Programming RPG Input Engine Problem

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3 comments, last by deadlydog 19 years, 5 months ago
I'm using the Programming RPG's With DirectX engines, and the Input engine works good for the keyboard, except for the arrow keys, and I can't figure out what's wrong. If I do a test with the arrow keys it acts as though the key is constantly being pressed, even though it hasn't been pressed at all yet. I've only noticed it for the DIK_LEFT, DIK_RIGHT, DIK_UP, and DIK_DOWN keys. I've run the code he gives in chapter 7 which shows just the basic setup of keyboard input, and that works fine so I know it's not anything with my keyboard or anything. It's just the actual input engine that has the bug in it. Has anybody else noticed that, and more importantly, does anyone know how to fix it? Thanks. Oh yeah, it's the 1st edition of the book, not the 2nd. If anybody has the 2nd edition, could you maybe email me the input engine for it, maybe it has fixed this bug. My email address is deadlydogAThotmail.com Thanks again. Here's the input engine code if anyone wants to look through it. Core_Input.h

/**************************************************
WinMain.cpp
GameCore Component

Programming Role-Playing Games with DirectX
by Jim Adams (01 Jan 2002)
**************************************************/

#ifndef _CORE_INPUT_H_
#define _CORE_INPUT_H_

// Macro to release COM objects
#define ReleaseCOM(x) if(x) { x->Release(); x = NULL; }

// Enumerated list of of device types
enum InputDevices {
  NONE = 0,
  KEYBOARD,
  MOUSE,
  JOYSTICK
};

///////////////////////////////////////////////////////////////////////
// Keyboard Key definitions
///////////////////////////////////////////////////////////////////////
#define KEY_RELEASED        FALSE
#define KEY_PRESSED         TRUE

#define KEY_UNLOCKED        FALSE
#define KEY_LOCKED          TRUE

#define KEY_ESC             DIK_ESCAPE
#define KEY_ESCAPE          DIK_ESCAPE

#define KEY_MINUS           DIK_MINUS
#define KEY_EQUALS          DIK_EQUALS

#define KEY_BACKSPACE       DIK_BACK

#define KEY_TAB             DIK_TAB

#define KEY_LBRACKET        DIK_LBRACKET
#define KEY_RBRACKET        DIK_RBRACKET

#define KEY_ENTER           DIK_RETURN
#define KEY_RETURN          DIK_RETURN

#define KEY_CTRL            DIK_LCONTROL
#define KEY_LCTRL           DIK_LCONTROL
#define KEY_RCTRL           DIK_RCTRL

#define KEY_SHIFT           DIK_LSHIFT
#define KEY_LSHIFT          DIK_LSHIFT
#define KEY_RSHIFT          DIK_RSHIFT

#define KEY_ALT             DIK_LMENU
#define KEY_LALT            DIK_LMENU
#define KEY_RALT            DIK_RMENU

#define KEY_0               DIK_0
#define KEY_1               DIK_1
#define KEY_2               DIK_2
#define KEY_3               DIK_3
#define KEY_4               DIK_4
#define KEY_5               DIK_5
#define KEY_6               DIK_6
#define KEY_7               DIK_7
#define KEY_8               DIK_8
#define KEY_9               DIK_9

#define KEY_A               DIK_A
#define KEY_B               DIK_B
#define KEY_C               DIK_C
#define KEY_D               DIK_D
#define KEY_E               DIK_E
#define KEY_F               DIK_F
#define KEY_G               DIK_G
#define KEY_H               DIK_H
#define KEY_I               DIK_I
#define KEY_J               DIK_J
#define KEY_K               DIK_K
#define KEY_L               DIK_L
#define KEY_M               DIK_M
#define KEY_N               DIK_N
#define KEY_O               DIK_O
#define KEY_P               DIK_P
#define KEY_Q               DIK_Q
#define KEY_R               DIK_R
#define KEY_S               DIK_S
#define KEY_T               DIK_T
#define KEY_U               DIK_U
#define KEY_V               DIK_V
#define KEY_W               DIK_W
#define KEY_X               DIK_X
#define KEY_Y               DIK_Y
#define KEY_Z               DIK_Z

