direct input fini
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@ -31,7 +31,11 @@ bool SystemClass::Initialize()
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// Create and initialize the input object. This object will be used to handle reading the keyboard input from the user.
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m_Input = new InputClass;
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m_Input->Initialize();
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result = m_Input->Initialize(m_hinstance, m_hwnd, screenWidth, screenHeight);
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if (!result)
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{
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return false;
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}
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// Create and initialize the application class object. This object will handle rendering all the graphics for this application.
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m_Application = new ApplicationClass;
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@ -112,15 +116,15 @@ bool SystemClass::Frame()
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{
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bool result;
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// Check if the user pressed escape and wants to exit the application.
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if (m_Input->IsKeyDown(VK_ESCAPE))
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// Do the input frame processing.
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result = m_Input->Frame();
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if (!result)
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{
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return false;
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}
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// Do the frame processing for the application class object.
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result = m_Application->Frame();
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result = m_Application->Frame(m_Input);
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if (!result)
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{
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return false;
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@ -131,30 +135,7 @@ bool SystemClass::Frame()
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LRESULT CALLBACK SystemClass::MessageHandler(HWND hwnd, UINT umsg, WPARAM wparam, LPARAM lparam)
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{
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switch (umsg)
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{
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// Check if a key has been pressed on the keyboard.
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case WM_KEYDOWN:
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{
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// If a key is pressed send it to the input object so it can record that state.
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m_Input->KeyDown((unsigned int)wparam);
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return 0;
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}
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// Check if a key has been released on the keyboard.
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case WM_KEYUP:
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{
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// If a key is released then send it to the input object so it can unset the state for that key.
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m_Input->KeyUp((unsigned int)wparam);
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return 0;
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}
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// Any other messages send to the default message handler as our application won't make use of them.
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default:
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{
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return DefWindowProc(hwnd, umsg, wparam, lparam);
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}
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}
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return DefWindowProc(hwnd, umsg, wparam, lparam);
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}
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void SystemClass::InitializeWindows(int& screenWidth, int& screenHeight)
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@ -12,6 +12,7 @@ ApplicationClass::ApplicationClass()
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m_Bitmap = 0;
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m_Sprite = 0;
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m_Timer = 0;
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m_MouseStrings = 0;
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}
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@ -27,6 +28,7 @@ ApplicationClass::~ApplicationClass()
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bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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{
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char mouseString1[32], mouseString2[32], mouseString3[32];
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char modelFilename[128];
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char textureFilename1[128], textureFilename2[128];
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char bitmapFilename[128];
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@ -91,6 +93,32 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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return false;
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}
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// Set the initial mouse strings.
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strcpy_s(mouseString1, "Mouse X: 0");
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strcpy_s(mouseString2, "Mouse Y: 0");
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strcpy_s(mouseString3, "Mouse Button: No");
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// Create and initialize the text objects for the mouse strings.
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m_MouseStrings = new TextClass[3];
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result = m_MouseStrings[0].Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), screenWidth, screenHeight, 32, m_Font, mouseString1, 10, 10, 1.0f, 1.0f, 1.0f);
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if (!result)
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{
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return false;
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}
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result = m_MouseStrings[1].Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), screenWidth, screenHeight, 32, m_Font, mouseString1, 10, 35, 1.0f, 1.0f, 1.0f);
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if (!result)
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{
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return false;
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}
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result = m_MouseStrings[2].Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), screenWidth, screenHeight, 32, m_Font, mouseString1, 10, 60, 1.0f, 1.0f, 1.0f);
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if (!result)
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{
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return false;
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}
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// Set the file name of the bitmap file.
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strcpy_s(bitmapFilename, "stone01.tga");
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@ -156,6 +184,17 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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void ApplicationClass::Shutdown()
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{
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// Release the text objects for the mouse strings.
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if (m_MouseStrings)
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{
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m_MouseStrings[0].Shutdown();
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m_MouseStrings[1].Shutdown();
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m_MouseStrings[2].Shutdown();
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delete[] m_MouseStrings;
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m_MouseStrings = 0;
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}
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// Release the timer object.
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if (m_Timer)
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{
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@ -244,8 +283,11 @@ void ApplicationClass::Shutdown()
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}
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bool ApplicationClass::Frame()
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bool ApplicationClass::Frame(InputClass* Input)
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{
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int mouseX, mouseY;
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bool result, mouseDown;
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float frameTime;
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static float rotation = 0.0f;
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static float x = 2.f;
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@ -253,6 +295,12 @@ bool ApplicationClass::Frame()
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static float z = 0.f;
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bool result;
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// Check if the user pressed escape and wants to exit the application.
