# Khaotic Engine Reborn: enginecustom/src/src/system/input_class.cpp Source File

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input_class.cpp
#include "input_class.h"
input_class::input_class()
{
m_directInput = 0;
m_keyboard = 0;
m_mouse = 0;
m_previousTildeState = false;
}
input_class::input_class(const input_class& other)
{
}
input_class::~input_class()
{
}
bool input_class::Initialize(HINSTANCE hinstance, HWND hwnd, int screenWidth, int screenHeight)
{
Logger::Get().Log("Initializing input class", __FILE__, __LINE__, Logger::LogLevel::Initialize);
HRESULT result;
int i;
// Initialize all the keys to being released and not pressed.
for (i = 0; i < 256; i++)
{
m_keys[i] = false;
}
// Store the screen size which will be used for positioning the mouse cursor.
m_screenWidth = screenWidth;
m_screenHeight = screenHeight;
// Initialize the location of the mouse on the screen.
m_mouseX = 0;
m_mouseY = 0;
// Initialize the main direct input interface.
result = DirectInput8Create(hinstance, DIRECTINPUT_VERSION, IID_IDirectInput8, (void**)&m_directInput, NULL);
if (FAILED(result))
{
Logger::Get().Log("Failed to create direct input interface", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Initialize the direct input interface for the keyboard.
result = m_directInput->CreateDevice(GUID_SysKeyboard, &m_keyboard, NULL);
if (FAILED(result))
{
Logger::Get().Log("Failed to create direct input interface for the keyboard", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Set the data format. In this case since it is a keyboard we can use the predefined data format.
result = m_keyboard->SetDataFormat(&c_dfDIKeyboard);
if (FAILED(result))
{
Logger::Get().Log("Failed to set data format for the keyboard", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Set the cooperative level of the keyboard to share with other programs.
result = m_keyboard->SetCooperativeLevel(hwnd, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE);
if (FAILED(result))
{
Logger::Get().Log("Failed to set cooperative level of the keyboard", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Now acquire the keyboard.
result = m_keyboard->Acquire();
if (FAILED(result))
{
Logger::Get().Log("Failed to acquire the keyboard", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Initialize the direct input interface for the mouse.
result = m_directInput->CreateDevice(GUID_SysMouse, &m_mouse, NULL);
if (FAILED(result))
{
Logger::Get().Log("Failed to create direct input interface for the mouse", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Set the data format for the mouse using the pre-defined mouse data format.
result = m_mouse->SetDataFormat(&c_dfDIMouse);
if (FAILED(result))
{
Logger::Get().Log("Failed to set data format for the mouse", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Set the cooperative level of the mouse to share with other programs.
result = m_mouse->SetCooperativeLevel(hwnd, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE);
if (FAILED(result))
{
Logger::Get().Log("Failed to set cooperative level of the mouse", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Acquire the mouse.
result = m_mouse->Acquire();
if (FAILED(result))
{
Logger::Get().Log("Failed to acquire the mouse", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
Logger::Get().Log("Input class initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void input_class::KeyDown(unsigned int input)
{
// If a key is pressed then save that state in the key array.
Logger::Get().Log("Key down: " + std::to_string(input), __FILE__, __LINE__, Logger::LogLevel::Input);
m_keys[input] = true;
return;
}
void input_class::KeyUp(unsigned int input)
{
// If a key is released then clear that state in the key array.
m_keys[input] = false;
return;
}
bool input_class::IsKeyDown(unsigned int key) const
{
// Return what state the key is in (pressed/not pressed).
return m_keys[key];
}
void input_class::Shutdown()
{
Logger::Get().Log("Shutting down input class", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the mouse.
if (m_mouse)
{
m_mouse->Unacquire();
m_mouse->Release();
m_mouse = 0;
}
// Release the keyboard.
if (m_keyboard)
{
m_keyboard->Unacquire();
m_keyboard->Release();
m_keyboard = 0;
}
// Release the main interface to direct input.
if (m_directInput)
{
m_directInput->Release();
m_directInput = 0;
}
Logger::Get().Log("Input class shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}
bool input_class::Frame()
{
bool result;
// Read the current state of the keyboard.
result = ReadKeyboard();
if (!result)
{
Logger::Get().Log("Failed to read keyboard state", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Read the current state of the mouse.
result = ReadMouse();
if (!result)
{
Logger::Get().Log("Failed to read mouse state", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Process the changes in the mouse and keyboard.
