Files
Client/Library/dxx8/samples/Multimedia/DirectInput/Keyboard/keyboard.cpp
LGram16 e067522598 Initial commit: ROW Client source code
Game client codebase including:
- CharacterActionControl: Character and creature management
- GlobalScript: Network, items, skills, quests, utilities
- RYLClient: Main client application with GUI and event handlers
- Engine: 3D rendering engine (RYLGL)
- MemoryManager: Custom memory allocation
- Library: Third-party dependencies (DirectX, boost, etc.)
- Tools: Development utilities

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 16:24:34 +09:00

619 lines
23 KiB
C++

//-----------------------------------------------------------------------------
// File: keyboard.cpp
//
// Desc: The Keyboard sample show how to use a DirectInput keyboard device
// and the differences between cooperative levels and data styles.
//
// Copyright (c) 1999-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include <tchar.h>
#include <windows.h>
#include <basetsd.h>
#include <dinput.h>
#include "resource.h"
//-----------------------------------------------------------------------------
// Function-prototypes
//-----------------------------------------------------------------------------
INT_PTR CALLBACK MainDlgProc( HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam );
HRESULT OnInitDialog( HWND hDlg );
VOID UpdateUI( HWND hDlg );
HRESULT OnCreateDevice( HWND hDlg );
HRESULT ReadImmediateData( HWND hDlg );
HRESULT ReadBufferedData( HWND hDlg );
VOID FreeDirectInput();
//-----------------------------------------------------------------------------
// Defines, constants, and global variables
//-----------------------------------------------------------------------------
#define SAFE_DELETE(p) { if(p) { delete (p); (p)=NULL; } }
#define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } }
#define SAMPLE_BUFFER_SIZE 8 // arbitrary number of buffer elements
LPDIRECTINPUT8 g_pDI = NULL;
LPDIRECTINPUTDEVICE8 g_pKeyboard = NULL;
//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: Entry point for the application. Since we use a simple dialog for
// user interaction we don't need to pump messages.
//-----------------------------------------------------------------------------
int WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, int )
{
// Display the main dialog box.
DialogBox( hInst, MAKEINTRESOURCE(IDD_KEYBOARD), NULL, MainDlgProc );
return TRUE;
}
//-----------------------------------------------------------------------------
// Name: MainDlgProc()
// Desc: Handles dialog messages
//-----------------------------------------------------------------------------
INT_PTR CALLBACK MainDlgProc( HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam )
{
switch( msg )
{
case WM_INITDIALOG:
OnInitDialog( hDlg );
break;
case WM_COMMAND:
switch( LOWORD(wParam) )
{
case IDCANCEL:
EndDialog( hDlg, 0 );
break;
case IDC_EXCLUSIVE:
case IDC_NONEXCLUSIVE:
case IDC_FOREGROUND:
case IDC_BACKGROUND:
case IDC_IMMEDIATE:
case IDC_BUFFERED:
case IDC_WINDOWSKEY:
UpdateUI( hDlg );
break;
case IDC_CREATEDEVICE:
if( NULL == g_pKeyboard )
{
if( FAILED( OnCreateDevice( hDlg ) ) )
{
MessageBox( hDlg, _T("CreateDevice() failed. ")
_T("The sample will now exit."),
_T("Keyboard"), MB_ICONERROR | MB_OK );
FreeDirectInput();
}
}
else
{
FreeDirectInput();
}
UpdateUI( hDlg );
break;
default:
return FALSE; // Message not handled
}
break;
case WM_ACTIVATE:
if( WA_INACTIVE != wParam && g_pKeyboard )
{
// Make sure the device is acquired, if we are gaining focus.
g_pKeyboard->Acquire();
}
break;
case WM_TIMER:
// Update the input device every timer message
{
BOOL bImmediate = ( IsDlgButtonChecked( hDlg, IDC_IMMEDIATE ) == BST_CHECKED );
if( bImmediate )
{
if( FAILED( ReadImmediateData( hDlg ) ) )
{
KillTimer( hDlg, 0 );
MessageBox( NULL, _T("Error reading input state. ")
_T("The sample will now exit."),
_T("Keyboard"), MB_ICONERROR | MB_OK );
EndDialog( hDlg, TRUE );
}
}
else
{
if( FAILED( ReadBufferedData( hDlg ) ) )
{
KillTimer( hDlg, 0 );
MessageBox( NULL, _T("Error reading input state. ")
_T("The sample will now exit."),
_T("Keyboard"), MB_ICONERROR | MB_OK );
EndDialog( hDlg, TRUE );
}
}
}
break;
case WM_DESTROY:
// Cleanup everything
KillTimer( hDlg, 0 );
FreeDirectInput();
break;
default:
return FALSE; // Message not handled
}
return TRUE; // Message handled
}
//-----------------------------------------------------------------------------
// Name: OnInitDialog()
// Desc: Initialize the DirectInput variables.