#define KEY_SEMICOLON       DIK_SEMICOLON
#define KEY_APOSTROPHE      DIK_APOSTROPHE

#define KEY_TILDE           DIK_GRAVE
#define KEY_GRAVE           DIK_GRAVE

#define KEY_BACKSLASH       DIK_BACKSLASH

#define KEY_COMMA           DIK_COMMA
#define KEY_PERIOD          DIK_PERIOD
#define KEY_FORWARDSLASH    DIK_SLASH
#define KEY_SLASH           DIK_SLASH

#define KEY_SPACE           DIK_SPACE

#define KEY_CAPSLOCK        DIK_CAPITAL
#define KEY_CAPITAL         DIK_CAPITAL

#define KEY_F1              DIK_F1
#define KEY_F2              DIK_F2
#define KEY_F3              DIK_F3
#define KEY_F4              DIK_F4
#define KEY_F5              DIK_F5
#define KEY_F6              DIK_F6
#define KEY_F7              DIK_F7
#define KEY_F8              DIK_F8
#define KEY_F9              DIK_F9
#define KEY_F10             DIK_F10
#define KEY_F11             DIK_F11
#define KEY_F12             DIK_F12

#define KEY_SYSRQ           DIK_SYSRQ
#define KEY_SCROLLLOCK      DIK_SCROLL
#define KEY_PAUSE           DIK_PAUSE

#define KEY_NUMLOCK         DIK_NUMLOCK
#define KEY_NUMPAD0         DIK_NUMPAD0
#define KEY_NUMPAD1         DIK_NUMPAD1
#define KEY_NUMPAD2         DIK_NUMPAD2
#define KEY_NUMPAD3         DIK_NUMPAD3
#define KEY_NUMPAD4         DIK_NUMPAD4
#define KEY_NUMPAD5         DIK_NUMPAD5
#define KEY_NUMPAD6         DIK_NUMPAD6
#define KEY_NUMPAD7         DIK_NUMPAD7
#define KEY_NUMPAD8         DIK_NUMPAD8
#define KEY_NUMPAD9         DIK_NUMPAD9
#define KEY_ADD             DIK_ADD
#define KEY_SUBTRACT        DIK_SUBTRACT
#define KEY_DIVIDE          DIK_DEVICE
#define KEY_MULTIPLY        DIK_MULTIPLY
#define KEY_DECIMAL         DIK_DECIMAL
#define KEY_NUMPADENTER     DIK_NUMPADENTER

#define KEY_INSERT          DIK_INSERT
#define KEY_DELETE          DIK_DELETE
#define KEY_HOME            DIK_HOME
#define KEY_END             DIK_END
#define KEY_PAGEUP          DIK_PRIOR
#define KEY_PAGEDOWN        DIK_NEXT

#define KEY_UP              DIK_UP
#define KEY_DOWN            DIK_DOWN
#define KEY_LEFT            DIK_LEFT
#define KEY_RIGHT           DIK_RIGHT

#define KEY_LWIN            DIK_LWIN
#define KEY_RWIN            DIK_RWIN
#define KEY_APPS            DIK_APPS

///////////////////////////////////////////////////////////////////////
// Mouse and Joystick definitions
///////////////////////////////////////////////////////////////////////
#define BUTTON_RELEASED    FALSE
#define BUTTON_PRESSED      TRUE

#define BUTTON_UNLOCKED    FALSE
#define BUTTON_LOCKED       TRUE

#define MOUSE_LBUTTON          0
#define MOUSE_RBUTTON          1
#define MOUSE_MBUTTON          2