ProcessInput();
return true;
}
bool input_class::ReadKeyboard()
{
HRESULT result;
// Read the keyboard device.
result = m_keyboard->GetDeviceState(sizeof(m_keyboardState), (LPVOID)&m_keyboardState);
if (FAILED(result))
{
// If the keyboard lost focus or was not acquired then try to get control back.
if ((result == DIERR_INPUTLOST) || (result == DIERR_NOTACQUIRED))
{
m_keyboard->Acquire();
}
else
{
Logger::Get().Log("Failed to get keyboard device state", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
}
return true;
}
bool input_class::ReadMouse()
{
HRESULT result;
// Read the mouse device.
result = m_mouse->GetDeviceState(sizeof(DIMOUSESTATE), (LPVOID)&m_mouseState);
if (FAILED(result))
{
// If the mouse lost focus or was not acquired then try to get control back.
if ((result == DIERR_INPUTLOST) || (result == DIERR_NOTACQUIRED))
{
m_mouse->Acquire();
}
else
{
Logger::Get().Log("Failed to get mouse device state", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
}
return true;
}
void input_class::ProcessInput()
{
// Update the location of the mouse cursor based on the change of the mouse location during the frame.
m_mouseX += m_mouseState.lX;
m_mouseY += m_mouseState.lY;
//if (m_mouseX < 0) { m_mouseX = 0; }
if (m_mouseY < -m_screenHeight) { m_mouseY = -m_screenHeight; }
//if (m_mouseX > m_screenWidth) { m_mouseX = m_screenWidth; }
if (m_mouseY > m_screenHeight) { m_mouseY = m_screenHeight; }
return;
}
bool input_class::IsEscapePressed() const
{
// Do a bitwise and on the keyboard state to check if the escape key is currently being pressed.
if (m_keyboardState[DIK_ESCAPE] & 0x80)
{
return true;
}
return false;
}
bool input_class::IsLeftArrowPressed() const
{
if (m_keyboardState[DIK_LEFT] & 0x80)
{
return true;
}
return false;
}
bool input_class::IsRightArrowPressed() const
{
if (m_keyboardState[DIK_RIGHT] & 0x80)
{
return true;
}
return false;
}
bool input_class::IsUpArrowPressed() const
{
if (m_keyboardState[DIK_UP] & 0x80)
{
return true;
}
return false;
}
bool input_class::IsDownArrowPressed() const
{
if (m_keyboardState[DIK_DOWN] & 0x80)
{
return true;
}
return false;
}
// Les touches correspondent aux claviers QWERTY //
bool input_class::IsAPressed() const
{
// Touche A sur QWERTY, Q sur AZERTY
if (m_keyboardState[DIK_A] & 0x80)
{
return true;
}
return false;
}
bool input_class::IsDPressed() const
{
if (m_keyboardState[DIK_D] & 0x80)
{
return true;
}
return false;
}
bool input_class::IsWPressed() const
{
// Touche W sur QWERTY, Z sur AZERTY
if (m_keyboardState[DIK_W] & 0x80)
{
return true;
}
return false;
}
bool input_class::IsSPressed() const
{
if (m_keyboardState[DIK_S] & 0x80)
{
return true;
}
return false;
}
bool input_class::IsQPressed() const
{
// Touche Q sur QWERTY, A sur AZERTY
if (m_keyboardState[DIK_Q] & 0x80)
{
return true;
}
return false;
}
bool input_class::IsEPressed() const
{
if (m_keyboardState[DIK_E] & 0x80)
{
return true;
}
return false;
}
void input_class::GetMouseLocation(int& mouseX, int& mouseY) const
{
mouseX = m_mouseX;
mouseY = m_mouseY;
return;
}
bool input_class::IsLeftMousePressed() const
{
// Check the left mouse button state.
if (m_mouseState.rgbButtons[0] & 0x80)
{
return true;
}
return false;
}
bool input_class::IsRightMousePressed() const
{
// Check the left mouse button state.
if (m_mouseState.rgbButtons[1] & 0x80)
{
return true;
}
return false;
}
bool input_class::IsScrollUp() const
{
if (m_mouseState.lZ > 0)
{
return true;
}
return false;
}
bool input_class::IsScrollDown() const
{
if (m_mouseState.lZ < 0)
{
return true;
}
return false;
}
bool input_class::is_key_pressed(const unsigned int key_code)
{
if (m_keyboardState[key_code] & 0x80)
{
return true;
}
return false;
}
input_class
Definition input_class.h:25
input
Definition application_class.h:68