Magic_Game/core/Base/Input.cpp

157 lines
2.8 KiB
C++

#include "..\e2dbase.h"
#include "..\e2dtool.h"
#include "..\e2dmanager.h"
#pragma comment(lib, "dinput8.lib")
e2d::Input::Input()
: _directInput(false)
, _keyboardDevice(false)
, _mouseDevice(false)
{
CoInitialize(nullptr);
ZeroMemory(_keyBuffer, sizeof(_keyBuffer));
ZeroMemory(&_mouseState, sizeof(_mouseState));
// 初始化接口对象
HRESULT hr = DirectInput8Create(
HINST_THISCOMPONENT,
DIRECTINPUT_VERSION,
IID_IDirectInput8,
(void**)&_directInput,
nullptr
);
}
e2d::Input::~Input()
{
if (_keyboardDevice)
_keyboardDevice->Unacquire();
if (_mouseDevice)
_mouseDevice->Unacquire();
SafeRelease(_mouseDevice);
SafeRelease(_keyboardDevice);
SafeRelease(_directInput);
CoUninitialize();
}
void e2d::Input::init(Window * window)
{
HWND hwnd = window->getHWnd();
// 初始化键盘设备
ThrowIfFailed(
_directInput->CreateDevice(
GUID_SysKeyboard,
&_keyboardDevice,
nullptr
)
);
_keyboardDevice->SetCooperativeLevel(hwnd, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE);
_keyboardDevice->SetDataFormat(&c_dfDIKeyboard);
_keyboardDevice->Acquire();
_keyboardDevice->Poll();
// 初始化鼠标设备
ThrowIfFailed(
_directInput->CreateDevice(
GUID_SysMouse,
&_mouseDevice,
nullptr
)
);
_mouseDevice->SetCooperativeLevel(hwnd, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE);
_mouseDevice->SetDataFormat(&c_dfDIMouse);
_mouseDevice->Acquire();
_mouseDevice->Poll();
}
void e2d::Input::update()
{
if (_keyboardDevice)
{
HRESULT hr = _keyboardDevice->Poll();
if (FAILED(hr))
{
hr = _keyboardDevice->Acquire();
while (hr == DIERR_INPUTLOST)
hr = _keyboardDevice->Acquire();
}
else
{
_keyboardDevice->GetDeviceState(sizeof(_keyBuffer), (void**)&_keyBuffer);
}
}
if (_mouseDevice)
{
HRESULT hr = _mouseDevice->Poll();
if (FAILED(hr))
{
hr = _mouseDevice->Acquire();
while (hr == DIERR_INPUTLOST)
hr = _mouseDevice->Acquire();
}
else
{
_mouseDevice->GetDeviceState(sizeof(_mouseState), (void**)&_mouseState);
}
}
}
bool e2d::Input::isDown(KeyCode key)
{
if (_keyBuffer[static_cast<int>(key)] & 0x80)
return true;
return false;
}
bool e2d::Input::isDown(MouseCode code)
{
if (_mouseState.rgbButtons[static_cast<int>(code)] & 0x80)
return true;
return false;
}
float e2d::Input::getMouseX()
{
return getMousePos().x;
}
float e2d::Input::getMouseY()
{
return getMousePos().y;
}
e2d::Point e2d::Input::getMousePos()
{
auto window = Game::getInstance()->getWindow();
POINT mousePos;
::GetCursorPos(&mousePos);
::ScreenToClient(window->getHWnd(), &mousePos);
float dpi = window->getDpi();
return Point(mousePos.x * 96.f / dpi, mousePos.y * 96.f / dpi);
}
float e2d::Input::getMouseDeltaX()
{
return (float)_mouseState.lX;
}
float e2d::Input::getMouseDeltaY()
{
return (float)_mouseState.lY;
}
float e2d::Input::getMouseDeltaZ()
{
return (float)_mouseState.lZ;
}