add simple input class for testing
This commit is contained in:
parent
abfd3116ca
commit
5e8e106327
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@ -69,7 +69,7 @@
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<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
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<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
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<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
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<LibraryPath>$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
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<LibraryPath>C:\Users\Linda Andersson\Desktop\spel\git\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
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@ -94,12 +94,12 @@
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<WarningLevel>Level3</WarningLevel>
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<Optimization>Disabled</Optimization>
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<SDLCheck>true</SDLCheck>
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<AdditionalIncludeDirectories>$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<AdditionalIncludeDirectories>$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<PreprocessorDefinitions>GAME_DLL_EXPORT;_WINDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<AdditionalDependencies>GamePhysics_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalDependencies>Input_$(PlatformShortName)D.lib;GamePhysics_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
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</Link>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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@ -107,12 +107,12 @@
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<WarningLevel>Level3</WarningLevel>
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<Optimization>Disabled</Optimization>
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<SDLCheck>true</SDLCheck>
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<AdditionalIncludeDirectories>$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<AdditionalIncludeDirectories>$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<PreprocessorDefinitions>GAME_DLL_EXPORT;_WINDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<AdditionalDependencies>GamePhysics_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalDependencies>Input_$(PlatformShortName)D.lib;GamePhysics_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
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</Link>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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@ -122,14 +122,14 @@
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<SDLCheck>true</SDLCheck>
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<AdditionalIncludeDirectories>$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<AdditionalIncludeDirectories>$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<PreprocessorDefinitions>GAME_DLL_EXPORT;_WINDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<OptimizeReferences>true</OptimizeReferences>
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<AdditionalDependencies>GamePhysics_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalDependencies>Input_$(PlatformShortName).lib;GamePhysics_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
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</Link>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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@ -139,14 +139,14 @@
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<SDLCheck>true</SDLCheck>
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<AdditionalIncludeDirectories>$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<AdditionalIncludeDirectories>$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<PreprocessorDefinitions>GAME_DLL_EXPORT;_WINDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<OptimizeReferences>true</OptimizeReferences>
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<AdditionalDependencies>GamePhysics_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalDependencies>Input_$(PlatformShortName).lib;GamePhysics_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
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</Link>
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</ItemDefinitionGroup>
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<ItemGroup>
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@ -158,6 +158,9 @@
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<LinkLibraryDependencies>false</LinkLibraryDependencies>
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<UseLibraryDependencyInputs>false</UseLibraryDependencyInputs>
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</ProjectReference>
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<ProjectReference Include="..\Input\Input.vcxproj">
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<Project>{7e3990d2-3d94-465c-b58d-64a74b3ecf9b}</Project>
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</ProjectReference>
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<ProjectReference Include="..\Misc\Misc.vcxproj">
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<Project>{2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee}</Project>
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</ProjectReference>
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@ -10,7 +10,7 @@
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#include "Core/Core.h"
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#include "Render\Preparations\Preparations.h"
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#include "IGame.h"
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//#include "InputController.h"
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#include "L_inputClass.h"
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@ -21,6 +21,7 @@ HINSTANCE g_hInst = NULL;
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HWND g_hWnd = NULL;
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GameLogic::IGame* game;
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InputClass* inputObj;
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//--------------------------------------------------------------------------------------
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@ -181,16 +182,30 @@ HRESULT InitGame()
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game = new GameLogic::IGame();
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game->Init();
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game->StartGame();
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inputObj = new InputClass;
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if(!inputObj->Initialize(g_hInst, g_hWnd, 1024, 768))
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{
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MessageBox(0, L"Could not initialize the input object.", L"Error", MB_OK);
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return false;
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}
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return S_OK;
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}
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HRESULT Update(float deltaTime)
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{
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game->Update();
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inputObj->Update();
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return S_OK;
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}
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HRESULT Render(float deltaTime)
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{
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int isPressed = 0;
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if(inputObj->IsKeyPressed(DIK_A))
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{
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isPressed = 1;
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}
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//Oyster::Graphics::Render::Rendering::Basic::NewFrame();
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Oyster::Graphics::Render::Preparations::Basic::ClearBackBuffer(Oyster::Math::Float4(0,0,1,1));
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@ -199,7 +214,11 @@ HRESULT Render(float deltaTime)
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//Oyster::Graphics::Core::deviceContext->Draw(3,0);
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//Oyster::Graphics::Render::Rendering::Basic::EndFrame();
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wchar_t title[255];
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//swprintf(title, L"| FPS: %d \n",(int)(isPressed));
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swprintf(title, sizeof(title), L"| Pressing A: %d | \n", (int)(isPressed));
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SetWindowText(g_hWnd, title);
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Oyster::Graphics::Core::swapChain->Present(0,0);
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@ -18,13 +18,19 @@
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<Platform>x64</Platform>
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</ProjectConfiguration>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="L_inputClass.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="L_inputClass.h" />
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</ItemGroup>
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<PropertyGroup Label="Globals">
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<ProjectGuid>{7E3990D2-3D94-465C-B58D-64A74B3ECF9B}</ProjectGuid>
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<RootNamespace>Input</RootNamespace>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<ConfigurationType>StaticLibrary</ConfigurationType>
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<UseDebugLibraries>true</UseDebugLibraries>
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<PlatformToolset>v110</PlatformToolset>
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<CharacterSet>Unicode</CharacterSet>
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@ -14,4 +14,14 @@
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<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
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</Filter>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="L_inputClass.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="L_inputClass.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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</Project>
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@ -0,0 +1,203 @@
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#include "L_inputclass.h"
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InputClass::InputClass()
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{
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m_directInput = NULL;
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m_keyboard = NULL;
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m_mouse = NULL;
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}
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InputClass::~InputClass()
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{
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// Release the mouse.
