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#ifndef _ASURA_ENGINE_INPUT_BASE_H_
#define _ASURA_ENGINE_INPUT_BASE_H_
#include <asura-base/Math/Vector2.hpp>
#include <asura-base/Scripting/Scripting.h>
#include <asura-base/Singleton.hpp>
#include <windows.h>
#include "../CoreConfig.h"
#include "KeyboardState.h"
#include "MouseState.h"
#include "JoystickState.h"
namespace_begin(AsuraEngine)
namespace_begin(Input)
// Ӳϵͳ
class InputDevice ASURA_FINAL
{
public:
InputDevice();
~InputDevice();
#if ASURA_EDITOR
bool Open(HWND window);
void Close();
bool ToggleFullscreen(bool fullscreen, HWND window);
bool Process(bool discard);
LRESULT OnKey(HWND window, UINT message, WPARAM wParam, LPARAM lParam);
LRESULT OnInput(HWND window, UINT message, WPARAM wParam, LPARAM lParam);
LRESULT OnDeviceChange(LPCWSTR name, bool add);
static bool ConvertPositionToClientAreaCoord(HWND activeWindow, POINT position, Vector2f& newPos);
#elif ASURA_RUNNER
bool Open();
void Close();
#endif
bool Activate(bool active);
bool GetJoystickNames(std::vector<std::string> &names);
protected:
bool UpdateState();
MouseState m_Mouse;
KeyboardState m_Keyboard;
JoystickState m_Joysticks;
private:
bool UpdateMousePosition();
};
extern InputDevice g_InputDevice;
#if ASURA_EDITOR
bool ConvertPositionToClientAreaCoord();
#elif ASURA_RUNNER
bool ConvertPositionToClientAreaCoord();
#endif
namespace_end
namespace_end
namespace AEInput = AsuraEngine::Input;
#endif
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