• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
littletray26

Getting mouse and keyoard input

8 posts in this topic

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
0

Share this post


Link to post
Share on other sites
[quote name='littletray26' timestamp='1338505567' post='4945118']
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
[/quote]

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.
0

Share this post


Link to post
Share on other sites
[quote name='ATEFred' timestamp='1338578059' post='4945397']
If they work fine for you, I don't see any reason to change
[/quote]

I like that. But I was just wondering what one offers compared to the others. In regards of speed, smoothness etc :P
0

Share this post


Link to post
Share on other sites
You can't beat your current method for simplicity. If it works then stick with it. If you ever decide it's no longer enough, Raw Input is pretty simple to get up and running; easier than DirectInput.
0

Share this post


Link to post
Share on other sites
Using and handling the windows messages is probably the fastest option as the raw messages are rapid and you get them for free anyway. When I say free, I mean they are sent regardless of other solutions, so you might as well use them. If dealt with in a nice way, then you get very smooth results.

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 [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][background=rgb(250, 251, 252)]GetAsyncKeyState/GetCursorPos [/background][/left][/size][/font][/color]is very simple to use, but it's limited.
1

Share this post


Link to post
Share on other sites
WM_KEYDOWN/WM_KEYUP and WM_LBUTTONDOWN aren't raw input messages, those are the standard input messages. They give you the same exact data that you get from GetAsyncKeyState and GetCursorPos.

Raw input gives you [i]unfiltered[/i] 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.
1

Share this post


Link to post
Share on other sites
Raw input is for high-definition devices. I usually ignore implementing raw input devices and just stick with the regular keyboard and mouse checks using windows message proc.
0

Share this post


Link to post
Share on other sites
If you are just hard coding a simple game, then do what you will. But my opinion is that if you are creating an engine that your game will be using, you better do it right the first time around using Raw Input otherwise you will be kicking your self in the butt at a later date.
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0