#define JOYSTICK_BUTTON0       0
#define JOYSTICK_BUTTON1       1
#define JOYSTICK_BUTTON2       2
#define JOYSTICK_BUTTON3       3
#define JOYSTICK_BUTTON4       4
#define JOYSTICK_BUTTON5       5

///////////////////////////////////////////////////////////////////////
// Class definitions
///////////////////////////////////////////////////////////////////////
class cInput;
class cInputDevice;

class cInput  
{
  protected:
      HWND           m_hWnd;
      IDirectInput8 *m_pDI;

  public:
    cInput();
    ~cInput();

    IDirectInput8 *GetDirectInputCOM();
    HWND           GethWnd();
    
    BOOL Init(HWND hWnd, HINSTANCE hInst);
    BOOL Shutdown();
};

class cInputDevice
{
  public:
    cInput               *m_Input;

    short                 m_Type;
    IDirectInputDevice8  *m_pDIDevice;

    BOOL                  m_Windowed;

    char                  m_State[256];
    DIMOUSESTATE         *m_MouseState;
    DIJOYSTATE           *m_JoystickState;

    BOOL                  m_Locks[256];

    long                  m_XPos, m_YPos;
      
    static BOOL FAR PASCAL EnumJoysticks(LPCDIDEVICEINSTANCE pdInst, LPVOID pvRef);

  public:
    cInputDevice();
    ~cInputDevice();

    IDirectInputDevice8 *DeviceCOM();

    // Generic functions - all devices
    BOOL Create(cInput *Input, short Type, BOOL Windowed = TRUE);
    BOOL Free();

    BOOL Clear();
    BOOL Read();
    BOOL Acquire(BOOL Active = TRUE);

    BOOL GetLock(char Num);
    BOOL SetLock(char Num, BOOL State = TRUE);

    long GetXPos();
    BOOL SetXPos(long XPos);
    long GetYPos();
    BOOL SetYPos(long YPos);
    long GetXDelta();
    long GetYDelta();

    // Keyboard specific functions
    BOOL  GetKeyState(char Num);
    BOOL  SetKeyState(char Num, BOOL State);
    BOOL  GetPureKeyState(char Num);
    short GetKeypress(long TimeOut = 0);
    long  GetNumKeyPresses();
    long  GetNumPureKeyPresses();

    // Mouse/Joystick specific functions
    BOOL  GetButtonState(char Num);
    BOOL  SetButtonState(char Num, BOOL State);
    BOOL  GetPureButtonState(char Num);
    long  GetNumButtonPresses();
    long  GetNumPureButtonPresses();
};

#endif




Core_Input.cpp

/**************************************************
WinMain.cpp
GameCore Component

Programming Role-Playing Games with DirectX
by Jim Adams (01 Jan 2002)
**************************************************/

#include "Core_Global.h"

///////////////////////////////////////////////////////////////////////
//
// cInput Class
//
///////////////////////////////////////////////////////////////////////
cInput::cInput()
{
  // Only need to clear the DirectInput interface pointer
  m_pDI = NULL;
}

cInput::~cInput()
{
  // Force a shutdown
  Shutdown();
}

HWND cInput::GethWnd()
{
  // return the parent window handle
  return m_hWnd;
}

IDirectInput8 *cInput::GetDirectInputCOM()
{
  // return a pointer to IDirectInput8 object
  return m_pDI;
}

BOOL cInput::Init(HWND hWnd, HINSTANCE hInst)
{
  // Free a prior Init
  Shutdown();

  // Record parent Window handle
  m_hWnd = hWnd;

  // Create a DirectInput interface
  if(FAILED(DirectInput8Create(hInst, DIRECTINPUT_VERSION, IID_IDirectInput8, (void**)&m_pDI, NULL)))
    return FALSE;

  // Return a success
  return TRUE;
}

BOOL cInput::Shutdown()
{
  // Release the COM objects
  ReleaseCOM(m_pDI);

  // Clear parent Window handle
  m_hWnd = NULL;

