📄 game_input.h
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#ifndef GAMEENGINE_GINPUT_INCLUDED
#define GAMEENGINE_GINPUT_INCLUDED
#define MK_MIN 0x100
#define MK_LEFT 0x100 //>255
#define MK_RIGHT 0x101
#define MK_MID 0x102
class CGInput
{
LPDIRECTINPUT8 m_pDInput;
LPDIRECTINPUTDEVICE8 m_pDInputKB;
LPDIRECTINPUTDEVICE8 m_pDInputMouse;
char m_strKeyState[256];
DIMOUSESTATE m_MouseState;
char m_strKeyStateOld[256];
DIMOUSESTATE m_MouseStateOld;
public:
CGInput(HINSTANCE hInstance,HWND hWnd);
~CGInput(void);
LRESULT Update(void);
LRESULT GetIsKeyDown(DWORD keycode)
{
if(keycode<MK_MIN)
return (0x80 & m_strKeyState[keycode]) |m_strKeyStateOld[keycode]>>4 ;
else
return (0x80 & m_MouseState.rgbButtons[keycode-MK_MIN])
|m_MouseStateOld.rgbButtons[keycode-MK_MIN]>>4;
}
LRESULT GetIsKeyUp(DWORD keycode) //按键被按下后释放
{
if(keycode<MK_MIN)
return (0x80 & m_strKeyStateOld[keycode]) && !(0x80 & m_strKeyState[keycode]) ;
else
return (0x80 & m_MouseStateOld.rgbButtons[keycode-MK_MIN])
&& !(0x80 & m_MouseState.rgbButtons[keycode-MK_MIN]);
}
LONG GetLX() {return m_MouseState.lX;}
LONG GetLY() {return m_MouseState.lY;}
LONG GetLZ() {return m_MouseState.lZ;}
};
#endif
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