📄 keyinput.h
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/*
KeyInput.h
Created by QiBinYi 2003.6.18
*/
#ifndef KEYINPUT_H
#define KEYINPUT_H
#include <AEE.h>
#include <AEEVCodes.h>
// game keyCode
/*
#define KUP 1
#define KDOWN 2
#define KLEFT 4
#define KRIGHT 8
#define KFIRE1 16
#define KFIRE2 32
#define KON 64
#define KOFF 128
#define KNUM1 256
#define KNUM2 512
#define KNUM3 1024
#define KNUM4 2048
#define KNUM5 4096
#define KNUM6 8192
#define KNUM7 16384
#define KNUM8 32768
#define KNUM9 65536
#define KNUM0 131072
#define KSTAR 262144
#define KPOUND 524288
#define KMOUSE 1048576
#define KBACK 0X1000000//2097152
#define KEY_MENUL 0x200000
#define KEY_MENUR 0x400000
#define KEXIT 0x800000
#define KEY_SELECT (KNUM5 | KFIRE1)
#define KEY_UP (KUP | KNUM2)
#define KEY_DOWN (KDOWN | KNUM8)
#define KEY_LEFT (KLEFT | KNUM4)
#define KEY_RIGHT (KRIGHT | KNUM6)
*/
class CEngine ;
class CKeyinput {
public :
// CONSTRUCTOR
CKeyinput() ;
~CKeyinput() ;
public:
//status for a frame
int m_keysPressed;
int m_KeysReleased;
int m_KeysDown;
int m_KeysUp;
int m_KeysHold;
int m_KeysState;
short m_KeysHoldCnt[15];
public:
void ResetAll();
bool isAnyKeyDown() { if(m_KeysDown!=0) return true; else return false; };
bool isAnyKeyHold() { if (m_KeysHold!=0) return true; else return false; };
bool KeyHold(int key) { if ((m_KeysHold&key) != 0) return true; else return false; };
bool KeyPressed(int key) { if ((m_KeysDown&key) != 0) return true; else return false; };
bool KeyReleased(int key) { if ((m_KeysUp&key) != 0) return true; else return false; };
//update key status every frame, clear temporary status
void updateKey();
// handle key event when a key event is activate
void HandleKey( AVKType vKey,AEEEvent Code ) ;
protected:
int gkConvert (int keyCode);
} ;
#endif
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