s_MouseDevice = nullptr; // 鼠标设备接口 static DIMOUSESTATE s_MouseState; // 鼠标信息存储结构体 static DIMOUSESTATE s_MouseSecState; // 鼠标信息二级缓冲 static POINT s_MousePosition; // 鼠标位置存储结构体 void EInput::__uninit() { if (s_KeyboardDevice) s_KeyboardDevice->Unacquire(); if (s_MouseDevice) s_MouseDevice->Unacquire(); SafeReleaseInterface(&s_MouseDevice); SafeReleaseInterface(&s_KeyboardDevice); SafeReleaseInterface(&s_pDirectInput); } HRESULT EInput::__init() { ZeroMemory(s_KeyBuffer, sizeof(s_KeyBuffer)); ZeroMemory(s_KeySecBuffer, sizeof(s_KeySecBuffer)); ZeroMemory(&s_MouseState, sizeof(s_MouseState)); ZeroMemory(&s_MouseSecState, sizeof(s_MouseSecState)); // 初始化接口对象 HRESULT hr = DirectInput8Create( HINST_THISCOMPONENT, DIRECTINPUT_VERSION, IID_IDirectInput8, (void**)&s_pDirectInput, NULL ); if (SUCCEEDED(hr)) { // 初始化键盘设备 hr = s_pDirectInput->CreateDevice( GUID_SysKeyboard, &s_KeyboardDevice, NULL ); if (SUCCEEDED(hr)) { s_KeyboardDevice->SetCooperativeLevel( EWindow::getHWnd(), DISCL_FOREGROUND | DISCL_NONEXCLUSIVE ); s_KeyboardDevice->SetDataFormat( &c_dfDIKeyboard); s_KeyboardDevice->Acquire(); s_KeyboardDevice->Poll(); } else { MessageBox(nullptr, L"Keyboard not found. The game will now exit.", L"Error", MB_ICONERROR | MB_OK); EGame::quit(); return false; } } if (SUCCEEDED(hr)) { // 初始化鼠标设备 hr = s_pDirectInput->CreateDevice(GUID_SysMouse, &s_MouseDevice, NULL); if (SUCCEEDED(hr)) { s_MouseDevice->SetCooperativeLevel(EWindow::getHWnd(), DISCL_FOREGROUND | DISCL_NONEXCLUSIVE); s_MouseDevice->SetDataFormat(&c_dfDIMouse); s_MouseDevice->Acquire(); s_MouseDevice->Poll(); } else { MessageBox(nullptr, L"Mouse not found. The game will now exit.", L"Error", MB_ICONERROR | MB_OK); EGame::quit(); return false; } } return SUCCEEDED(hr); } void EInput::__updateDeviceState() { if (s_KeyboardDevice) { HRESULT hr = s_KeyboardDevice->Poll(); if (FAILED(hr)) { hr = s_KeyboardDevice->Acquire(); while (hr == DIERR_INPUTLOST) hr = s_KeyboardDevice->Acquire(); } else { for (int i = 0; i < 256; i++) s_KeySecBuffer[i] = s_KeyBuffer[i]; s_KeyboardDevice->GetDeviceState(sizeof(s_KeyBuffer), (void**)&s_KeyBuffer); } } if (s_MouseDevice) { HRESULT hr = s_MouseDevice->Poll(); if (FAILED(hr)) { hr = s_MouseDevice->Acquire(); while (hr == DIERR_INPUTLOST) hr = s_MouseDevice->Acquire(); } else { s_MouseSecState = s_MouseState; s_MouseDevice->GetDeviceState(sizeof(s_MouseState), (void**)&s_MouseState); } DIK_0; } GetCursorPos(&s_MousePosition); ScreenToClient(EWindow::getHWnd(), &s_MousePosition); } bool EInput::isKeyDown(int nKeyCode) { if (s_KeyBuffer[nKeyCode] & 0x80) return true; return false; } bool EInput::isKeyPress(int nKeyCode) { if ((s_KeyBuffer[nKeyCode] & 0x80) && !(s_KeySecBuffer[nKeyCode] & 0x80)) return true; return false; } bool EInput::isKeyRelease(int nKeyCode) { if (!(s_KeyBuffer[nKeyCode] & 0x80) && (s_KeySecBuffer[nKeyCode] & 0x80)) return true; return false; } bool EInput::isMouseLButtonDown() { if (s_MouseState.rgbButtons[0] & 0x80) return true; return false; } bool EInput::isMouseRButtonDown() { if (s_MouseState.rgbButtons[1] & 0x80) return true; return false; } bool EInput::isMouseMButtonDown() { if (s_MouseState.rgbButtons[2] & 0x80) return true; return false; } bool EInput::isMouseLButtonPress() { if ((s_MouseState.rgbButtons[0] & 0x80) && !(s_MouseSecState.rgbButtons[0] & 0x80)) return true; return false; } bool EInput::isMouseRButtonPress() { if ((s_MouseState.rgbButtons[1] & 0x80) && !(s_MouseSecState.rgbButtons[1] & 0x80)) return true; return false; } bool EInput::isMouseMButtonPress() { if ((s_MouseState.rgbButtons[2] & 0x80) && !(s_MouseSecState.rgbButtons[2] & 0x80)) return true; return false; } bool EInput::isMouseLButtonRelease() { if (!(s_MouseState.rgbButtons[0] & 0x80) && (s_MouseSecState.rgbButtons[0] & 0x80)) return true; return false; } bool EInput::isMouseRButtonRelease() { if (!(s_MouseState.rgbButtons[1] & 0x80) && (s_MouseSecState.rgbButtons[1] & 0x80)) return true; return false; } bool EInput::isMouseMButtonRelease() { if (!(s_MouseState.rgbButtons[2] & 0x80) && (s_MouseSecState.rgbButtons[2] & 0x80)) return true; return false; } float EInput::getMouseX() { return (float)s_MousePosition.x; } float EInput::getMouseY() { return (float)s_MousePosition.y; } EPoint EInput::getMousePos() { return EPoint((float)s_MousePosition.x, (float)s_MousePosition.y); } float EInput::getMouseDeltaX() { return (float)s_MouseState.lX; } float EInput::getMouseDeltaY() { return (float)s_MouseState.lY; } float EInput::getMouseDeltaZ() { return (float)s_MouseState.lZ; }