Direct Input
Allows
device independent access/control to the KB, mouse, joystick & all other
forms of input devices in a uniform manner.
Ned’s
Turkey Farm doesn’t use DirectInput, it uses the Win API.
Direct
Input recognizes 3 types of devices:
· keyboard,
· mouse and
· all others are considered
joysticks.
Consists of:
· run-time dlls
· dinput.h
· dinput.lib
To use:
· create DI object with DirectInput8Create()
· create one or more input
devices with CreateDevice() passing
it the GUID of the device to create.
o
GUID_SysKeyboard: your primary KB
o
GUID_SysMouse: your mouse
· set the cooperation level
for each device with SetCooperativeLevel()
· set the data format of each
device with SetDataFormat() and set
any special properties with SetProperty()
· attach each device to your application
with Acquire()
· receive input with GetDeviceState() or call Poll() if device needs manual polling
(most joysticks require polling)
DI works so well you can completely cut Windows out of the loop.
Creating a DI object
HRESULT
DirectInputCreate(<hinst>, // app handle
<version>, // set to DIRECTINPUT_VERSION
<reference ID> // set to IID_IDIRECTINPUT8
<ptr DI obj>, // addr of ptr to DI interface
NULL);
Ex:
#include
<DINPUT.H>
LPDIRECTINPUT8
lpdi = NULL; // DI obj ptr
If
(DirectInputCreate(hinstance, DIRECTINPUT_VERSION,
_IDIRECTINPUT8, (void**)&lpdi,
NULL) != DI_OK)
{/*
error */}
and
when done using the interface, free resources with:
if (lpdi)
lpdi->Release();
Note. Always release all the DI devices
you created first!
· create KB device – this is
an interface to the desired device
· set cooperative level for KB
· set data format
· acquire the KB
creating KB device
HRESULT
CreateDevice(GUID_<device type>,
<device ptr>, NULL);
Ex:
#define
INITGUID // defines kb guid
#include
<OBJBASE.H>
#include
<dinput.h>
…
LPDIRECTINPUTDEVICE8
lpdiKey = NULL; // KB ptr
If
( CreateDevice(GUID_SysKeyboard, &lpdiKey, NULL) !=
DI_OK)
{/*
error */}
At
this point lpdiKey points to you KB interface, so you can now call its methods
(use
GUID_SysMouse for the mouse, call EnumDevices() to get a globally unique
ID for all other devices.)
and
when done using the device, free resources with:
if (lpdiKey) lpdiKey->Release(); // do before lpdi->Release()
HRESULT
SetCooperativeLevel(<hwnd>,
<flags>);
Flag
value
|
DISCL_BACKGROUND |
Can
use DI device in foreground or background |
|
DISCL _FOREGROUND |
Requires
foreground access |
|
DISCL _EXCLUSIVE |
After
you acquire device no other app. can request exclusive access to it, but can
request nonexclusive |
|
DISCL _NONEXCLUSIVE |
Shareable
access |
Use
DISCL_BACKGROUND | DISCL_NONEXCLUSIVE
for most applications. FORGROUND will not send it data unless it is on top.
Ex:
If (SetCooperativeLevel(hwnd,
DISCL_BACKGROUND | DISCL_NONEXCLUSIVE) != DD_OK) // error
HRESULT
SetDataFormat(<fmt ptr>);
typedef
struct
{
DWORD dwSize;
DWORD dwObjSize; // bytes in OBJ below
DWORD dwFlags;
DWORD dwDataSize; // data packet size
DWORD dwNumObjs; //# obj in next array
LPDIOBJECTDATAFORMAT rgodf; // array of objs
}
DIDATAFORMAT, * LPDIDATAFORMAT;
This
is such a mess that MS created 3 predefined structs:
· c_dfDIKeyboard
· c_dfDIMouse
· c_dfDIJoystick
· c_dfDIJoystick2 – force feedback
device
therefore
you only need to
lpdikey->SetDataFormat(&c_dfDIKeyboard);
now:
lpdikey->Acquire();
Reading the Device
When
you’re ready to read some data from the KB use:
HRESULT
GetDeviceState(<data size>, <
buff ptr>);
Ex:
UCHAR
keyState[256]; // buff to hold state info
//
read the KB
If
(lpdikey->GetDeviceState(256, keyState) != DI_OK)
{/*
error */}
else