  // Return a success
  return TRUE;
}

///////////////////////////////////////////////////////////////////////
//
// cInputDevice Class
//
///////////////////////////////////////////////////////////////////////
cInputDevice::cInputDevice()
{
  // Clear parent cInput object pointer
  m_Input = NULL;

  // Setup device to none
  m_Type = NONE;

  // Set windowed usage to TRUE
  m_Windowed = TRUE;

  // Clear the DirectInput interface pointer
  m_pDIDevice = NULL;

  // Point the mouse and joystick structures to the state buffer
  m_MouseState    = (DIMOUSESTATE*)&m_State;
  m_JoystickState = (DIJOYSTATE*)&m_State;

  // Clear the device variables
  Clear();
}

cInputDevice::~cInputDevice()
{
  // Free a prior install
  Free();
}

IDirectInputDevice8 *cInputDevice::DeviceCOM()
{
  // return the pointer to the IDirectDevice8 object
  return m_pDIDevice;
}

BOOL cInputDevice::Create(cInput *Input, short Type, BOOL Windowed)
{
  DIDATAFORMAT *DataFormat;
  DIPROPRANGE   DIprg;
  DIPROPDWORD   DIpdw;

  // Free a prior device
  Free();

  // Check for a valid parent cInput class
  if((m_Input = Input) == NULL)
    return FALSE;

  // Create the device and remember device data format
  switch(Type) {
    case KEYBOARD:
           if(FAILED(m_Input->GetDirectInputCOM()->CreateDevice(GUID_SysKeyboard, &m_pDIDevice, NULL))) 
             return FALSE;
           DataFormat = (DIDATAFORMAT*)&c_dfDIKeyboard;
           break;

    case MOUSE:
           if(FAILED(m_Input->GetDirectInputCOM()->CreateDevice(GUID_SysMouse, &m_pDIDevice, NULL))) 
             return FALSE;
           DataFormat = (DIDATAFORMAT*)&c_dfDIMouse;
           break;

    case JOYSTICK:
           if(FAILED(m_Input->GetDirectInputCOM()->EnumDevices(DI8DEVCLASS_GAMECTRL, EnumJoysticks, this, DIEDFL_ATTACHEDONLY)))
             return FALSE;
           if(m_pDIDevice == NULL)
             return FALSE;
           DataFormat = (DIDATAFORMAT*)&c_dfDIJoystick;
           break;

    default: return FALSE;
  }

  // Set the windowed usage
  m_Windowed = Windowed;

  // Set the data format of keyboard
  if(FAILED(m_pDIDevice->SetDataFormat(DataFormat)))
    return FALSE;

  // Set the cooperative level - Foreground & Nonexclusive
  if(FAILED(m_pDIDevice->SetCooperativeLevel(m_Input->GethWnd(), DISCL_FOREGROUND | DISCL_NONEXCLUSIVE)))
    return FALSE;

  // Set the special properties if it's a joystick
  if(Type == JOYSTICK) {
    // Set the special properties of the joystick - range
    DIprg.diph.dwSize       = sizeof(DIPROPRANGE);
    DIprg.diph.dwHeaderSize = sizeof(DIPROPHEADER);
    DIprg.diph.dwHow        = DIPH_BYOFFSET;
    DIprg.lMin              = -1024;
    DIprg.lMax              = +1024;

    // Set X range
    DIprg.diph.dwObj = DIJOFS_X;
    if(FAILED(m_pDIDevice->SetProperty(DIPROP_RANGE, &DIprg.diph)))
      return FALSE;

    // Set Y rangine
    DIprg.diph.dwObj = DIJOFS_Y;
    if(FAILED(m_pDIDevice->SetProperty(DIPROP_RANGE, &DIprg.diph)))
      return FALSE;

    // Set the special properties of the joystick - deadzone 12%
    DIpdw.diph.dwSize       = sizeof(DIPROPDWORD);
    DIpdw.diph.dwHeaderSize = sizeof(DIPROPHEADER);
    DIpdw.diph.dwHow        = DIPH_BYOFFSET;
    DIpdw.dwData            = 128;
    
