Advertisement Jump to content
Sign in to follow this  
luasitdown

Input Control

This topic is 4903 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I use a function to receive mouse input. DIMOUSESTATE2 & getStateMouse() { ZeroMemory(&dims2,sizeof(dims2)); while (FAILED(hr= g_pMouse->GetDeviceState( sizeof(DIMOUSESTATE2), &dims2 ))) { hr = g_pMouse->Acquire(); while( hr == DIERR_INPUTLOST ) hr = g_pMouse->Acquire(); } return dims2; } so how do you do that? use a class ? Is there any drawback in my method. It seem not a oo method. I am afraid it is not good method.but I do not know where is drawback.

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!