//-----------------------------------------------------------------------------
HRESULT OnInitDialog( HWND hDlg )
{
// Load the icon
HICON hIcon = LoadIcon( GetModuleHandle(NULL), MAKEINTRESOURCE( IDI_MAIN ) );
// Set the icon for this dialog.
PostMessage( hDlg, WM_SETICON, ICON_BIG, (LPARAM) hIcon ); // Set big icon
PostMessage( hDlg, WM_SETICON, ICON_SMALL, (LPARAM) hIcon ); // Set small icon
// Check the 'exclusive', 'foreground', and 'immediate' buttons by default.
CheckRadioButton( hDlg, IDC_EXCLUSIVE, IDC_NONEXCLUSIVE, IDC_EXCLUSIVE );
CheckRadioButton( hDlg, IDC_FOREGROUND, IDC_BACKGROUND, IDC_FOREGROUND );
CheckRadioButton( hDlg, IDC_IMMEDIATE, IDC_BUFFERED, IDC_IMMEDIATE );
UpdateUI( hDlg );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: UpdateUI()
// Desc: Enables/disables the UI, and sets the dialog behavior text based on the UI
//-----------------------------------------------------------------------------
VOID UpdateUI( HWND hDlg )
{
TCHAR strExcepted[2048];
BOOL bExclusive;
BOOL bForeground;
BOOL bImmediate;
BOOL bDisableWindowsKey;
// Detrimine where the buffer would like to be allocated
bExclusive = ( IsDlgButtonChecked( hDlg, IDC_EXCLUSIVE ) == BST_CHECKED );
bForeground = ( IsDlgButtonChecked( hDlg, IDC_FOREGROUND ) == BST_CHECKED );
bImmediate = ( IsDlgButtonChecked( hDlg, IDC_IMMEDIATE ) == BST_CHECKED );
bDisableWindowsKey = ( IsDlgButtonChecked( hDlg, IDC_WINDOWSKEY ) == BST_CHECKED );
if( g_pKeyboard )
{
SetDlgItemText( hDlg, IDC_CREATEDEVICE, TEXT("Release Device") );
SetDlgItemText( hDlg, IDC_DATA, TEXT("") );
EnableWindow( GetDlgItem( hDlg, IDC_EXCLUSIVE ), FALSE );
EnableWindow( GetDlgItem( hDlg, IDC_NONEXCLUSIVE ), FALSE );
EnableWindow( GetDlgItem( hDlg, IDC_FOREGROUND ), FALSE );
EnableWindow( GetDlgItem( hDlg, IDC_BACKGROUND ), FALSE );
EnableWindow( GetDlgItem( hDlg, IDC_IMMEDIATE ), FALSE );
EnableWindow( GetDlgItem( hDlg, IDC_BUFFERED ), FALSE );
EnableWindow( GetDlgItem( hDlg, IDC_WINDOWSKEY ), FALSE );
}
else
{
SetDlgItemText( hDlg, IDC_CREATEDEVICE, TEXT("&Create Device") );
SetDlgItemText( hDlg, IDC_DATA,
TEXT("Device not created. Choose settings and click 'Create Device' then type to see results") );
EnableWindow( GetDlgItem( hDlg, IDC_EXCLUSIVE ), TRUE );
EnableWindow( GetDlgItem( hDlg, IDC_NONEXCLUSIVE ), TRUE );
EnableWindow( GetDlgItem( hDlg, IDC_FOREGROUND ), TRUE );
EnableWindow( GetDlgItem( hDlg, IDC_BACKGROUND ), TRUE );
EnableWindow( GetDlgItem( hDlg, IDC_IMMEDIATE ), TRUE );
EnableWindow( GetDlgItem( hDlg, IDC_BUFFERED ), TRUE );
if( !bExclusive && bForeground )
EnableWindow( GetDlgItem( hDlg, IDC_WINDOWSKEY ), TRUE );
else
EnableWindow( GetDlgItem( hDlg, IDC_WINDOWSKEY ), FALSE );
}
// Figure what the user should expect based on the dialog choice
if( !bForeground && bExclusive )
{
_tcscpy( strExcepted, TEXT("For security reasons, background exclusive ") \
TEXT("keyboard access is not allowed.\n\n") );
}
else
{
if( bForeground )
{
_tcscpy( strExcepted, TEXT("Foreground cooperative level means that the ") \
TEXT("application has access to data only when in the ") \
TEXT("foreground or, in other words, has the input focus. ") \
TEXT("If the application moves to the background, ") \
TEXT("the device is automatically unacquired, or made ") \
TEXT("unavailable.\n\n") );
}
else
{
_tcscpy( strExcepted, TEXT("Background cooperative level really means ") \
TEXT("foreground and background. A device with a ") \
TEXT("background cooperative level can be acquired ") \
TEXT("and used by an application at any time.\n\n") );