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if (Input->IsEscapePressed())
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{
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return false;
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}
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// Update the rotation variable each frame.
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rotation -= 0.0174532925f * 0.1f;
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if (rotation < 0.0f)
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@ -309,6 +357,19 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
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// Turn off the Z buffer to begin all 2D rendering.
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m_Direct3D->TurnZBufferOff();
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// Render the mouse text strings using the font shader.
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for (i = 0; i < 3; i++)
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{
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m_MouseStrings[i].Render(m_Direct3D->GetDeviceContext());
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result = m_FontShader->Render(m_Direct3D->GetDeviceContext(), m_MouseStrings[i].GetIndexCount(), worldMatrix, viewMatrix, orthoMatrix,
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m_Font->GetTexture(), m_MouseStrings[i].GetPixelColor());
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if (!result)
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{
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return false;
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}
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}
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// Put the sprite vertex and index buffers on the graphics pipeline to prepare them for drawing.
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result = m_Sprite->Render(m_Direct3D->GetDeviceContext());
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if (!result)
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@ -385,3 +446,58 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
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return true;
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}
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bool ApplicationClass::UpdateMouseStrings(int mouseX, int mouseY, bool mouseDown)
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{
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char tempString[16], finalString[32];
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bool result;
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// Convert the mouse X integer to string format.
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sprintf_s(tempString, "%d", mouseX);
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// Setup the mouse X string.
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strcpy_s(finalString, "Mouse X: ");
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strcat_s(finalString, tempString);
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// Update the sentence vertex buffer with the new string information.
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result = m_MouseStrings[0].UpdateText(m_Direct3D->GetDeviceContext(), m_Font, finalString, 10, 10, 1.0f, 1.0f, 1.0f);
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if (!result)
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{
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return false;
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}
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// Convert the mouse Y integer to string format.
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sprintf_s(tempString, "%d", mouseY);
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// Setup the mouse Y string.
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strcpy_s(finalString, "Mouse Y: ");
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strcat_s(finalString, tempString);
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// Update the sentence vertex buffer with the new string information.
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result = m_MouseStrings[1].UpdateText(m_Direct3D->GetDeviceContext(), m_Font, finalString, 10, 35, 1.0f, 1.0f, 1.0f);
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if (!result)
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{
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return false;
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}
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// Setup the mouse button string.
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if (mouseDown)
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{
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strcpy_s(finalString, "Mouse Button: Yes");
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}
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else
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{
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strcpy_s(finalString, "Mouse Button: No");
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}
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// Update the sentence vertex buffer with the new string information.
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result = m_MouseStrings[2].UpdateText(m_Direct3D->GetDeviceContext(), m_Font, finalString, 10, 60, 1.0f, 1.0f, 1.0f);
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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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@ -15,6 +15,7 @@
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#include "textureshaderclass.h"
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#include "spriteclass.h"
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#include "timerclass.h"
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#include "textclass.h"
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/////////////
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// GLOBALS //
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@ -37,10 +38,12 @@ public:
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bool Initialize(int, int, HWND);
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void Shutdown();
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bool Frame();
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bool Frame(InputClass*);
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private:
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bool Render(float, float, float, float);
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bool UpdateMouseStrings(int, int, bool);
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private:
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D3DClass* m_Direct3D;
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CameraClass* m_Camera;
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@ -52,6 +55,7 @@ private:
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BitmapClass* m_Bitmap;
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SpriteClass* m_Sprite;
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TimerClass* m_Timer;
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TextClass* m_MouseStrings;
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};
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#endif
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@ -50,6 +50,7 @@
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<ClInclude Include="Multitextureshaderclass.h" />
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<ClInclude Include="Spriteclass.h" />
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<ClInclude Include="systemclass.h" />
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<ClInclude Include="textclass.h" />
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<ClInclude Include="textureclass.h" />
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<ClInclude Include="textureshaderclass.h" />
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<ClInclude Include="Timerclass.h" />
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@ -1,172 +1,60 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<ItemGroup>
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<Filter Include="Fichiers sources">
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<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
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<Extensions>cpp;c;cc;cxx;c++;cppm;ixx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
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</Filter>
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<Filter Include="Fichiers d%27en-tête">
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<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
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<Extensions>h;hh;hpp;hxx;h++;hm;inl;inc;ipp;xsd</Extensions>
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</Filter>
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<Filter Include="Fichiers de ressources">
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<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
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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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<Filter Include="shader">
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<UniqueIdentifier>{b016e481-576e-4d99-bdde-34cc10c55b1d}</UniqueIdentifier>
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</Filter>
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<Filter Include="texture">
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<UniqueIdentifier>{f76f9761-bbbe-42a8-935d-01f1b9172c38}</UniqueIdentifier>
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</Filter>
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<Filter Include="assets">
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<UniqueIdentifier>{741e1efe-db9b-48a7-9ecb-4c34a696f40e}</UniqueIdentifier>
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</Filter>
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<ClCompile Include="applicationclass.cpp" />
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<ClCompile Include="bitmapclass.cpp" />
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<ClCompile Include="Cameraclass.cpp" />
