#include "stdafx.h"
#include <stdio.h>
#include <d3d9.h>
#include <d3dx9.h>
#include <dinput.h>
#define SafeRelease(pObject) if(pObject!=NULL){pObject->Release();pObject=NULL;}
#define ITEMS_NUM 10
static LPDIRECTINPUT8 g_pIDirectInput=NULL;
extern hWnd;
class CGameEngine_Input{
private:
LPDIRECTINPUTDEVICE8 m_pKeyboardDevice;
LPDIRECTINPUTDEVICE8 m_pMouseDevice;
char m_KeyBuffer[256];
DIDEVICEOBJECTDATA m_MouseData[ITEMS_NUM];
int MouseX,MouseY; //鼠标的XY坐标
public:
long m_lMouseMoveX,m_lMouseMoveY;
CGameEngine_Input();
~CGameEngine_Input();
bool CreateInput(HINSTANCE,HWND,int iMin=-100,int iMax=100,int iDeadZone=20);
bool ReadKeyboard();
bool ReadMouse();
bool IsKeyPressed(int key); //判断用户按键函数
inline long GetMouseMoveX(){return m_lMouseMoveX;}
inline long GetMouseMoveY(){return m_lMouseMoveY;}
int GetMouseX(HWND hWnd);
int GetMouseY(HWND hWnd);
bool IsLButtonPressed(); //判断鼠标左键按下
bool IsLButtonUp(); //判断鼠标左键放开
bool IsRButtonPressed(); //判断鼠标右键按下
bool IsMButtonPressed(); //判断鼠标中间滑轮按下
void InputRelease();
private:
bool CreateDirectInput(HINSTANCE);
bool CreateKeyboard(HWND);
bool CreateMouse(HWND);
};
///
///
#include "stdafx.h"
#include "GameEngine_Input.h"
CGameEngine_Input::CGameEngine_Input()
{
m_pKeyboardDevice=NULL;
m_lMouseMoveX=0;
m_lMouseMoveY=0;
}
bool CGameEngine_Input::CreateInput(HINSTANCE hInst,HWND hWnd,int iMin,int iMax,int iDeadZone)
{
CreateDirectInput(hInst);
CreateKeyboard(hWnd);
CreateMouse(hWnd);
return true;
}
bool CGameEngine_Input::CreateDirectInput(HINSTANCE hInst)
{
//创建IDirectInput接口对象
if(FAILED(DirectInput8Create(hInst,DIRECTINPUT_VERSION,IID_IDirectInput8,(void**)&g_pIDirectInput,NULL))){
MessageBox(NULL,"建立IDIRECTINPUT8接口对象失败.","警告",MB_OK|MB_ICONINFORMATION);
return false;
}
return true;
}
bool CGameEngine_Input::CreateKeyboard(HWND hWnd){
//创建键盘输入设备
if(FAILED(g_pIDirectInput->CreateDevice(GUID_SysKeyboard,&m_pKeyboardDevice,NULL))){
MessageBox(NULL,"建立键盘输入设备对象失败.","警告",MB_OK|MB_ICONINFORMATION);
InputRelease();
return false;
}
//设置键盘输入设备的协调级别
if(FAILED(m_pKeyboardDevice->SetCooperativeLevel(hWnd,DISCL_BACKGROUND|DISCL_NONEXCLUSIVE))){
MessageBox(NULL,"设置键盘协调级别失败.","警告",MB_OK|MB_ICONINFORMATION);
InputRelease();
return false;
}
//设置键盘输入设备的数据格式
if(FAILED(m_pKeyboardDevice->SetDataFormat(&c_dfDIKeyboard))){
MessageBox(NULL,"设置键盘的数据读取数据格式失败.","警告",MB_OK|MB_ICONINFORMATION);
InputRelease();
return false;
}
//获取键盘输入设备的访问权
if(FAILED(m_pKeyboardDevice->Acquire())){
MessageBox(NULL,"取得键盘设备的访问权失败.","警告",MB_OK|MB_ICONINFORMATION);
InputRelease();
return false;
}
//初始化键盘缓冲区
ZeroMemory(m_KeyBuffer,sizeof(char)*256);
return true;
}
//判断用户按键函数
bool CGameEngine_Input::ReadKeyboard(){ //key=DIK_RIGHT,DIK_LEFT,DIK_A,.....