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if(m_mouse)
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{
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(m_mouse)->Unacquire();
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(m_mouse)->Release();
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(m_mouse) = NULL;
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}
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//SAFE_UNACQUIRE(m_mouse);
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// Release the keyboard.
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if(m_keyboard)
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{
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(m_keyboard)->Unacquire();
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(m_keyboard)->Release();
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(m_keyboard) = NULL;
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}
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//SAFE_UNACQUIRE(m_keyboard);
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// Release the main interface to direct input.
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if( m_directInput )
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{
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(m_directInput)->Release();
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(m_directInput) = NULL;
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}
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//SAFE_RELEASE(m_directInput);
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return;
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}
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bool InputClass::Initialize(HINSTANCE hinstance, HWND hwnd, int screenWidth, int screenHeight)
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{
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HRESULT result;
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// Initialize the main direct input interface.
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result = DirectInput8Create(hinstance, DIRECTINPUT_VERSION, IID_IDirectInput8, (void**)&m_directInput, NULL);
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if(FAILED(result))
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{
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return false;
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}
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// Initialize the direct input interface for the keyboard.
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result = m_directInput->CreateDevice(GUID_SysKeyboard, &m_keyboard, NULL);
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if(FAILED(result))
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{
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return false;
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}
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// Set the cooperative level of the keyboard to not share with other programs.
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result = m_keyboard->SetCooperativeLevel(hwnd, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE);
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if(FAILED(result))
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{
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return false;
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}
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// Set the data format. In this case since it is a keyboard we can use the predefined data format.
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result = m_keyboard->SetDataFormat(&c_dfDIKeyboard);
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if(FAILED(result))
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{
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return false;
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}
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// Now acquire the keyboard.
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result = m_keyboard->Acquire();
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if(FAILED(result))
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{
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return false;
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}
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// Initialize the direct input interface for the mouse.
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result = m_directInput->CreateDevice(GUID_SysMouse, &m_mouse, NULL);
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if(FAILED(result))
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{
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return false;
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}
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// Set the data format for the mouse using the pre-defined mouse data format.
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result = m_mouse->SetDataFormat(&c_dfDIMouse);
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if(FAILED(result))
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{
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return false;
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}
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// Set the cooperative level of the mouse to share with other programs.
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result = m_mouse->SetCooperativeLevel(hwnd, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE);
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if(FAILED(result))
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{
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return false;
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}
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// Acquire the mouse.
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result = m_mouse->Acquire();
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if(FAILED(result))
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{
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return false;
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}
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return true;
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}
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bool InputClass::Update()
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{
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bool result;
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//Read the current state of the keyboard.
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result = ReadKeyboard();
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if(!result)
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{
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return false;
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}
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// Read the current state of the mouse.
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result = ReadMouse();
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if(!result)
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{
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return false;
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}
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return true;
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}
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bool InputClass::ReadKeyboard()
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{
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HRESULT result;
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// Read the keyboard device.
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result = m_keyboard->GetDeviceState(sizeof(m_keyboardState), (LPVOID)&m_keyboardState);
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if(FAILED(result))
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{
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// If the keyboard lost focus or was not acquired then try to get control back.
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if((result == DIERR_INPUTLOST) || (result == DIERR_NOTACQUIRED))
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{
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m_keyboard->Acquire();
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}
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else
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{
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return false;
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}
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}
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return true;
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}
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bool InputClass::ReadMouse()
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{
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HRESULT result;
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// Read the mouse device.
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result = m_mouse->GetDeviceState(sizeof(DIMOUSESTATE), (LPVOID)&m_mouseState);
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if(FAILED(result))
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{
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// If the mouse lost focus or was not acquired then try to get control back.
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if((result == DIERR_INPUTLOST) || (result == DIERR_NOTACQUIRED))
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{
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m_mouse->Acquire();
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}
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else
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{
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return false;
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}
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}
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return true;
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}
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void InputClass::MouseMove(float &Pitch, float &RotateY )
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{
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//if left mouse button is pressed
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if (m_mouseState.rgbButtons[0])
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{
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float dx = (static_cast<float>( m_mouseState.lX)/150);
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float dy = (static_cast<float>( m_mouseState.lY)/150);
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//
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Pitch=dy;
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RotateY=dx;
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}
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}
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bool InputClass::IsMousePressed()
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{
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if (m_mouseState.rgbButtons[0])
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{
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return true;
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}
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return false;
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}
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bool InputClass::IsKeyPressed(int key)
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{
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if( m_keyboardState[key] & 0x80 )
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return true;
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return false;
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}
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@ -0,0 +1,45 @@
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#ifndef _INPUTCLASS_H_
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#define _INPUTCLASS_H_
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#define DIRECTINPUT_VERSION 0x0800
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#pragma comment(lib, "dinput8.lib")
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#pragma comment(lib, "dxguid.lib")
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#include <dinput.h>
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class InputClass
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{
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private:
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IDirectInput8* m_directInput;
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IDirectInputDevice8* m_keyboard;
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IDirectInputDevice8* m_mouse;
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unsigned char m_keyboardState[256];
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DIMOUSESTATE m_mouseState;
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bool ReadKeyboard();
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bool ReadMouse();
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public:
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InputClass();
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~InputClass();
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// Initialize DirectInput8Create and acquire the mouse and keyboard
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bool Initialize(HINSTANCE, HWND, int, int);
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//read the mouse and keyboard and send back
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// delta mouse pos and if any button is pressed
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bool Update();
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bool IsKeyPressed(int key);
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bool IsMousePressed();
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void MouseMove(float &Pitch, float &RoateY);
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};
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#endif
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