direct input fini
Le code ne fonctionne pas encore, il doit être merge avec le tuto 14.
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@@ -21,8 +21,17 @@ InputClass::~InputClass()
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bool InputClass::Initialize(HINSTANCE hinstance, HWND hwnd, int screenWidth, int screenHeight)
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{
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HRESULT result;
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int i;
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// Initialize all the keys to being released and not pressed.
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for (i = 0; i < 256; i++)
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{
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m_keys[i] = false;
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}
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return;
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// Store the screen size which will be used for positioning the mouse cursor.
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m_screenWidth = screenWidth;
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m_screenHeight = screenHeight;
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@@ -97,42 +106,30 @@ bool InputClass::Initialize(HINSTANCE hinstance, HWND hwnd, int screenWidth, int
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return true;
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}
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//void InputClass::Initialize()
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//{
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// int i;
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//
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//
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// // Initialize all the keys to being released and not pressed.
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// for (i = 0; i < 256; i++)
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// {
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// m_keys[i] = false;
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// }
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//
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// return;
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//}
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//void InputClass::KeyDown(unsigned int input)
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//{
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// // If a key is pressed then save that state in the key array.
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// m_keys[input] = true;
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// return;
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//}
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//
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//
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//void InputClass::KeyUp(unsigned int input)
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//{
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// // If a key is released then clear that state in the key array.
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// m_keys[input] = false;
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// return;
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//}
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//
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//
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//bool InputClass::IsKeyDown(unsigned int key)
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//{
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// // Return what state the key is in (pressed/not pressed).
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// return m_keys[key];
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//}
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void InputClass::KeyDown(unsigned int input)
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{
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// If a key is pressed then save that state in the key array.
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m_keys[input] = true;
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return;
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}
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void InputClass::KeyUp(unsigned int input)
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{
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// If a key is released then clear that state in the key array.
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m_keys[input] = false;
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return;
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}
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bool InputClass::IsKeyDown(unsigned int key)
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{
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// Return what state the key is in (pressed/not pressed).
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return m_keys[key];
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}
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void InputClass::Shutdown()
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{
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