• Advertisement

AntiMight

Member
  • Content count

    4
  • Joined

  • Last visited

Community Reputation

118 Neutral

About AntiMight

  • Rank
    Newbie
  1. Enumerate multiple keyboards?

    I'm sorry for replying late.I have solved my problem by using RawInput.And I will paste my unfinished rawinput class here[quote name='kauna' timestamp='1349439294' post='4987086'] [quote name='AntiMight' timestamp='1349427821' post='4987056'] Hey,Krohm,I really thank you for your reply.I want to make a game that allowing high frequency input with keyboard, I don't know if raw input can handle that. I havn't tried that before, just feel like maybe DirectInput is more efficient for its complexity? Anyway,I will try raw input. [/quote] As far as I know DirectInput is something that works but it is almost deprecated. Basically DirectInput is just reading the windows messages for input, which you could do also by yourself. Raw input should be slightly more efficient than DirectInput. Cheers! [/quote]I have read a lot about keyboard input on MSDN, I think you are right, thank you. [quote name='Krohm' timestamp='1349440499' post='4987092'] [quote name='AntiMight' timestamp='1349427821' post='4987056'] I want to make a game that allowing high frequency input with keyboard, I don't know if raw input can handle that.[/quote]I don't know what you mean by "high frequency". But I can tell you it has enough throughput to manage hi-dpi mices and wiimotes. I don't think keyboards will cause trouble. I cannot really tell, I never had any trouble with them and I can guarantee you I have bashed my keyboards as fast as humanly possible. Keep in mind that many keyboards cannot read many buttons at the same time because of an hardware limitation. If you find that useful, do you mind rating up messages? Hopefully this will also help other people in pinpointing information with ease. [/quote]I can handle multiple keyboards inputs now, and thank you for let me knowing the raw input API. Here is the code for handling multiple keyboards with raw input. The principles are basically the same for other devices, like mouse,game controll,etc.[CODE][code] //RawInput.h #include <Windows.h> #include <vector> class RawInput { public: struct KeyboardArgs { UINT index; //index in keyboards vector HANDLE handle; //handle to differentiate devices UINT vk; //key }; //enum DeviceType // { // DT_KEY, // DT_MOUSE, // DT_OEM // }; //keystroke events, call in ProcessKeyStroke typedef void (*KeyEventHandler)(KeyboardArgs); KeyEventHandler KeyDown; //those 3 event havn't finished KeyEventHandler KeyPressed; KeyEventHandler KeyReleased; KeyEventHandler KeyUp; private: HWND hwnd; //the handle for dest window std::vector<KeyboardArgs> keyboards; public: RawInput(HWND h):hwnd(h){} bool RegisterKeyboard() { RAWINPUTDEVICE Rid[1]; Rid[0].usUsagePage = 0x01; Rid[0].usUsage = 0x06; Rid[0].dwFlags = 0; Rid[0].hwndTarget = hwnd; if (RegisterRawInputDevices(Rid, 1, sizeof(Rid[0])) == FALSE) { MessageBox(hwnd, "RegisterRawInputDevices() - FAILED","Error",0); return false; } return true; } void RegisterKeyEventHandler( //register for event KeyEventHandler keyPressFunc, KeyEventHandler keyDownFunc = 0, KeyEventHandler keyReleaseFunc = 0, KeyEventHandler keyUpFunc = 0) { KeyPressed = keyPressFunc; KeyDown = keyDownFunc; KeyReleased = keyReleaseFunc; KeyUp = keyUpFunc; } //this function will enumerate all the devices int EnumerateDevices() { int NumberOfKeyboards = 0; UINT deviceCount = 0; if(GetRawInputDeviceList(NULL, &deviceCount, sizeof(RAWINPUTDEVICELIST)) != 0) { MessageBox(hwnd, "GetRawInputDeviceList() - First Call Failed","Error",0); return -1; } RAWINPUTDEVICELIST* rid = new RAWINPUTDEVICELIST[deviceCount]; if(GetRawInputDeviceList(rid, &deviceCount, sizeof(RAWINPUTDEVICELIST)) != deviceCount) { MessageBox(hwnd, "GetRawInputDeviceList() - Second Call Failed","Error",0); return -1; } //store all the keyboards handles, and give them indices for identification in game logic for(int i = 0; i < deviceCount; i++) { if (rid[i].dwType == RIM_TYPEKEYBOARD ) { KeyboardArgs kb = {NumberOfKeyboards,rid[i].hDevice}; NumberOfKeyboards++; keyboards.push_back(kb); } } delete[] rid; return NumberOfKeyboards; } void ProcessKeyStroke(LPARAM lParam) { UINT dwSize; if(GetRawInputData((HRAWINPUT)lParam, RID_INPUT, NULL, &dwSize, sizeof(RAWINPUTHEADER)) != 0) { MessageBox(hwnd,"GetRawInputData() - First Call Failed","Error",0); return; } LPBYTE lpb = new BYTE[dwSize]; if (lpb == NULL) return; if (GetRawInputData((HRAWINPUT)lParam, RID_INPUT, lpb, &dwSize, sizeof(RAWINPUTHEADER)) != dwSize ) { MessageBox(hwnd,"GetRawInputData() - Second Call Failed","Error",0); return; } RAWINPUT* raw = (RAWINPUT*)lpb; if (raw->header.dwType == RIM_TYPEKEYBOARD) { if(raw->data.keyboard.Message == WM_KEYDOWN || raw->data.keyboard.Message == WM_SYSKEYDOWN) { USHORT key = raw->data.keyboard.VKey; if (key > 0xFE) return; //a example for call a event if(KeyDown != NULL) { //iterate through all the devices have been enumerated for(int i = 0; i < keyboards.size();i++) {//search the keyboard in enumerated keyboards if(raw->header.hDevice == keyboards[i].handle) { keyboards[i].vk = key; //change the current key code KeyDown(keyboards[i]); //call event } } } } } delete[] lpb; //release the rawinput resources } }; //---usage RawInput* input; //global pointer //init and register callback functions for rawinput somewhere void init() { input = new RawInput(d3d->WindowHandle()); int numkeyboards = input->EnumerateDevices(); input->RegisterKeyEventHandler(KeyPressed,KeyDown); input->RegisterKeyboard(); } LRESULT CALLBACK WndProc( HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { switch (msg) { case WM_INPUT: input->ProcessKeyStroke(lParam); break; } } //an example for KEYDOWN callback void KeyDown(RawInput::KeyboardArgs args) { strstm.str(""); strstm <<"keyboards index:"<< args.index; } [/CODE] ok, that's how it looks like. I haven't finish it yet, and still needs to improve it a lot.Anyway, I really hope my post can help someone who also have this problem.
  2. Enumerate multiple keyboards?

