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SoulSharer

Input for a windows game

6 posts in this topic

Hello there.

I'm currently trying to figure out how to properly use Raw Input and I'm just a bit confused. Well, previously I worked with DirectInput, but its deprecated and Microsoft advises not to use this one for mouse and keyboard. So thats why I'm switching to Raw Input.

[i]I want to implement the same approach used in [/i][b]XNA[/b]
[code]
KeyboardState keyState = Keyboard.GetState();
if (keyState.IsKeyDown(Keys.Q))
{
//do something on keydown
}

MouseState mouseState = Mouse.GetState();
if (mouseState.LeftButton == ButtonState.Pressed)
{
//do something on left mouse button pressed
//you can get coordinates of the mouse as mouseState.X and mouseState.Y
}
[/code]Is there any way to implement the same concept with [b]Raw Input[/b]? And how would I implement that?

Link, search suggestion or a book name will be more than enough.
I appreciate your help. Thanks!
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Raw Input is not necessary for this, unless perhaps if [url="http://msdn.microsoft.com/en-us/library/windows/desktop/ee418864%28v=vs.85%29.aspx"]you need high resolution mouse input[/url]. You can use standard Windows input to implement an XNA-style interface.

For the former, use [url="http://msdn.microsoft.com/en-us/library/windows/desktop/ms646299(v=vs.85).aspx"]GetKeyboardState[/url]. For the latter, you can use [url="http://msdn.microsoft.com/en-us/library/windows/desktop/ms646293(v=vs.85).aspx"]GetAsyncKeyState[/url] (yes - it works with mouse buttons) and GetCursorPos() and ScreenToClient() to get the mouse position.

Alternatively just handle regular input events in your message loop.

[size=2]Caveat: I am not a Win32 programmer.[/size]
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If you are creating an input system for a game, DO NOT use windows messages to handle such things. It is sloppy, and terrible to maintain, plus it is limiting in certain aspects of mouse control. Create a wrapper class that uses RawInput for best results. If you are having trouble figuring it out, just keep it up and you will eventually figure it out. I am not at my work computer right now, other wise I would post some code and explanations, but RawInput is pretty simple to use once you figure it out, plus it is much more versatile and powerful than standard windows messages.
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Thanks for the help guys.

I have very last question do I need to make a class that will be filled from WM_INPUT event (each time it's called)? Or do I need to get input in game loop itself somehow (maybe with some function) and feed it into input class I'll make?
And won't feeding from WM_INPUT make a glitch in the whole input system? I mean maybe there are delays between event calls.

[quote name='ApochPiQ' timestamp='1332129300' post='4923190']
[url="http://www.gamedev.net/blog/355/entry-2250186-designing-a-robust-input-handling-system-for-games/"]Required reading[/url].
[/quote]

Good article, its very useful, yet you are using WM_KEYUP / WM_KEYDOWN in the source code. =(
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The article is more about the high level side of what you're doing. Hooking in WM_INPUT should be pretty straightforward if you copy the structure provided in the code.
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As a side note, I am not well aware of any benefits of using WM_INPUT for keyboard handling. I don't recall having any issues with WM_KEY messages.
I'd appreciate more elaborations on that.
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