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GD8Input.cpp
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GD8Input.cpp
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#include "GGameDemoHeader.h"
#include "GD8Input.h"
#include "GD9Device.h"
#include "Content.h"
GD8Input::GD8Input ( void )
: mActive ( true )
, mInstance ( 0 )
, mWinID ( 0 )
, mNeedClearMouseMoveDelta ( false )
{
mKboard = NULL;
mMouse = NULL;
mDI = NULL;
reset();
}
GD8Input::~GD8Input ( void )
{
dSafeDeleteVector ( mInputArray );
}
bool GD8Input::init ( const GD9Device& device, HINSTANCE hInst, HWND hWin )
{
CXUnuse ( device );
mInstance = hInst;
mWinID = hWin;
CoInitialize ( NULL );
HRESULT hr = DirectInput8Create ( mInstance, DIRECTINPUT_HEADER_VERSION, IID_IDirectInput8, ( LPVOID* ) &mDI, NULL );
CXASSERT_RESULT_FALSE ( hr );
hr = mDI->CreateDevice ( GUID_SysKeyboard, &mKboard, NULL );
CXASSERT_RESULT_FALSE ( hr );
mKboard->SetDataFormat ( &c_dfDIKeyboard );
#ifdef _DEBUG
mKboard->SetCooperativeLevel ( mWinID, DISCL_BACKGROUND | DISCL_NONEXCLUSIVE );
#else
mKboard->SetCooperativeLevel ( mWinID, DISCL_NONEXCLUSIVE | DISCL_BACKGROUND );
#endif
//调试用DISCL_NONEXCLUSIVE|DISCL_BACKGROUND
//正式版本用:DISCL_EXCLUSIVE|DISCL_
hr = mDI->CreateDevice ( GUID_SysMouse, &mMouse, NULL );
CXASSERT_RESULT_FALSE ( hr );
mMouse->SetDataFormat ( &c_dfDIMouse );
#ifdef _DEBUG
//mMouse->SetCooperativeLevel(mHwin,DISCL_BACKGROUND|DISCL_NONEXCLUSIVE);
mMouse->SetCooperativeLevel ( mWinID, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE );
#else
mMouse->SetCooperativeLevel ( mWinID, DISCL_NONEXCLUSIVE | DISCL_BACKGROUND );
#endif
mKboard->Acquire();
mMouse->Acquire();
return true;
}
void GD8Input::update()
{
if ( !mActive )
return;
//-------------------------------------------------------------------------
// 此处多做一次updateState()是为了清除鼠标中数据的增量
//-------------------------------------------------------------------------
if ( mNeedClearMouseMoveDelta )
{
updateState();
mNeedClearMouseMoveDelta = false;
}
updateState();
checkEvent();
}
bool GD8Input::isKeyPressing ( byte key )
{
return mKBoardAction[key] == eInputAction_Pressing;
}
POINT GD8Input::getMouseMove()
{
POINT Pt;
Pt.x = mMouseData.lX;
Pt.y = mMouseData.lY;
return Pt;
}
D3DVECTOR GD8Input::getMouseMoveEX()
{
D3DVECTOR vPos;
dVector ( vPos, mMouseData.lX, mMouseData.lY , mMouseData.lZ );
return vPos;
}
POINT GD8Input::getMousePoint() const
{
POINT pt;
GetCursorPos ( &pt );
ScreenToClient ( mWinID, &pt );
RECT rcNow;
GetClientRect ( mWinID, &rcNow );
float fWidth = ( float ) ( rcNow.right - rcNow.left );
float fHeight = ( float ) ( rcNow.bottom - rcNow.top );
pt.x *= ( ( float ) Content::Device.mWidth ) / fWidth;
pt.y *= ( ( float ) Content::Device.mHeight ) / fHeight;
return pt;
}
int GD8Input::getMouseWheel()
{
return mMouseData.lZ;
}
bool GD8Input::isButtonPressing ( eButtonType bt )
{
return mMouseAction[bt] == eInputAction_Pressing;
}
bool GD8Input::iskeyUp ( byte key )
{
return mKBoardAction[key] == eInputAction_Up;
}
bool GD8Input::isKeyDown ( byte key )
{
return mKBoardAction[key] == eInputAction_Down;
}
void GD8Input::active ( bool active )
{
mActive = active;
mNeedClearMouseMoveDelta = true;
}
void GD8Input::reset()
{
dMemoryZero ( &mMouseData, sizeof ( mMouseData ) );
dMemoryZero ( mMouseActionOld, sizeof ( mMouseActionOld ) );
dMemoryZero ( mKeyData, sizeof ( mKeyData ) );
dMemoryZero ( mKBoardActionOld, sizeof ( mKBoardActionOld ) );
mCurMousePositon.x = 0;
mCurMousePositon.y = 0;
}
void GD8Input::updateState()
{
if ( mKboard->GetDeviceState ( KEY_COUNT, mKeyData ) == DIERR_INPUTLOST )
{
mKboard->Acquire();
mKboard->GetDeviceState ( KEY_COUNT, mKeyData );
}
if ( mMouse->GetDeviceState ( ( sizeof ( mMouseData ) ), &mMouseData ) == DIERR_INPUTLOST )
{
mMouse->Acquire();
mMouse->GetDeviceState ( ( sizeof ( mMouseData ) ), &mMouseData );
}
for ( int i = 0; i < eButtonType_Count; i++ )
