Magic_Game/core/modules/Input.cpp

154 lines
2.8 KiB
C++

#include "..\e2dmodule.h"
#include "..\e2dtool.h"
e2d::Input::Input(HWND hwnd)
: direct_input_(nullptr)
, keyboard_device_(nullptr)
, mouse_device_(nullptr)
{
ZeroMemory(key_buffer_, sizeof(key_buffer_));
ZeroMemory(&mouse_state_, sizeof(mouse_state_));
// 初始化接口对象
ThrowIfFailed(
DirectInput8Create(
HINST_THISCOMPONENT,
DIRECTINPUT_VERSION,
IID_IDirectInput8,
(void**)&direct_input_,
nullptr
)
);
// 初始化键盘设备
ThrowIfFailed(
direct_input_->CreateDevice(
GUID_SysKeyboard,
&keyboard_device_,
nullptr
)
);
keyboard_device_->SetCooperativeLevel(hwnd, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE);
keyboard_device_->SetDataFormat(&c_dfDIKeyboard);
keyboard_device_->Acquire();
keyboard_device_->Poll();
// 初始化鼠标设备
ThrowIfFailed(
direct_input_->CreateDevice(
GUID_SysMouse,
&mouse_device_,
nullptr
)
);
mouse_device_->SetCooperativeLevel(hwnd, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE);
mouse_device_->SetDataFormat(&c_dfDIMouse);
mouse_device_->Acquire();
mouse_device_->Poll();
}
e2d::Input::~Input()
{
if (keyboard_device_)
keyboard_device_->Unacquire();
if (mouse_device_)
mouse_device_->Unacquire();
SafeRelease(mouse_device_);
SafeRelease(keyboard_device_);
SafeRelease(direct_input_);
}
void e2d::Input::Flush()
{
if (keyboard_device_)
{
HRESULT hr = keyboard_device_->Poll();
if (FAILED(hr))
{
hr = keyboard_device_->Acquire();
while (hr == DIERR_INPUTLOST)
hr = keyboard_device_->Acquire();
}
else
{
keyboard_device_->GetDeviceState(
sizeof(key_buffer_),
(void**)&key_buffer_
);
}
}
if (mouse_device_)
{
HRESULT hr = mouse_device_->Poll();
if (FAILED(hr))
{
hr = mouse_device_->Acquire();
while (hr == DIERR_INPUTLOST)
hr = mouse_device_->Acquire();
}
else
{
mouse_device_->GetDeviceState(
sizeof(mouse_state_),
(void**)&mouse_state_
);
}
}
}
bool e2d::Input::IsDown(KeyCode key)
{
if (key_buffer_[static_cast<int>(key)] & 0x80)
return true;
return false;
}
bool e2d::Input::IsDown(MouseCode code)
{
if (mouse_state_.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()
{
HDC hdc = ::GetDC(0);
int dpi_x = GetDeviceCaps(hdc, LOGPIXELSX);
int dpi_y = GetDeviceCaps(hdc, LOGPIXELSY);
POINT mousePos;
::GetCursorPos(&mousePos);
::ScreenToClient(Game::GetInstance()->GetHWnd(), &mousePos);
return Point(mousePos.x * 96.f / dpi_x, mousePos.y * 96.f / dpi_y);
}
float e2d::Input::GetMouseDeltaX()
{
return (float)mouse_state_.lX;
}
float e2d::Input::GetMouseDeltaY()
{
return (float)mouse_state_.lY;
}
float e2d::Input::GetMouseDeltaZ()
{
return (float)mouse_state_.lZ;
}