    // Set X deadzone
    DIpdw.diph.dwObj = DIJOFS_X;
    if(FAILED(m_pDIDevice->SetProperty(DIPROP_DEADZONE, &DIpdw.diph)))
      return FALSE;

    // Set Y deadzone
    DIpdw.diph.dwObj = DIJOFS_Y;
    if(FAILED(m_pDIDevice->SetProperty(DIPROP_DEADZONE, &DIpdw.diph)))
      return FALSE;
  }

  // Acquire the device for use
  if(FAILED(m_pDIDevice->Acquire()))
    return FALSE;

  // Set the device type
  m_Type = Type;

  // Clear the device information
  Clear();

  // Return a success
  return TRUE;
}

BOOL cInputDevice::Free()
{
  // Unacquire and release the object
  if(m_pDIDevice != NULL) {
    m_pDIDevice->Unacquire();
    ReleaseCOM(m_pDIDevice);
  }

  // Set to no device installed
  m_Type = NONE;

  // Clear the data  
  Clear();

  return TRUE;
}

BOOL cInputDevice::Clear()
{
  short i;

  ZeroMemory(&m_State, 256);
  
  for(i=0;i<256;i++)
    m_Locks  = FALSE;

  m_XPos = 0;
  m_YPos = 0;

  return TRUE;
}

BOOL cInputDevice::Read()
{
  HRESULT hr;
  long BufferSizes[3] = { 256, sizeof(DIMOUSESTATE), sizeof(DIJOYSTATE) };
  short i;

  // Make sure to have a valid IDirectInputDevice8 object
  if(m_pDIDevice == NULL)
    return FALSE;

  // Make sure device type if in range
  if(m_Type < 1 || m_Type > 3)
    return FALSE;

  // Loop polling and reading until succeeded or unknown error
  // Also take care of lost-focus problems
  while(1) {
    // Poll
    m_pDIDevice->Poll();

    // Read in state
    if(SUCCEEDED(hr = m_pDIDevice->GetDeviceState(BufferSizes[m_Type-1], (LPVOID)&m_State)))
      break;

    // Return on an unknown error  
    if(hr != DIERR_INPUTLOST && hr != DIERR_NOTACQUIRED)
      return FALSE;

    // Reacquire and try again
    if(FAILED(m_pDIDevice->Acquire()))
      return FALSE;
  }

  // Since only the mouse coordinates are relative, you'll
  // have to deal with them now
  if(m_Type == MOUSE) {
    // If windowed usage, ask windows for coordinates
    if(m_Windowed == TRUE) {
      POINT pt;
      GetCursorPos(&pt);
      ScreenToClient(m_Input->GethWnd(), &pt);
      m_XPos = pt.x;
      m_YPos = pt.y;
    } else {
      m_XPos += m_MouseState->lX;
      m_YPos += m_MouseState->lY;
    }
  }

  // Released keys and button need to be unlocked
  switch(m_Type) {
    case KEYBOARD:
      for(i=0;i<256;i++) {
        if(!(m_State & 0x80))
          m_Locks = FALSE;
      }
      break;
    case MOUSE:
      for(i=0;i<4;i++) {
        if(!(m_MouseState->rgbButtons))
          m_Locks = FALSE;
       }
       break;
    case JOYSTICK:
      for(i=0;i<32;i++) {
        if(!(m_JoystickState->rgbButtons))
          m_Locks = FALSE;
       }
       break;
  }

