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- Windows virtual key codes 2 answers
I'm working on a game option that change the keyboard setting. So, I want to display the key that player has changed. I have the issue to convert UCHAR key that contains a Virtual-Key Codes into std::string. Seem that GetKeyNameText() only cannot convert UCHAR into string as no string has been displayed on screen. How can I fix this issue? Thanks.
Get keyboard message
LRESULT Game::messageHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
if (initialized) // do not process messages if not initialized
{
switch (msg)
{
case WM_KEYDOWN: case WM_SYSKEYDOWN: // key down
input->keyDown(wParam);
return 0;
}
}
return DefWindowProc(hwnd, msg, wParam, lParam); // let Windows handle it
}
Input class
UCHAR key;
void Input::keyDown(WPARAM wParam)
{
// make sure key code is within buffer range
if (wParam < inputNS::KEYS_ARRAY_LEN)
{
keysDown[wParam] = true; // update keysDown array
// key has been "pressed, erased by clear()
keysPressed[wParam] = true; // update keysPressed array
key = wParam;
}
}
UCHAR getKeyPressed() { return key; }
Game class
Note: Code detail has been skipped.
// Key control
UCHAR vkeyUp;
UCHAR vkeyDown;
void GameContent::update()
{
if (buttonX == 220)
{
if (buttonY == 15)
{
if (input->anyKeyPressed()) {
vkeyUp = input->getKeyPressed();
buttonX = 10;
buttonY = 15;
}
}
else if (buttonY == 65)
{
if (input->anyKeyPressed()) {
vkeyDown = input->getKeyPressed();
buttonX = 10;
buttonY = 65;
}
}
}
button.setX(buttonX);
button.setY(buttonY);
}
void GameContent::render()
{
font.print("Move Up", 20, 20); font.print(input->getKeyPressedString(vkeyUp), 300, 20);
font.print("Move Down", 20, 70); font.print(input->getKeyPressedString(vkeyDown), 300, 70);
}
std::string Input::getKeyPressedString(UCHAR vkey)
{
std::string keyString;
TCHAR *lpszName = new TCHAR[256];
GetKeyNameText(vkey, lpszName, sizeof(lpszName));
keyString = *lpszName;
return keyString;
}
DirectX Font Class
int TextDX::print(const std::string &str, int x, int y)
{
if (dxFont == NULL)
return 0;
// Set font position
fontRect.top = y;
fontRect.left = x;
// Rotation center
D3DXVECTOR2 rCenter = D3DXVECTOR2((float)x, (float)y);
// Setup matrix to rotate text by angle
D3DXMatrixTransformation2D(&matrix, NULL, 0.0f, NULL, &rCenter, angle, NULL);
// Apply Matrix
graphics->getSprite()->SetTransform(&matrix);
return dxFont->DrawTextA(graphics->getSprite(), str.c_str(), -1, &fontRect, DT_LEFT, color);
}