}
if( bExclusive )
{
_tcscat( strExcepted, TEXT("Exclusive mode prevents other applications from ") \
TEXT("also acquiring the device exclusively. The fact ") \
TEXT("that your application is using a device at the ") \
TEXT("exclusive level does not mean that other ") \
TEXT("applications cannot get data from the device. ") \
TEXT("When an application has exclusive access to the ") \
TEXT("keyboard, DirectInput suppresses all keyboard ") \
TEXT("messages including the Windows key except ") \
TEXT("CTRL+ALT+DEL and ALT+TAB\n\n") );
}
else
{
_tcscat( strExcepted, TEXT("Nonexclusive mode means that other applications ") \
TEXT("can acquire device in exclusive or nonexclusive mode. ") );
if( bDisableWindowsKey )
{
_tcscat( strExcepted, TEXT("The Windows key will also be disabled so that ") \
TEXT("users cannot inadvertently break out of the ") \
TEXT("application. ") );
}
_tcscat( strExcepted, TEXT("\n\n") );
}
if( bImmediate )
{
_tcscat( strExcepted, TEXT("Immediate data is a snapshot of the current ") \
TEXT("state of a device. It provides no data about ") \
TEXT("what has happened with the device since the ") \
TEXT("last call, apart from implicit information that ") \
TEXT("you can derive by comparing the current state with ") \
TEXT("the last one. Events in between calls are lost.\n\n") );
}
else
{
_tcscat( strExcepted, TEXT("Buffered data is a record of events that are stored ") \
TEXT("until an application retrieves them. With buffered ") \
TEXT("data, events are stored until you are ready to deal ") \
TEXT("with them. If the buffer overflows, new data is lost.\n\n") );
}
_tcscat( strExcepted, TEXT("The sample will read the keyboard 12 times a second. ") \
TEXT("Typically an application would poll the keyboard ") \
TEXT("much faster than this, but this slow rate is simply ") \
TEXT("for the purposes of demonstration.") );
}
// Tell the user what to expect
SetDlgItemText( hDlg, IDC_BEHAVIOR, strExcepted );
}
//-----------------------------------------------------------------------------
// Name: OnCreateDevice()
// Desc: Setups a the keyboard device using the flags from the dialog.
//-----------------------------------------------------------------------------
HRESULT OnCreateDevice( HWND hDlg )
{
HRESULT hr;
BOOL bExclusive;
BOOL bForeground;
BOOL bImmediate;
BOOL bDisableWindowsKey;
DWORD dwCoopFlags;
#ifdef _WIN64
HINSTANCE hInst = (HINSTANCE) GetWindowLongPtr( hDlg, GWLP_HINSTANCE );
#else
HINSTANCE hInst = (HINSTANCE) GetWindowLong( hDlg, GWL_HINSTANCE );
#endif
// Cleanup any previous call first
KillTimer( hDlg, 0 );
FreeDirectInput();
// Detrimine where the buffer would like to be allocated
bExclusive = ( IsDlgButtonChecked( hDlg, IDC_EXCLUSIVE ) == BST_CHECKED );
bForeground = ( IsDlgButtonChecked( hDlg, IDC_FOREGROUND ) == BST_CHECKED );
bImmediate = ( IsDlgButtonChecked( hDlg, IDC_IMMEDIATE ) == BST_CHECKED );
bDisableWindowsKey = ( IsDlgButtonChecked( hDlg, IDC_WINDOWSKEY ) == BST_CHECKED );
if( bExclusive )
dwCoopFlags = DISCL_EXCLUSIVE;
else
dwCoopFlags = DISCL_NONEXCLUSIVE;
if( bForeground )
dwCoopFlags |= DISCL_FOREGROUND;
else
dwCoopFlags |= DISCL_BACKGROUND;
// Disabling the windows key is only allowed only if we are in foreground nonexclusive
if( bDisableWindowsKey && !bExclusive && bForeground )
dwCoopFlags |= DISCL_NOWINKEY;
// Create a DInput object
if( FAILED( hr = DirectInput8Create( GetModuleHandle(NULL), DIRECTINPUT_VERSION,
IID_IDirectInput8, (VOID**)&g_pDI, NULL ) ) )
return hr;
// Obtain an interface to the system keyboard device.