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<ClCompile Include="Colorshaderclass.cpp" />
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<ClCompile Include="d3dclass.cpp" />
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<ClCompile Include="inputclass.cpp" />
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<ClCompile Include="Lightclass.cpp" />
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<ClCompile Include="Lightshaderclass.cpp" />
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<ClCompile Include="Main.cpp" />
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<ClCompile Include="modelclass.cpp" />
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<ClCompile Include="Multitextureshaderclass.cpp" />
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<ClCompile Include="Spriteclass.cpp" />
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<ClCompile Include="Systemclass.cpp" />
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<ClCompile Include="textureclass.cpp" />
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<ClCompile Include="textureshaderclass.cpp" />
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<ClCompile Include="Timerclass.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="Main.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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<ClCompile Include="Systemclass.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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<ClCompile Include="inputclass.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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<ClCompile Include="applicationclass.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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<ClCompile Include="d3dclass.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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<ClCompile Include="Colorshaderclass.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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<ClCompile Include="modelclass.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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<ClCompile Include="Cameraclass.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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<ClCompile Include="textureclass.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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<ClCompile Include="lightshaderclass.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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<ClCompile Include="lightclass.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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<ClCompile Include="Multitextureshaderclass.cpp">
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<ClCompile Include="bitmapclass.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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<ClCompile Include="textureshaderclass.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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<ClCompile Include="Spriteclass.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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<ClCompile Include="Timerclass.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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<ClInclude Include="applicationclass.h" />
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<ClInclude Include="bitmapclass.h" />
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<ClInclude Include="Cameraclass.h" />
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<ClInclude Include="Colorshaderclass.h" />
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<ClInclude Include="d3dclass.h" />
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<ClInclude Include="inputclass.h" />
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<ClInclude Include="lightclass.h" />
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<ClInclude Include="lightshaderclass.h" />
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<ClInclude Include="modelclass.h" />
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<ClInclude Include="Multitextureshaderclass.h" />
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<ClInclude Include="Spriteclass.h" />
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<ClInclude Include="systemclass.h" />
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<ClInclude Include="textureclass.h" />
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<ClInclude Include="textureshaderclass.h" />
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<ClInclude Include="Timerclass.h" />
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<ClInclude Include="textclass.h" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="systemclass.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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<ClInclude Include="inputclass.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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<ClInclude Include="applicationclass.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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<ClInclude Include="d3dclass.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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<ClInclude Include="Colorshaderclass.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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<ClInclude Include="modelclass.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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<ClInclude Include="Cameraclass.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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<ClInclude Include="textureclass.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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<ClInclude Include="lightshaderclass.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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<ClInclude Include="Multitextureshaderclass.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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<ClInclude Include="lightclass.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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<ClInclude Include="Lightshaderclass.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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<ClInclude Include="Lightclass.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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<ClInclude Include="bitmapclass.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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<ClInclude Include="textureshaderclass.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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<ClInclude Include="Spriteclass.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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<ClInclude Include="Timerclass.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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<Image Include="moss01.tga" />
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<Image Include="papier.tga" />
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<Image Include="stone01.tga" />
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<Image Include="wall.tga" />
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</ItemGroup>
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<ItemGroup>
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<None Include="packages.config" />
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<None Include="Color.ps">
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<Filter>shader</Filter>
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</None>
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<None Include="Color.vs">
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<Filter>shader</Filter>
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</None>
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<None Include="light.vs">
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<Filter>texture</Filter>
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</None>
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<None Include="light.ps">
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<Filter>texture</Filter>
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</None>
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<None Include="Multitexture.vs" />
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<None Include="light.ps" />
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<None Include="light.vs" />
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<None Include="Multitexture.ps" />
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<None Include="texture.ps">
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<Filter>texture</Filter>
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</None>
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<None Include="texture.vs">
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||||
<Filter>texture</Filter>
|
||||
</None>
|
||||
<None Include="sphere.obj">
|
||||
<Filter>assets</Filter>
|
||||
</None>
|
||||
<None Include="Multitexture.vs" />
|
||||
<None Include="packages.config" />
|
||||
<None Include="texture.ps" />
|
||||
<None Include="texture.vs" />
|
||||
<None Include="Color.ps" />
|
||||
<None Include="Color.vs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Image Include="wall.tga">
|
||||
<Filter>assets</Filter>
|
||||
</Image>
|
||||
<Image Include="stone01.tga">
|
||||
<Filter>assets</Filter>
|
||||
</Image>
|
||||
<Image Include="papier.tga">
|
||||
<Filter>assets</Filter>
|
||||
</Image>
|
||||
<Image Include="moss01.tga">
|
||||
<Filter>assets</Filter>
|
||||
</Image>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Text Include="cube.txt">
|
||||
<Filter>assets</Filter>
|
||||
</Text>
|
||||
<Text Include="cube.txt" />
|
||||
<Text Include="sphere.txt" />
|
||||
</ItemGroup>
|
||||
</Project>
|
@ -21,8 +21,17 @@ InputClass::~InputClass()
|
||||
bool InputClass::Initialize(HINSTANCE hinstance, HWND hwnd, int screenWidth, int screenHeight)
|
||||
{
|
||||
HRESULT result;
|
||||
int i;
|
||||
|
||||
|
||||
// Initialize all the keys to being released and not pressed.