  // return a success
  return TRUE;
}

BOOL cInputDevice::Acquire(BOOL Active)
{
  if(m_pDIDevice == NULL)
    return FALSE;

  if(Active == TRUE)
    m_pDIDevice->Acquire();
  else
    m_pDIDevice->Unacquire();

  return TRUE;
}

BOOL cInputDevice::GetLock(char Num)
{
  return m_Locks[Num];
}

BOOL cInputDevice::SetLock(char Num, BOOL State)
{
  m_Locks[Num] = State;
  return TRUE;
}

long cInputDevice::GetXPos()
{
  // Update coordinates if a joystick
  if(m_Type == JOYSTICK)
    m_XPos = m_JoystickState->lX;

  return m_XPos;
}

BOOL cInputDevice::SetXPos(long XPos)
{
  m_XPos = XPos;
  return TRUE;
}

long cInputDevice::GetYPos()
{
  // Update coordinates if a joystick
  if(m_Type == JOYSTICK)
    m_YPos = m_JoystickState->lY;

  return m_YPos;
}

BOOL cInputDevice::SetYPos(long YPos)
{
  m_YPos = YPos;
  return TRUE;
}

long cInputDevice::GetXDelta()
{
  switch(m_Type) {
    case MOUSE:
           return m_MouseState->lX;

    case JOYSTICK:
           return m_JoystickState->lX - m_XPos;

    default: return 0;
  }
}

long cInputDevice::GetYDelta()
{
  switch(m_Type) {
    case MOUSE:
           return m_MouseState->lY;

    case JOYSTICK:
           return m_JoystickState->lY - m_YPos;

    default: return 0;
  }
}

BOOL cInputDevice::GetKeyState(char Num)
{
  // Check if key/button is pressed
  if(m_State[Num] & 0x80 && m_Locks[Num] == FALSE)
    return TRUE;
  return FALSE;
}

BOOL cInputDevice::SetKeyState(char Num, BOOL State)
{
  m_State[Num] = State;
  return TRUE;
}

BOOL cInputDevice::GetPureKeyState(char Num)
{
  return ((m_State[Num] & 0x80) ? TRUE : FALSE);
}

short cInputDevice::GetKeypress(long TimeOut)
{
  static HKL KeyboardLayout = GetKeyboardLayout(0);
  unsigned char WinKeyStates[256], DIKeyStates[256];
  unsigned short i, ScanCode, VirtualKey, Keys, Num;
  unsigned long EndTime;
  
  // Make sure it's a keyboard and its initialized
  if((m_Type != KEYBOARD) || (m_pDIDevice == NULL))
    return 0;

  // Calculate end time for TimeOut
  EndTime = GetTickCount() + TimeOut;

  // Loop until timeout or key pressed
  while(1) {
    // Get Windows keyboard state
    GetKeyboardState(WinKeyStates);

    // Get DirectInput keyboard state
    m_pDIDevice->GetDeviceState(256, DIKeyStates);

    // Scan through looking for key presses
    for(i=0;i<256;i++) {
      // If one found, try to convert it
      if(DIKeyStates & 0x80) {
        // Get virtual key code
        if((VirtualKey = MapVirtualKeyEx((ScanCode = i), 1, KeyboardLayout))) {
          // Get ASCII code of key and return it
          Num = ToAsciiEx(VirtualKey, ScanCode, WinKeyStates, &Keys, 0, KeyboardLayout);
          if(Num)
            return Keys;
        }
      }
    }

    // Check for TimeOut
    if(TimeOut) {
      if(GetTickCount() > EndTime)
        return 0;
    }
  }

  return 0;
}

long cInputDevice::GetNumKeyPresses()
{
  long i, Num = 0;

  for(i=0;i<256;i++) {
    if(m_State & 0x80 && m_Locks == FALSE)
      Num++;
  }

  return Num;
}

long cInputDevice::GetNumPureKeyPresses()
{
  long i, Num = 0;

  for(i=0;i<256;i++) {
    if(m_State & 0x80)
      Num++;
  }

  return Num;
}

BOOL cInputDevice::GetButtonState(char Num)
{
  char State = 0;

  if(m_Type == MOUSE)
    State = m_MouseState->rgbButtons[Num];

  if(m_Type == JOYSTICK)
    State = m_JoystickState->rgbButtons[Num];

