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path: root/Minecraft.Client/Windows64/KeyboardMouseInput.h
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#pragma once

#ifdef _WINDOWS64

#include <windows.h>

// HID usage page and usage for raw input registration
#ifndef HID_USAGE_PAGE_GENERIC
#define HID_USAGE_PAGE_GENERIC ((USHORT)0x01)
#endif
#ifndef HID_USAGE_GENERIC_MOUSE
#define HID_USAGE_GENERIC_MOUSE ((USHORT)0x02)
#endif

class KeyboardMouseInput
{
public:
	KeyboardMouseInput();
	~KeyboardMouseInput();

	void Init(HWND hWnd);
	void Tick();
	void EndFrame();

	// Called from WndProc
	void OnKeyDown(WPARAM vk);
	void OnKeyUp(WPARAM vk);
	void OnRawMouseInput(LPARAM lParam);
	void OnMouseButton(int button, bool down);
	void OnMouseWheel(int delta);
	void ClearAllState();

	// Per-frame edge detection (for UI / per-frame logic like Alt toggle)
	bool IsKeyDown(int vk) const;
	bool IsKeyPressed(int vk) const;
	bool IsKeyReleased(int vk) const;
	bool IsMouseDown(int btn) const;
	bool IsMousePressed(int btn) const;
	bool IsMouseReleased(int btn) const;

	// Game-tick consume methods: accumulate across frames, clear on read.
	// Use these from code that runs at game tick rate (20Hz).
	bool ConsumeKeyPress(int vk);
	bool ConsumeMousePress(int btn);
	void ConsumeMouseDelta(float &dx, float &dy);
	int ConsumeScrollDelta();

	// Mouse capture for FPS look
	void SetCapture(bool capture);
	bool IsCaptured() const;

private:
	void CenterCursor();

	// Per-frame double-buffered state (for IsKeyPressed/Released per-frame edge detection)
	bool m_keyState[256];
	bool m_keyStatePrev[256];
	bool m_mouseButtons[3];
	bool m_mouseButtonsPrev[3];

	// Sticky press accumulators (persist until consumed by game tick)
	bool m_keyPressedAccum[256];
	bool m_mousePressedAccum[3];

	// Mouse delta accumulators (persist until consumed by game tick)
	float m_mouseDeltaXAccum;
	float m_mouseDeltaYAccum;

	// Scroll accumulator (persists until consumed by game tick)
	int m_scrollDeltaAccum;

	bool m_captured;
	HWND m_hWnd;
	bool m_initialized;
};

extern KeyboardMouseInput KMInput;

#endif // _WINDOWS64