    [quote name='Krohm' timestamp='1349423929' post='4987049'] Maybe my memory is at fault but I'm rather sure [url="http://msdn.microsoft.com/en-us/library/windows/desktop/ms645571(v=vs.85).aspx"]RAW input[/url] will do it way [url="http://msdn.microsoft.com/en-us/library/windows/desktop/ms645590(v=vs.85).aspx"]easier[/url]. I've worked my way with WiiMotes, I guess it'll work with keyboards! I don't know what's about. Why all this effort in keeping DirectInput alive? For keyboard input? [/quote]Hey,Krohm,I really thank you for your reply.I want to make a game that allowing high frequency input with keyboard, I don't know if raw input can handle that. I havn't tried that before, just feel like maybe DirectInput is more efficient for its complexity? Anyway,I will try raw input.
  3. Enumerate multiple keyboards?

    Now I modified the callback function,and print out the type string of all devices. I got two different guidinstance code from single usb keyboard, but none of them work. I can only get output from my PS/2 keyboard. So Did I make mistakes creating usb keyboard? Sorry for my bad English, I'm not a English speaker. and here is the modified code} [CODE]#include <iostream> #include <dinput.h> #include <string> #include <vector> #pragma comment(lib, "dxguid.lib") #pragma comment(lib, "dinput8.lib") #define DIRECTINPUT_VERSION 0x0800 struct Keyboard { IDirectInputDevice8* device; GUID guid; char key[256]; }; #define input Input::Instance() #define MAXDEVICES 10 class Input { private: IDirectInput8* dinput; public: std::vector<Keyboard> keyboards; private: Input() { DirectInput8Create(GetModuleHandle(NULL),DIRECTINPUT_VERSION, IID_IDirectInput8,(LPVOID*)&dinput, NULL); } Input(const Input&); Input& operator = (const Input&); public: static Input* Instance() { static Input instance; return &instance; } bool CreateKeyboards() { if(dinput==NULL) return false; HWND hwnd = GetConsoleWindow(); if(FAILED(dinput->EnumDevices(DI8DEVCLASS_ALL, EnumKeyboardsCallBack, NULL, DIEDFL_ALLDEVICES))) { MessageBox(hwnd,"EnumDevices() - FAILED", "Error",0); return false; } int numdevice = keyboards.size(); for(int i = 0; i < numdevice; i++) { if(FAILED(keyboards[i].device->SetDataFormat(&c_dfDIKeyboard))) { MessageBox(hwnd, "SetDataFormat() - FAILED","Error",0); return false; } if(FAILED(keyboards[i].device->SetCooperativeLevel(hwnd,DISCL_FOREGROUND|DISCL_NONEXCLUSIVE))) { MessageBox(hwnd, "SetCooperativeLevel() - FAILED", "Error",0); return false; } if(FAILED(keyboards[i].device->Acquire())) { MessageBox(hwnd, "Acquire() - FAILED", "Error",0); return false; } return true; } } static BOOL CALLBACK EnumKeyboardsCallBack(LPCDIDEVICEINSTANCE lpddi, LPVOID pvRef) { std::cout << lpddi->tszInstanceName <<": "<<lpddi->guidInstance.Data1 << std::endl; std::string typeString = lpddi->tszInstanceName; static int numdevices = 0; if(numdevices < MAXDEVICES ) { if(typeString == "Keyboard"|| typeString=="USB Keyboard"||typeString == "USB Combo Keyboard" ) { IDirectInputDevice8* device; input->dinput->CreateDevice(lpddi->guidInstance, &device, NULL); Keyboard