  // Check if key/button is pressed
  if(State & 0x80 && m_Locks[Num] == FALSE)
    return TRUE;
  return FALSE;
}

BOOL cInputDevice::SetButtonState(char Num, BOOL State)
{
  if(m_Type == MOUSE) {
    m_MouseState->rgbButtons[Num] = State;
    return TRUE;
  }

  if(m_Type == JOYSTICK) {
    m_JoystickState->rgbButtons[Num] = State;
    return TRUE;
  }

  return FALSE;
}

BOOL cInputDevice::GetPureButtonState(char Num)
{
  if(m_Type == MOUSE)
    return m_MouseState->rgbButtons[Num];

  if(m_Type == JOYSTICK)
    return m_JoystickState->rgbButtons[Num];

  return FALSE;
}

long cInputDevice::GetNumButtonPresses()
{
  long i, Num = 0;
  
  if(m_Type == MOUSE) {
    for(i=0;i<4;i++) {
      if(m_MouseState->rgbButtons & 0x80 && m_Locks == FALSE)
        Num++;
    }
  } else
  if(m_Type == JOYSTICK) {
    for(i=0;i<32;i++) {
      if(m_JoystickState->rgbButtons & 0x80 && m_Locks == FALSE)
        Num++;
    }
  }

  return Num;
}

long cInputDevice::GetNumPureButtonPresses()
{
  long i, Num = 0;
  
  if(m_Type == MOUSE) {
    for(i=0;i<4;i++) {
      if(m_MouseState->rgbButtons & 0x80)
        Num++;
    }
  } else
  if(m_Type == JOYSTICK) {
    for(i=0;i<32;i++) {
      if(m_JoystickState->rgbButtons & 0x80)
        Num++;
    }
  }

  return Num;
}

BOOL FAR PASCAL cInputDevice::EnumJoysticks(LPCDIDEVICEINSTANCE pdInst, LPVOID pvRef)
{
  cInputDevice *Input;

  // Stop enumeration if no parent cInputDevice pointer
  if((Input = (cInputDevice*)pvRef) == NULL)
    return DIENUM_STOP;

  // Try to create a joystick interface
  if(FAILED(Input->m_Input->GetDirectInputCOM()->CreateDevice(pdInst->guidInstance, &Input->m_pDIDevice, NULL)))
    return DIENUM_CONTINUE;

  // All done - stop enumeration
  return DIENUM_STOP;
}




[Edited by - deadlydog on November 12, 2004 10:33:45 PM]
-Dan- Can't never could do anything | DansKingdom.com | Dynamic Particle System Framework for XNA
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I think this is caused by using char as the index into the key arrays. By default, char is signed, so any key with a value greater than 127 would be negative.

To fix it, you can set the compiler option that defaults chars to unsigned, or you can change the methods that take a char for the key to take an int instead.
Quote:Original post by Dave Hunt
I think this is caused by using char as the index into the key arrays. By default, char is signed, so any key with a value greater than 127 would be negative.

To fix it, you can set the compiler option that defaults chars to unsigned, or you can change the methods that take a char for the key to take an int instead.


Or the OP could do typedef unsigned char byte; and replace chars with byte (where needed).
Ad: Ancamnia
Well, I tried switching all the chars to int, but after that, input from the keyboard didn't work at all, but the mouse still did. Where can I change that compiler option for unsigned chars in VC++ 6?

I'm also going to try the typdef unsigned char byte and let you know if that works or not.

Thanks for the help, this problem has been annoying me for months, but I decided to stop working around it and to try and get it fixed.
-Dan- Can't never could do anything | DansKingdom.com | Dynamic Particle System Framework for XNA
YAAAAAAAAAAAAAAYYY! Switching to using unsigned chars did the trick. Thanks for the help guys. You rock! I love this site!
-Dan- Can't never could do anything | DansKingdom.com | Dynamic Particle System Framework for XNA

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