{ // test for key press
if (keyState[DIK_RIGHT] & 0X80) // right arrow pressed
…
Values:
DIK_ESCAPE/0-9/A-Z/RETURN/LCONTROL/RCONTROL
/SPACE/F1-F12/UP/DOWN/LEFT/RIGHT/PRIOR/NEXT
(see
help for complete list)
When done with kb:
lpdiKey->Unacquire();
lpdiKey->Release();
KB demo:
// WINX GAME PROGRAMMING CONSOLE FUNCTIONS
int GameInit(void *parms)
{
// this function is where you do all the initialization
// for your game
int index; // looping var
char filename[80]; // used to build up files names
// initialize directdraw
DD_Init(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP);
// keyboard creation section
// first create the direct input object
if (DirectInputCreate(mainInstance,DIRECTINPUT_VERSION,&lpdi,NULL)!=DI_OK)
return(0);
// create a keyboard device
if (lpdi->CreateDevice(GUID_SysKeyboard, &lpdikey, NULL)!=DI_OK)
return(0);
// set cooperation level
if (lpdikey->SetCooperativeLevel(mainWindowHandle,
DISCL_NONEXCLUSIVE | DISCL_BACKGROUND)!=DI_OK)
return(0);
// set data format
if (lpdikey->SetDataFormat(&c_dfDIKeyboard)!=DI_OK)
return(0);
// acquire the keyboard
if (lpdikey->Acquire()!=DI_OK)
return(0);
// load the background
Load_Bitmap_File(&bitmap8bit, "REACTOR.BMP");
// set the palette to background image palette
Set_Palette(bitmap8bit.palette);
// create and load the reactor bitmap image
Create_Bitmap(&reactor, 0,0, 640, 480);
Load_Image_Bitmap(&reactor,&bitmap8bit,0,0,BITMAP_EXTRACT_MODE_ABS);
Unload_Bitmap_File(&bitmap8bit);
// now let's load in all the frames for the skelaton!!!
// create skelaton bob
if (!Create_BOB(&skelaton,0,0,56,72,32,
BOB_ATTR_VISIBLE | BOB_ATTR_MULTI_ANIM,DDSCAPS_SYSTEMMEMORY))
return(0);
// load the frames in 8 directions, 4 frames each
// each set of frames has a walk and a fire, frame sets
// are loaded in counter clockwise order looking down
// from a birds eys view or the x-z plane
for (int direction = 0; direction < 8; direction++)
{
// build up file name
sprintf(filename,"SKELSP%d.BMP",direction);
// load in new bitmap file
Load_Bitmap_File(&bitmap8bit,filename);
Load_Frame_BOB(&skelaton,&bitmap8bit,0+direction*4,0,0,BITMAP_EXTRACT_MODE_CELL);
Load_Frame_BOB(&skelaton,&bitmap8bit,1+direction*4,1,0,BITMAP_EXTRACT_MODE_CELL);
Load_Frame_BOB(&skelaton,&bitmap8bit,2+direction*4,2,0,BITMAP_EXTRACT_MODE_CELL);
Load_Frame_BOB(&skelaton,&bitmap8bit,3+direction*4,0,1,BITMAP_EXTRACT_MODE_CELL);
// unload the bitmap file
Unload_Bitmap_File(&bitmap8bit);
// set the animation sequences for skelaton
Load_Animation_BOB(&skelaton,direction,4,skelaton_anims[direction]);
} // end for direction
// set up stating state of skelaton
Set_Animation_BOB(&skelaton, 0);
Set_Anim_Speed_BOB(&skelaton, 4);
Set_Vel_BOB(&skelaton, 0,0);
Set_Pos_BOB(&skelaton, 0, 128);
// set clipping rectangle to screen extents so mouse cursor
// doens't mess up at edges
RECT screen_rect = {0,0,screen_width,screen_height};
lpddclipper = DD_Attach_Clipper(lpddsback,1,&screen_rect);
// hide the mouse
ShowCursor(FALSE);
// return success
return(1);
} // end GameInit
int GameShutdown(void *parms)
{
// this function is where you shutdown your game and
// release all resources that you allocated
// kill the reactor
Destroy_Bitmap(&reactor);
// kill skelaton
Destroy_BOB(&skelaton);
// release keyboard
lpdikey->Unacquire();
lpdikey->Release();
lpdi->Release();
// shutdown directdraw
DD_Shutdown();
// return success
return(1);
} // end GameShutdown
int GameMain(void *parms)
{
// this is the workhorse of your game it will be called
// continuously in real-time this is like main() in C
// all the calls for you game go here!