|
||||
for (i = 0; i < 256; i++)
|
||||
{
|
||||
m_keys[i] = false;
|
||||
}
|
||||
|
||||
return;
|
||||
|
||||
// Store the screen size which will be used for positioning the mouse cursor.
|
||||
m_screenWidth = screenWidth;
|
||||
m_screenHeight = screenHeight;
|
||||
@ -97,42 +106,30 @@ bool InputClass::Initialize(HINSTANCE hinstance, HWND hwnd, int screenWidth, int
|
||||
return true;
|
||||
}
|
||||
|
||||
//void InputClass::Initialize()
|
||||
//{
|
||||
// int i;
|
||||
//
|
||||
//
|
||||
// // Initialize all the keys to being released and not pressed.
|
||||
// for (i = 0; i < 256; i++)
|
||||
// {
|
||||
// m_keys[i] = false;
|
||||
// }
|
||||
//
|
||||
// return;
|
||||
//}
|
||||
|
||||
|
||||
//void InputClass::KeyDown(unsigned int input)
|
||||
//{
|
||||
// // If a key is pressed then save that state in the key array.
|
||||
// m_keys[input] = true;
|
||||
// return;
|
||||
//}
|
||||
//
|
||||
//
|
||||
//void InputClass::KeyUp(unsigned int input)
|
||||
//{
|
||||
// // If a key is released then clear that state in the key array.
|
||||
// m_keys[input] = false;
|
||||
// return;
|
||||
//}
|
||||
//
|
||||
//
|
||||
//bool InputClass::IsKeyDown(unsigned int key)
|
||||
//{
|
||||
// // Return what state the key is in (pressed/not pressed).
|
||||
// return m_keys[key];
|
||||
//}
|
||||
|
||||
void InputClass::KeyDown(unsigned int input)
|
||||
{
|
||||
// If a key is pressed then save that state in the key array.
|
||||
m_keys[input] = true;
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
void InputClass::KeyUp(unsigned int input)
|
||||
{
|
||||
// If a key is released then clear that state in the key array.
|
||||
m_keys[input] = false;
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
bool InputClass::IsKeyDown(unsigned int key)
|
||||
{
|
||||
// Return what state the key is in (pressed/not pressed).
|
||||
return m_keys[key];
|
||||
}
|
||||
|
||||
void InputClass::Shutdown()
|
||||
{
|
||||
|
@ -34,10 +34,10 @@ public:
|
||||
bool IsEscapePressed();
|
||||
void GetMouseLocation(int&, int&);
|
||||
bool IsMousePressed();
|
||||
/*void KeyDown(unsigned int);
|
||||
void KeyDown(unsigned int);
|
||||
void KeyUp(unsigned int);
|
||||
|
||||
bool IsKeyDown(unsigned int);*/
|
||||
bool IsKeyDown(unsigned int);
|
||||
|
||||
private:
|
||||
bool m_keys[256];
|
||||
|
@ -1,5 +1,6 @@
|
||||
#ifndef _SYSTEMCLASS_H_
|
||||
#define _SYSTEMCLASS_H_
|
||||
|
||||
#define WIN32_LEAN_AND_MEAN
|
||||
|
||||
#include <windows.h>
|
||||
|
1
enginecustom/textclass.h
Normal file
1
enginecustom/textclass.h
Normal file
@ -0,0 +1 @@
|
||||
#pragma once
|
Loading…
x
Reference in New Issue
Block a user