if( FAILED( hr = g_pDI->CreateDevice( GUID_SysKeyboard, &g_pKeyboard, NULL ) ) )
return hr;
// Set the data format to "keyboard format" - a predefined data format
//
// A data format specifies which controls on a device we
// are interested in, and how they should be reported.
//
// This tells DirectInput that we will be passing an array
// of 256 bytes to IDirectInputDevice::GetDeviceState.
if( FAILED( hr = g_pKeyboard->SetDataFormat( &c_dfDIKeyboard ) ) )
return hr;
// Set the cooperativity level to let DirectInput know how
// this device should interact with the system and with other
// DirectInput applications.
hr = g_pKeyboard->SetCooperativeLevel( hDlg, dwCoopFlags );
if( hr == DIERR_UNSUPPORTED && !bForeground && bExclusive )
{
FreeDirectInput();
MessageBox( hDlg, _T("SetCooperativeLevel() returned DIERR_UNSUPPORTED.\n")
_T("For security reasons, background exclusive keyboard\n")
_T("access is not allowed."), _T("Keyboard"), MB_OK );
return S_OK;
}
if( FAILED(hr) )
return hr;
if( !bImmediate )
{
// IMPORTANT STEP TO USE BUFFERED DEVICE DATA!
//
// DirectInput uses unbuffered I/O (buffer size = 0) by default.
// If you want to read buffered data, you need to set a nonzero
// buffer size.
//
// Set the buffer size to DINPUT_BUFFERSIZE (defined above) elements.
//
// The buffer size is a DWORD property associated with the device.
DIPROPDWORD dipdw;
dipdw.diph.dwSize = sizeof(DIPROPDWORD);
dipdw.diph.dwHeaderSize = sizeof(DIPROPHEADER);
dipdw.diph.dwObj = 0;
dipdw.diph.dwHow = DIPH_DEVICE;
dipdw.dwData = SAMPLE_BUFFER_SIZE; // Arbitary buffer size
if( FAILED( hr = g_pKeyboard->SetProperty( DIPROP_BUFFERSIZE, &dipdw.diph ) ) )
return hr;
}
// Acquire the newly created device
g_pKeyboard->Acquire();
// Set a timer to go off 12 times a second, to read input
// Note: Typically an application would poll the keyboard
// much faster than this, but this slow rate is simply
// for the purposes of demonstration
SetTimer( hDlg, 0, 1000 / 12, NULL );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: ReadImmediateData()
// Desc: Read the input device's state when in immediate mode and display it.
//-----------------------------------------------------------------------------
HRESULT ReadImmediateData( HWND hDlg )
{
HRESULT hr;
TCHAR strNewText[256*5 + 1] = TEXT("");
TCHAR strElement[10];
BYTE diks[256]; // DirectInput keyboard state buffer
int i;
if( NULL == g_pKeyboard )
return S_OK;
// Get the input's device state, and put the state in dims
ZeroMemory( &diks, sizeof(diks) );
hr = g_pKeyboard->GetDeviceState( sizeof(diks), &diks );
if( FAILED(hr) )
{
// DirectInput may be telling us that the input stream has been
// interrupted. We aren't tracking any state between polls, so
// we don't have any special reset that needs to be done.
// We just re-acquire and try again.
