Directx11学习笔记【二十一】 封装键盘鼠标响应类

时间:2023-03-09 09:45:09
Directx11学习笔记【二十一】 封装键盘鼠标响应类

原文:Directx11学习笔记【二十一】 封装键盘鼠标响应类

摘要: 本文由zhangbaochong原创,转载请注明出处:http://www.cnblogs.com/zhangbaochong/p/5804565.html

  由于我们练习的Demo一般都比较简单,对响应时间效率没有太高要求,因此键盘鼠标响应可以采用Win32的处理函数,而不必使用DirectInput,DirectInput在后面会专门再介绍。

  为了方便使用,封装了一个Input类用于处理键盘鼠标消息,为了方便采用单例模式,代码很简单:

Input.h

 #pragma once
#include <Windows.h> class Input
{
public:
~Input(); public:
void Init();
void Listen(UINT msg, float x, float y); // Listen to the user input
static Input* GetInstance()
{
static Input* instance = new Input(); return instance;
} public:
float GetMouseX() const;
float GetMouseY() const;
float GetLastMouseX() const;
float GetLastMouseY() const;
bool IsLMouseDown() const;
bool IsRMouseDown() const;
bool IsMouseUp() const;
bool IsMouseMove() const;
int IsKeyDown(int key) const; private:
POINT m_lastMousePos;
POINT m_mousePos;
bool m_lMouseDown;
bool m_rMouseDown;
bool m_mouseUp;
bool m_mouseMove; private:
Input();
Input(const Input&);
void operator=(const Input&);
};

Input.cpp

 #include "Input.h"

 //******************
//禁止构造复制
//******************
Input::Input() {}
Input::Input(const Input&) {}
Input::~Input() {}
void Input::operator=(const Input&) {} void Input::Init()
{
m_lastMousePos = { , };
m_mousePos = { , };
m_lMouseDown = false;
m_rMouseDown = false;
m_mouseUp = false;
m_mouseMove = false;
} void Input::Listen(UINT msg, float x, float y)
{
m_lastMousePos.x = m_mousePos.x;
m_lastMousePos.y = m_mousePos.y; m_mousePos.x = x;
m_mousePos.y = y; switch (msg)
{
case WM_LBUTTONDOWN:
m_lMouseDown = true;
break;
case WM_RBUTTONDOWN:
m_rMouseDown = true;
break;
case WM_LBUTTONUP:
case WM_RBUTTONUP:
m_mouseUp = true;
m_lMouseDown = false;
m_rMouseDown = false;
break;
case WM_MOUSEMOVE:
m_mouseMove = true;
break;
default:
m_mouseMove = false;
break;
}
} float Input::GetMouseX() const
{
return m_mousePos.x;
} float Input::GetMouseY() const
{
return m_mousePos.y;
} float Input::GetLastMouseX() const
{
return m_lastMousePos.x;
} float Input::GetLastMouseY() const
{
return m_lastMousePos.y;
} bool Input::IsLMouseDown() const
{
return m_lMouseDown;
} bool Input::IsRMouseDown() const
{
return m_rMouseDown;
} bool Input::IsMouseUp() const
{
return m_mouseUp;
} bool Input::IsMouseMove() const
{
return m_mouseMove;
} int Input::IsKeyDown(int vKey) const
{
return GetAsyncKeyState(vKey) & 0x8000;
}

  使用的时候先在Dx11Base基类中初始化,并在消息处理函数WndProc中调用Listen函数:

bool SystemClass::init(HINSTANCE hInstance, int nCmdShow)
{
InputClass::getInstance()->init();
...
}
LRESULT CALLBACK Dx11Base::WinProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
Input::GetInstance()->Listen(uMsg, GET_X_LPARAM(lParam), GET_Y_LPARAM(lParam));
...
}

  以上个教程MeshDemo为例,Input类使用如下:

 void MeshDemo::UpdateCamera(float dt)
{
//前后左右行走
if (Input::GetInstance()->IsKeyDown('A'))
{
m_camera.Strafe(-.f*dt);
}
else if (Input::GetInstance()->IsKeyDown('D'))
{
m_camera.Strafe(.f*dt);
}
if (Input::GetInstance()->IsKeyDown('W'))
{
m_camera.Walk(.f*dt);
}
else if (Input::GetInstance()->IsKeyDown('S'))
{
m_camera.Walk(-.f*dt);
} if (Input::GetInstance()->IsMouseMove())
{
float mouseX = Input::GetInstance()->GetMouseX();
float mouseY = Input::GetInstance()->GetMouseY();
if (Input::GetInstance()->IsLMouseDown())
{
float dx = XMConvertToRadians(0.25f*(mouseX - m_lastMousePos.x));
float dy = XMConvertToRadians(0.25f*(mouseY - m_lastMousePos.y)); OutputDebugString(L"left btn click");
m_camera.Pitch(dy);
m_camera.RotateY(dx);
}
m_lastMousePos.x = mouseX;
m_lastMousePos.y = mouseY;
} m_camera.UpdateViewMatrix();
}