int index; // looping var
int dx,dy; // general deltas used in collision detection
static int player_moving = 0; // tracks player motion
static PALETTEENTRY glow = {0,0,0,PC_NOCOLLAPSE}; // used to animation red border
// check of user is trying to exit
if (KEY_DOWN(VK_ESCAPE) || KEY_DOWN(VK_SPACE))
PostMessage(mainWindowHandle, WM_DESTROY,0,0);
// start the timing clock
Start_Clock();
// clear the drawing surface
DD_Fill_Surface(lpddsback, 0);
// lock the back buffer
DD_Lock_Back_Surface();
// draw the background reactor image
Draw_Bitmap(&reactor, back_buffer, back_lpitch, 0);
// unlock the back buffer
DD_Unlock_Back_Surface();
// get player input
// get the keyboard data
lpdikey->GetDeviceState(256, (LPVOID)keyboard_state);
// reset motion flag
player_moving = 0;
// test direction of motion, this is a good example of testing the keyboard
// although the code could be optimized this is more educational
if (keyboard_state[DIK_RIGHT] && keyboard_state[DIK_UP])
{
// move skelaton
skelaton.x+=2;
skelaton.y-=2;
dx=2; dy=-2;
// set motion flag
player_moving = 1;
// check animation needs to change
if (skelaton.curr_animation != SKELATON_NEAST)
Set_Animation_BOB(&skelaton,SKELATON_NEAST);
} // end if
else if (keyboard_state[DIK_LEFT] && keyboard_state[DIK_UP])
{
// move skelaton
skelaton.x-=2;
skelaton.y-=2;
dx=-2; dy=-2;
// set motion flag
player_moving = 1;
// check animation needs to change
if (skelaton.curr_animation != SKELATON_NWEST)
Set_Animation_BOB(&skelaton,SKELATON_NWEST);
} // end if
else if (keyboard_state[DIK_LEFT] && keyboard_state[DIK_DOWN])
{
// move skelaton
skelaton.x-=2;
skelaton.y+=2;
dx=-2; dy=2;
// set motion flag
player_moving = 1;
// check animation needs to change
if (skelaton.curr_animation != SKELATON_SWEST)
Set_Animation_BOB(&skelaton,SKELATON_SWEST);
} // end if
else if (keyboard_state[DIK_RIGHT] && keyboard_state[DIK_DOWN])
{
// move skelaton
skelaton.x+=2;
skelaton.y+=2;
dx=2; dy=2;
// set motion flag
player_moving = 1;
// check animation needs to change
if (skelaton.curr_animation != SKELATON_SEAST)
Set_Animation_BOB(&skelaton,SKELATON_SEAST);
} // end if
else if (keyboard_state[DIK_RIGHT])
{
// move skelaton
skelaton.x+=2;
dx=2; dy=0;
// set motion flag
player_moving = 1;
// check animation needs to change
if (skelaton.curr_animation != SKELATON_EAST)
Set_Animation_BOB(&skelaton,SKELATON_EAST);
} // end if
else if (keyboard_state[DIK_LEFT])
{
// move skelaton
skelaton.x-=2;
dx=-2; dy=0;
// set motion flag
player_moving = 1;
// check animation needs to change
if (skelaton.curr_animation != SKELATON_WEST)
Set_Animation_BOB(&skelaton,SKELATON_WEST);
} // end if
else if (keyboard_state[DIK_UP])
{
// move skelaton
skelaton.y-=2;
dx=0; dy=-2;
// set motion flag
player_moving = 1;
// check animation needs to change
if (skelaton.curr_animation != SKELATON_NORTH)
Set_Animation_BOB(&skelaton,SKELATON_NORTH);
} // end if
else if (keyboard_state[DIK_DOWN])
{
// move skelaton
skelaton.y+=2;
dx=0; dy=+2;
// set motion flag
player_moving = 1;
// check animation needs to change
if (skelaton.curr_animation != SKELATON_SOUTH)
Set_Animation_BOB(&skelaton,SKELATON_SOUTH);
} // end if
// only animate if player is moving
if (player_moving)
{
// animate skelaton
Animate_BOB(&skelaton);
// see if skelaton hit a wall
// lock surface, so we can scan it
DD_Lock_Back_Surface();
// call the color scanner with 29, the color of the glowing wall
// try to center the scan in the center of the object to make it
// more realistic
if (Color_Scan(skelaton.x+16, skelaton.y+16,
skelaton.x+skelaton.width-16, skelaton.y+skelaton.height-16,
29, back_buffer,back_lpitch))
{
// back the skelaton up along its last trajectory
skelaton.x-=dx;
skelaton.y-=dy;
} // end if
// done, so unlock
DD_Unlock_Back_Surface();
} // end if
// draw the skelaton
Draw_BOB(&skelaton, lpddsback);
// animate green energy border
glow.peGreen = rand()%256;
Set_Palette_Entry(29, &glow);
// draw some text
Draw_Text_GDI("WHERE IS EVERYBODY? I HAVE A BONE TO PICK!",0,0,RGB(0,0,255),lpddsback);
Draw_Text_GDI("USE ARROW KEYS TO MOVE ME.",0,SCREEN_HEIGHT-32,RGB(10,10,10),lpddsback);
// flip the surfaces
DD_Flip();
// sync to 3o fps
Wait_Clock(30);
// return success
return(1);
} // end GameMain