keyboard = { device, lpddi->guidInstance }; input->keyboards.push_back(keyboard); numdevices++; } return DIENUM_CONTINUE; } return DIENUM_STOP; } void printKeyboardsInfo() { int size = keyboards.size(); std::cout <<std::endl <<"Totle "<<size <<" keyboards attached"<<"\n\n"; for(int i = 0; i < size; i++) { std::cout <<"Keyboard"<<i<<":"<< keyboards[i].guid.Data1 << "\n\n"; } } int KeyboardNumber() { return keyboards.size(); } }; int main() { if(!input->CreateKeyboards()) return 0; input->printKeyboardsInfo(); for(int i = 0;i < input->keyboards.size(); i++) { std::cout << "keyboard Index:"<<i<<std::endl; while(!(input->keyboards[i].key[DIK_N] & 0x80)) { ZeroMemory(input->keyboards[i].key,256*sizeof(char)); input->keyboards[i].device->GetDeviceState(256*sizeof(char),(LPVOID)&input->keyboards[i].key); if(input->keyboards[i].key[DIK_1] & 0x80) { std::cout << "new input,device guid:"<<input->keyboards[i].guid.Data1<<std::endl; Sleep(500); } } } system("pause"); return 0; } [/CODE]here is the output,usb keyboard doesn't response.[attachment=11627:kt.png]
  4. I want get input from two keyboards separately, after a lot of search , I find the function EnumDevice() may help. what I'm trying to do is to enumerate all keyboards, and create as many number of instances of DirectInputDevice with each guid, The problem is that when I pass DI8DEVCLASS_KEYBOARD to EnumDevice(), the callback function cannot enum my usb keyboards. I also tried DI8DEVCLASS_DEVICE, it returns me 3 guid, but none of them match my PS/2 guid.I don't know what devices they are exactly. I have 3 keyboards, one of which is PS/2 and the other via USB, any help? Here is my test program,a console project [CODE] struct Keyboard { IDirectInputDevice8* device; GUID guid; }; #define input Input::Instance() #define MAXDEVICES 5 class Input { private: IDirectInput8* dinput; std::vector<Keyboard> keyboards; private: Input() { DirectInput8Create(GetModuleHandle(NULL),DIRECTINPUT_VERSION, IID_IDirectInput8,(LPVOID*)&dinput, NULL); } Input(const Input&); Input& operator = (const Input&); public: static Input* Instance() { static Input instance; return &instance; } void EnumKeyboards() { if(dinput) { dinput->EnumDevices(DI8DEVCLASS_KEYBOARD, EnumKeyboardsCallBack, NULL, DIEDFL_ATTACHEDONLY); } } static BOOL CALLBACK EnumKeyboardsCallBack(LPCDIDEVICEINSTANCE lpddi, LPVOID pvRef) { static int numdevices = 0; if(numdevices < MAXDEVICES) { IDirectInputDevice8* device; input->dinput->CreateDevice(lpddi->guidInstance, &device, NULL); Keyboard keyboard = { device, lpddi->guidInstance}; input->keyboards.push_back(keyboard); numdevices++; return DIENUM_CONTINUE; } return DIENUM_STOP; } void printKeyboardsInfo() { std::vector<Keyboard>::iterator i = this->keyboards.begin(), end = this->keyboards.end(); while(i != end) { std::cout << i->guid.Data1 <<" "<<i->guid.Data2<<" " << i->guid.Data3<<i->guid.Data4<< std::endl; ++i; } } int KeyboardNumber() { return keyboards.size(); } }; int main() { input->EnumKeyboards(); input->printKeyboardsInfo(); system("pause"); return 0; } [/CODE]
  • Advertisement