if(DIERR_INPUTLOST==m_pKeyboardDevice->GetDeviceState(sizeof(m_KeyBuffer),(LPVOID)m_KeyBuffer)){
m_pKeyboardDevice->Acquire(); //重新获取键盘的使用权
if(FAILED(m_pKeyboardDevice->GetDeviceState(sizeof(m_KeyBuffer),(LPVOID)m_KeyBuffer))){
return false;
}
}
return true;
}
bool CGameEngine_Input::CreateMouse(HWND hWnd){
//创建鼠标输入设备
if(FAILED(g_pIDirectInput->CreateDevice(GUID_SysMouse,&m_pMouseDevice,NULL))){
MessageBox(NULL,"建立鼠标输入设备对象失败.","警告",MB_OK|MB_ICONINFORMATION);
InputRelease();
return false;
}
//设置鼠标设备的数据格式
if(FAILED(m_pMouseDevice->SetDataFormat(&c_dfDIMouse))){
MessageBox(NULL,"设置鼠标的数据读取格式失败.","警告",MB_OK|MB_ICONINFORMATION);
InputRelease();
return false;
}
//设置鼠标设备的协调级别
if(FAILED(m_pMouseDevice->SetCooperativeLevel(hWnd,DISCL_FOREGROUND|DISCL_NONEXCLUSIVE))){
MessageBox(NULL,"设置鼠标协调级别失败.","警告",MB_OK|MB_ICONINFORMATION);
InputRelease();
return false;
}
//设置鼠标设备的属性(使用缓冲区读数据)
DIPROPDWORD dipROPWORD;
dipROPWORD.diph.dwSize=sizeof(DIPROPDWORD);
dipROPWORD.diph.dwHeaderSize=sizeof(DIPROPHEADER);
dipROPWORD.diph.dwObj=0;
dipROPWORD.diph.dwHow=DIPH_DEVICE;
dipROPWORD.dwData=ITEMS_NUM; //#define ITEMS_NUM 10
if(FAILED(m_pMouseDevice->SetProperty(DIPROP_BUFFERSIZE,&dipROPWORD.diph))){
MessageBox(NULL,"设置鼠标设备属性失败.","警告",MB_OK|MB_ICONINFORMATION);
InputRelease();
return false;
}
//获取鼠标设备的访问权
if(FAILED(m_pMouseDevice->Acquire()))
{
MessageBox(NULL,"取得鼠标的访问权失败.","警告",MB_OK|MB_ICONINFORMATION);
InputRelease();
return false;
}
return true;
}
//判断键盘的按下状况
bool CGameEngine_Input::IsKeyPressed(int key)
{
HRESULT hr;
hr=m_pKeyboardDevice->GetDeviceState(sizeof(m_KeyBuffer),(LPVOID)m_KeyBuffer);
if(hr==DIERR_INPUTLOST)
{
m_pKeyboardDevice->Acquire();
hr=m_pKeyboardDevice->GetDeviceState(sizeof(m_KeyBuffer),(LPVOID)m_KeyBuffer);
if(FAILED(hr))
{
MessageBox(NULL,"取得键盘按键状态失败","警告",MB_OK|MB_ICONINFORMATION);
return false;
}
}
if(m_KeyBuffer[key] & 0x80)
{
return true;
}
return false;
}
//捕捉鼠标按键和移动数据
bool CGameEngine_Input::ReadMouse(){
DWORD dwReadNum=1;
int i;
//每次读取数据前,一定要使鼠标缓冲区清零
ZeroMemory(m_MouseData,sizeof(DIDEVICEOBJECTDATA)*ITEMS_NUM);
//循环读取鼠标数据
for(i=0;i<ITEMS_NUM;i++){
if(DIERR_INPUTLOST==m_pMouseDevice->GetDeviceData(sizeof(DIDEVICEOBJECTDATA),&m_MouseData[i],&dwReadNum,0)){
m_pMouseDevice->Acquire();
if(FAILED(m_pMouseDevice->GetDeviceData(sizeof(DIDEVICEOBJECTDATA),&m_MouseData[i],&dwReadNum,0))){
return false;
}
}
if(m_MouseData[i].dwOfs==DIMOFS_X){
m_lMouseMoveX+=m_MouseData[i].dwData;
}
if(m_MouseData[i].dwOfs==DIMOFS_Y){
m_lMouseMoveY+=m_MouseData[i].dwData;
}
}
return true;
}
//判断鼠标左键按下
bool CGameEngine_Input::IsLButtonPressed(){
for(int i=0;i<ITEMS_NUM;i++)
{
if((m_MouseData[i].dwOfs==DIMOFS_BUTTON0) && (m_MouseData[i].dwData & 0x80))
{
return true;
}
}
return false;
}
//判断鼠标左键按下
bool CGameEngine_Input::IsLButtonUp(){
for(int i=0;i<ITEMS_NUM;i++){
if((m_MouseData[i].dwOfs==DIMOFS_BUTTON0) && !(m_MouseData[i].dwData & 0x80)){
return true;
}
}
return false;
}
//判断鼠标右键按下
bool CGameEngine_Input::IsRButtonPressed(){
for(int i=0;i<ITEMS_NUM;i++){
if((m_MouseData[i].dwOfs==DIMOFS_BUTTON1) && (m_MouseData[i].dwData & 0x80)){
return true;
}
}
return false;
}
//判断鼠标滚轮按下
bool CGameEngine_Input::IsMButtonPressed(){
for(int i=0;i<ITEMS_NUM;i++){
if((m_MouseData[i].dwOfs==DIMOFS_BUTTON2) && (m_MouseData[i].dwData & 0x80)){
return true;
}
}
return false;
}
CGameEngine_Input::~CGameEngine_Input()
{
}
void CGameEngine_Input::InputRelease(){
if(m_pKeyboardDevice){
m_pKeyboardDevice->Unacquire();
}
if(m_pMouseDevice){
m_pMouseDevice->Unacquire();
}
SafeRelease(m_pKeyboardDevice);
SafeRelease(m_pMouseDevice);
SafeRelease(g_pIDirectInput);
}
int CGameEngine_Input::GetMouseX(HWND hWnd)
{
POINT point;
GetCursorPos(&point);
ScreenToClient(hWnd,&point);
return point.x;
}
int CGameEngine_Input::GetMouseY(HWND hWnd)
{
POINT point;
GetCursorPos(&point);
ScreenToClient(hWnd,&point);
return point.y;
}