Different options to handle mouse and keyboard inp

2019-07-27 04:29发布

I've recently been getting into DirectX and along with that, game programming. I've started fleshing out my base of the program and now I'm looking to get into handling input. The way I have right now is through calling a function in my main loop which queries the mouse and keyboard using GetDeviceState (in a nutshell) and their respective arguments; however, after doing some more in depth reading into DirectInput, I've seen many people saying how DirectInput is NOT recommended for use anymore. Microsoft seems to agree too!

What I am looking for are other ways to go about doing this, along with discussion on the pros and cons about them (not necessary, but welcome. I can research)

标签: directx
4条回答
干净又极端
2楼-- · 2019-07-27 05:00

Just use GetMessage or PeekMessage, see should-i-use-directinput-or-windows-message-loop for an example.

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男人必须洒脱
3楼-- · 2019-07-27 05:18

You can use the win32/windows API.

People of gamedev seem to agree: http://www.gamedev.net/community/forums/topic.asp?topic_id=511020

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家丑人穷心不美
4楼-- · 2019-07-27 05:18

For keyboard I usually use GetAsyncKeyState();. It says if key is pressed in the time of execution of this function.

But for mouse the best solution is to use DirectInput I think. Because windows monitors it's position and you don't have to.

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smile是对你的礼貌
5楼-- · 2019-07-27 05:19

Its recommended to use "Raw Input" these days.

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