Magic_Game/kiwano/base/Input.h

90 lines
2.2 KiB
C++

// Copyright (c) 2016-2018 Kiwano - 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 "../macros.h"
#include "../common/Singleton.hpp"
#include "../math/helper.h"
#include "keys.hpp"
#include "Component.h"
namespace kiwano
{
class KGE_API Input
: public Singleton<Input>
, public Component
{
KGE_DECLARE_SINGLETON(Input);
public:
// 检测键盘或鼠标按键是否正被按下
bool IsDown(
int key_or_btn
);
// 检测键盘或鼠标按键是否刚被点击
bool WasPressed(
int key_or_btn
);
// 检测键盘或鼠标按键是否刚抬起
bool WasReleased(
int key_or_btn
);
// 获得鼠标 x 坐标
float GetMouseX();
// 获得鼠标 y 坐标
float GetMouseY();
// 获得鼠标坐标
Point GetMousePos();
public:
void SetupComponent(Application*) override {}
void DestroyComponent() override {}
void Update();
void UpdateKey(int, bool);
void UpdateMousePos(float, float);
void HandleMessage(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam) override;
protected:
Input();
~Input();
protected:
static const int KEY_NUM = 256;
bool want_update_;
bool keys_[KEY_NUM];
bool keys_pressed_[KEY_NUM];
bool keys_released_[KEY_NUM];
float mouse_pos_x_;
float mouse_pos_y_;
};
}