{
mMouseAction[i] = eInputState ( mMouseData.rgbButtons[i] ) - mMouseActionOld[i];
mMouseActionOld[i] = mMouseAction[i];
}
for ( int i = 0; i < KEY_COUNT; i++ )
{
mKBoardAction[i] = mKeyData[i] - mKBoardActionOld[i];
mKBoardActionOld[i] = mKBoardAction[i];
}
}
void GD8Input::checkEvent()
{
if ( !isMouseInDevice() )
return;
D3DVECTOR v = getMouseMoveEX();
if ( v.x != 0 || v.y != 0 )
{
mDelegateMouseMove.trigger();
for ( int i = 0; i < eButtonType_Count; ++i )
{
if ( isButtonPressing ( ( eButtonType ) i ) )
{
mDelegateMouseDownAndMoved.trigger();
}
}
}
if ( v.z != 0 )
{
mDelegateMouseZoom.trigger();
}
for ( int i = 0; i < eButtonType_Count; ++i )
{
if ( isButtonDown ( eButtonType ( i ) ) )
{
mDelegateMouseDown.trigger();
}
else if ( isButtonUp ( eButtonType ( i ) ) )
{
mDelegateMouseUp.trigger();
}
}
for ( auto i: mInputArray )
{
if ( i->mCtrl > 0 )
{
if ( !isCtrlOk ( i->mCtrl ) )
continue;
}
if ( i->mKey > 0 && i->mKeyAct != eInputAction_None )
{
if ( i->mKeyAct != mKBoardAction[i->mKey] )
continue;
}
i->mCallBack();
break;
}
}
bool GD8Input::isButtonDown ( eButtonType bt ) const
{
return mMouseAction[bt] == eInputAction_Down; //发生按下动作
}
bool GD8Input::isMouseInDevice() const
{
POINT pt = getMousePoint();
//鼠标在客户区外面就不执行GetInput
if ( pt.x < 0 || pt.x > Content::Device.mWidth || pt.y < 0 || pt.y > Content::Device.mHeight )
{
return false;
}
return true;
}
bool GD8Input::isButtonUp ( eButtonType bt ) const
{
return mMouseAction[bt] == eInputAction_Up; //发生按下动作
}
bool SortFunc ( GKeyItem* left, GKeyItem* right )
{
return left->mCtrl > right->mCtrl;
}
eInputAction operator- ( eInputState state, eInputAction act )
{
eInputAction action = eInputAction_None;
switch ( state )
{
case eInputStateNone:
{
if ( act == eInputAction_Down || act == eInputAction_Pressing )
action = eInputAction_Up ;
}
break;
case eInputStateBe:
{
action = eInputAction_Pressing;
if ( act == eInputAction_None )
action = eInputAction_Down;
}
break;
}
return action;
}
void GD8Input::addInputKey ( byte key, eInputAction keyact, int ctrl, KeyCallBack callback )
{
CXASSERT_RETURN ( key > 0 || ctrl > 0 );
#ifdef _DEBUG
for ( auto i: mInputArray )
{
if ( i->mCtrl == ctrl && i->mKey == key )
{
CXASSERT_RETURN ( 0 && "Exist key!" );
}
}
#endif
GKeyItem* item = new GKeyItem;
item->mKey = key;
item->mKeyAct = keyact;
item->mCtrl = ctrl;
item->mCallBack = callback;
mInputArray.push_back ( item );
::sort ( mInputArray.begin(), mInputArray.end(), SortFunc );
}
bool GD8Input::isCtrlOk ( int ctrlkeys )
{
static const byte CTRLKEYMAP[] =
{
DIK_LCONTROL,
DIK_RCONTROL,
DIK_LSHIFT,
DIK_RSHIFT,
DIK_LALT,
DIK_RALT,
};
enum eButtonState
{
eButtonState_Pressing,
eButtonState_Down,
eButtonState_Up,
eButtonState_Count,
};
eInputAction buttonState = eInputAction_None ;
for ( int key = eCtrlKey_LCtrl, offset = 0; key < eCtrlKey_Count; key = 1 << ( ++offset ) )
{
switch ( key )
{
case eCtrlKey_LCtrl:
case eCtrlKey_RCtrl:
case eCtrlKey_LShift:
case eCtrlKey_RShift:
case eCtrlKey_LAtl:
case eCtrlKey_RAtl:
{
if ( ctrlkeys & key )
{
if ( !isKeyPressing ( CTRLKEYMAP[offset] ) )
return false;
}
}
break;
case eCtrlKey_ButtonDown:
{
if ( ctrlkeys & key )
{
CXASSERT ( buttonState == eInputAction_None );
buttonState = eInputAction_Down;
}
}
break;
case eCtrlKey_ButtonPressing:
{
if ( ctrlkeys & key )
{
CXASSERT ( buttonState == eInputAction_None );
buttonState = eInputAction_Pressing;
}
}
break;
case eCtrlKey_ButtonUp:
{
if ( ctrlkeys & key )
{
CXASSERT ( buttonState == eInputAction_None );
buttonState = eInputAction_Up;
}
}
break;
case eCtrlKey_LButton:
case eCtrlKey_RButton:
case eCtrlKey_MButton:
{
if ( buttonState == eInputAction_None )
break;
if ( ctrlkeys & key )
{
if ( mMouseAction[eButtonType ( offset - 9 )] != buttonState )
return false;
}
}
break;
case eCtrlKey_Count:
{
CXASSERT_RETURN_FALSE ( 0 );
}
break;
default:
break;
}
}
return true;
}