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dx2dxFunc.cpp
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dx2dxFunc.cpp
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#include "DXUT.h"
#include "dx2dxFunc.h"
#include <random>
int RandomInt(int min, int max)
{
static std::random_device device;
std::uniform_int_distribution<int> intRange(min, max);
return intRange(device);
}
float RandomFloat(float min, float max)
{
static std::random_device device;
std::uniform_real_distribution<float> floatRange(min, max);
return floatRange(device);
}
bool KEY_DOWN_ONCE(int vKey, bool *keyState)
{
if (!*keyState && GetAsyncKeyState(vKey) & 0x8000)
{
*keyState = true;
return true;
}
else if (!(GetAsyncKeyState(vKey) & 0x8000))
{
*keyState = false;
}
return false;
}
bool KEY_UP_ONCE(int vKey, bool *keyState)
{
if (!*keyState && !(GetAsyncKeyState(vKey) & 0x8000))
{
*keyState = true;
return true;
}
else if (GetAsyncKeyState(vKey) & 0x8000)
{
*keyState = false;
}
return false;
}
dx2dx::Point GET_MOUSE_POS()
{
POINT mousePos;
GetCursorPos(&mousePos);
ScreenToClient(DXUTGetHWND(), &mousePos);
return dx2dx::Point(mousePos.x, mousePos.y);
}
bool LBUTTON_DOWN_ONCE()
{
static bool lBtnDown = false;
if (!lBtnDown && DXUTIsMouseButtonDown(VK_LBUTTON))
{
lBtnDown = true;
return true;
}
else if (!DXUTIsMouseButtonDown(VK_LBUTTON))
{
lBtnDown = false;
}
return false;
}
bool LBUTTON_UP_ONCE()
{
static bool lBtnUp = false;
if (!lBtnUp && !DXUTIsMouseButtonDown(VK_LBUTTON))
{
lBtnUp = true;
return true;
}
else if (DXUTIsMouseButtonDown(VK_LBUTTON))
{
lBtnUp = false;
}
return false;
}
void GAME_SHUTDOWN()
{
PostMessage(DXUTGetHWND(), WM_CLOSE, 0, 0);
}