Getting mouse and keyoard input
#1 Members - Reputation: 246
Posted 31 May 2012 - 05:06 PM
They just see the big blue 'e' and think "Internet". The thought process usually does not get much deeper than that.
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#2 Members - Reputation: 498
Posted 01 June 2012 - 01:14 PM
Hey GameDev, at the moment in my game/s I've been using GetAsyncKeyState(xx) to get keyboard input and GetCursorPos to get mouse data. What's the difference between this and say using RAW input or DirectInput? Should I bother changing or is GetAsyncKeyState/GetCursorPos fine? I'd rather not spend too much time on getting input, hency why I use these rather than RAW input
If they work fine for you, I don't see any reason to change, regardless of what features other solutions offer.
I wouldn't bother with directInput/xinput either way, unless you want joypad support it won't give you much.
#3 Members - Reputation: 246
Posted 01 June 2012 - 10:55 PM
If they work fine for you, I don't see any reason to change
I like that. But I was just wondering what one offers compared to the others. In regards of speed, smoothness etc
They just see the big blue 'e' and think "Internet". The thought process usually does not get much deeper than that.
Worms are the weirdest and nicest creatures, and will one day prove themselves to the world.
I love the word Clicky
#4 Members - Reputation: 143
Posted 02 June 2012 - 12:20 AM
#5 Members - Reputation: 266
Posted 02 June 2012 - 07:10 AM
Basically the way I do it is pretty simple:
1) Set up a keyboard class or manager
2) Set up an array of 256 keys, giving them a state of "not pressed"
3) Once a WM_KEYDOWN message is sent, I convert the wParam into my set of key defines "static_cast<EKeyCode>(wParam)" which gets sent into a helper function within the keyboard class to register that key as "pressed", if another message is sent for the same key and that key has a "pressed" state, then that key is set to "held"
4) Then once the WM_KEYUP message is sent for that key, set it's state to "not pressed"
Then in the main game code, it's just a case of simple checks like so:
if ( keyboard.KeyHit( Key_Escape ) ) // kill the program
if ( keyboard.KeyHeld( Key_Space ) ) // accelerate
Mouse clicks can also be used exactly the same using the WM_LBUTTONDOWN, also get access to the mouse's location.
So yeah, my opinion - Raw data is very easy to set up, and is very fast. Once done correctly, it can be very simple, easy to use/read.
Using the raw data, you can also design your own interface, instead of using/learning another like Direct Input.
Personally I wouldn't use Direct Input, it can be slow and implements an unneeded layer between the messages. Also it needs to be set up, and can be messy. For example, you have to check the keyboard hasn't been lost every frame, such as clicking on a different window, means the input needs to be acquired which is annoying.
Yeah
GetAsyncKeyState/GetCursorPos
is very simple to use, but it's limited.#6 Moderators - Reputation: 5424
Posted 02 June 2012 - 12:00 PM
Raw input gives you unfiltered input from the mouse and keyboard, which means Windows doesn't do anything to process it before giving it to you. So for instance with raw input you don't get a cursor position, just get data telling you how much the user moved the mouse. If you wanted to implement a cursor with it you'd have to do that yourself, and you'd probably end up with a pretty wonky cursor that doesn't match the Windows cursor position. However if you were implementing something like an FPS camera, then raw input is nice since you get to use the full sensitivity of a high-DPI mouse. You also can implement your own custom filtering that's suitable for your camera setup.
#9 Members - Reputation: 206
Posted 25 October 2012 - 07:24 PM