// If input is lost then acquire and keep trying
hr = g_pKeyboard->Acquire();
while( hr == DIERR_INPUTLOST )
hr = g_pKeyboard->Acquire();
// Update the dialog text
if( hr == DIERR_OTHERAPPHASPRIO || hr == DIERR_NOTACQUIRED )
SetDlgItemText( hDlg, IDC_DATA, TEXT("Unacquired") );
// hr may be DIERR_OTHERAPPHASPRIO or other errors. This
// may occur when the app is minimized or in the process of
// switching, so just try again later
return S_OK;
}
// Make a string of the index values of the keys that are down
for( i = 0; i < 256; i++ )
{
if( diks[i] & 0x80 )
{
wsprintf( strElement, TEXT("0x%02x "), i );
_tcscat( strNewText, strElement );
}
}
// Get the old text in the text box
TCHAR strOldText[128];
GetDlgItemText( hDlg, IDC_DATA, strOldText, 127 );
// If nothing changed then don't repaint - avoid flicker
if( 0 != lstrcmp( strOldText, strNewText ) )
SetDlgItemText( hDlg, IDC_DATA, strNewText );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: ReadBufferedData()
// Desc: Read the input device's state when in buffered mode and display it.
//-----------------------------------------------------------------------------
HRESULT ReadBufferedData( HWND hDlg )
{
TCHAR strNewText[256*5 + 1] = TEXT("");
TCHAR strLetter[10];
DIDEVICEOBJECTDATA didod[ SAMPLE_BUFFER_SIZE ]; // Receives buffered data
DWORD dwElements;
DWORD i;
HRESULT hr;
if( NULL == g_pKeyboard )
return S_OK;
dwElements = SAMPLE_BUFFER_SIZE;
hr = g_pKeyboard->GetDeviceData( sizeof(DIDEVICEOBJECTDATA),
didod, &dwElements, 0 );
if( hr != DI_OK )
{
// We got an error or we got DI_BUFFEROVERFLOW.
//
// Either way, it means that continuous contact with the
// device has been lost, either due to an external
// interruption, or because the buffer overflowed
// and some events were lost.
//
// Consequently, if a button was pressed at the time
// the buffer overflowed or the connection was broken,
// the corresponding "up" message might have been lost.
//
// But since our simple sample doesn't actually have
// any state associated with button up or down events,
// there is no state to reset. (In a real game, ignoring
// the buffer overflow would result in the game thinking
// a key was held down when in fact it isn't; it's just
// that the "up" event got lost because the buffer
// overflowed.)
//
// If we want to be cleverer, we could do a
// GetDeviceState() and compare the current state
// against the state we think the device is in,
// and process all the states that are currently
// different from our private state.
hr = g_pKeyboard->Acquire();
while( hr == DIERR_INPUTLOST )
hr = g_pKeyboard->Acquire();
// Update the dialog text
if( hr == DIERR_OTHERAPPHASPRIO ||
hr == DIERR_NOTACQUIRED )
SetDlgItemText( hDlg, IDC_DATA, TEXT("Unacquired") );
// hr may be DIERR_OTHERAPPHASPRIO or other errors. This
// may occur when the app is minimized or in the process of
// switching, so just try again later
return S_OK;
}
if( FAILED(hr) )
return hr;
// Study each of the buffer elements and process them.
//
// Since we really don't do anything, our "processing"
// consists merely of squirting the name into our
// local buffer.
for( i = 0; i < dwElements; i++ )
{
// this will display then scan code of the key
// plus a 'D' - meaning the key was pressed
// or a 'U' - meaning the key was released
wsprintf( strLetter, TEXT("0x%02x%s "), didod[ i ].dwOfs,
(didod[ i ].dwData & 0x80) ? TEXT("D") : TEXT("U"));
_tcscat( strNewText, strLetter );
}
// Get the old text in the text box
TCHAR strOldText[128];
GetDlgItemText( hDlg, IDC_DATA, strOldText, 127 );
// If nothing changed then don't repaint - avoid flicker
if( 0 != lstrcmp( strOldText, strNewText ) )
SetDlgItemText( hDlg, IDC_DATA, strNewText );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: FreeDirectInput()
// Desc: Initialize the DirectInput variables.
//-----------------------------------------------------------------------------
VOID FreeDirectInput()
{
// Unacquire the device one last time just in case
// the app tried to exit while the device is still acquired.
if( g_pKeyboard )
g_pKeyboard->Unacquire();
// Release any DirectInput objects.
SAFE_RELEASE( g_pKeyboard );
SAFE_RELEASE( g_pDI );
}