问题描述
我正在使用C ++ DirectX 2D游戏,我需要键盘和鼠标输入。
维基百科说:
使用它?
我有一个GameScreen类,它负责绘图和更新(游戏逻辑),我在窗口消息循环中调用Draw和Update方法。
感谢
泵为了有一个窗口,你可以使用那个泵来处理键盘和鼠标输入以及。这完全取决于您的泵是否将键盘事件传送到子窗口,如果您愿意,您可以在泵中处理它们。
您的典型消息泵看起来像这样:
while(GetMessage(& msg,NULL,0,0))
{
if (WM_QUIT = msg.message)
break;
TranslateMessage(& msg); // post一个WM_CHAR消息,如果这是一个WM_KEYDOWN
DispatchMessage(& msg); // this messages messages to the msg.hwnd
}
可能看起来更像这样
while(true)
{
if(PeekMessage(& msg, NULL,0,0,PM_REMOVE | PM_NOYIELD))
{
bool fHandled = false;
if(msg.message> = WM_MOUSEFIRST&& msg.message< = WM_MOUSELAST)
fHandled = MyHandleMouseEvent(& msg);
else if(msg.message> = WM_KEYFIRST&& msg.message< = WM_KEYLAST)
fHandled = MyHandleKeyEvent(& msg);
else if(WM_QUIT == msg.message)
break;
if(!fHandled)
{
TranslateMessage(& msg);
DispatchMessage(& msg);
}
}
else
{
//如果现在没有更多的消息要处理,请做一些
//游戏切片处理。
//
}
}
泵可能甚至比这更复杂,可能与 MsgWaitForMultipleObjects
,使您可以定期醒来,即使没有消息要处理,但立即有消息时。 / p>
I'm working on a C++ DirectX 2D game and I need keyboard and mouse input.
Wikipedia says:
So how should I use it?
I have a GameScreen class whice take care of the drawing and the updating(game logic), I call the Draw and the Update methods inside a windows message loop.
Thanks
Since you pretty much have to run a message pump in order to have a window, you might as well use that pump to handle keyboard and mouse input as well. It's entirely up to your pump whether you hand keyboard events on to a child window, you can handle them in the pump if you prefer.
Your typical message pump looks like this:
while (GetMessage(&msg, NULL, 0, 0))
{
if (WM_QUIT == msg.message)
break;
TranslateMessage(&msg); // post a WM_CHAR message if this is a WM_KEYDOWN
DispatchMessage(&msg); // this sends messages to the msg.hwnd
}
For a game, your pump might look more like this
while (true)
{
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE | PM_NOYIELD))
{
bool fHandled = false;
if (msg.message >= WM_MOUSEFIRST && msg.message <= WM_MOUSELAST)
fHandled = MyHandleMouseEvent(&msg);
else if (msg.message >= WM_KEYFIRST && msg.message <= WM_KEYLAST)
fHandled = MyHandleKeyEvent(&msg);
else if (WM_QUIT == msg.message)
break;
if ( ! fHandled)
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
else
{
// if there are no more messages to handle right now, do some
// game slice processing.
//
}
}
Of course, your actual pump will likely be even more complex than that, possibly with a MsgWaitForMultipleObjects
so that you can wake periodically even if there a no messages to process, but immediatelly when there are messages.
这篇关于我应该使用DirectInput还是Windows消息循环?的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持!