下面是我用来捕获按键是什么的代码,我根据状态更新按键的状态。 我将雕像保存在我的简单数组0,1,2,3中。 格式为:keyboardmap [256] = {0};
问题是,无论我做什么,键都会在某些时候卡住。它们永远不会重置为零,就像WM_KEYUP无法正常启动一样。
while (true)
{
if ( PeekMessage(&msg, 0, 0, 0, PM_REMOVE) )
{
TranslateMessage(&msg);
DispatchMessage(&msg);
if (msg.message == WM_QUIT)
{
break;
}
// Check for keystates and update them.
if (msg.message == WM_KEYDOWN)
{
// Fetch the key state.
unsigned int keycode = msg.wParam;
unsigned int cstate = engine.GetKeyState(msg.wParam);
if (engine.GetKeyState(keycode) == 0)
{
engine.SetKeyState(keycode, 1); // Just started pressing.
}
else
{
engine.SetKeyState(keycode, 2); // Actively pressed down.
}
}
else if (msg.message == WM_KEYUP)
{
// Fetch the key state.
unsigned int keycode = msg.wParam;
unsigned int cstate = engine.GetKeyState(msg.wParam);
if ( engine.GetKeyState(keycode) == 2)
{
engine.SetKeyState(keycode, 3);
}
else
{
engine.SetKeyState(keycode, 0);
}
}
}
}
答案 0 :(得分:1)
这不是消息循环应该如何。将以下示例用于需要不断更新游戏/屏幕的游戏引擎:
in.readTypedList(images, SingleImage.CREATOR);
窗口的消息应该在单独的窗口过程中处理:
WNDCLASSEX wc = { sizeof(WNDCLASSEX) };
wc.lpfnWndProc = WndProc;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.lpszClassName = L"WindowClass";
RegisterClassEx(&wc);
CreateWindow(...);
MSG msg = { 0 };
//while (msg.message != WM_QUIT) <=== removed in edit
while(true) //<=== **** edit ****
{
if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
if(msg.message == WM_QUIT) //<=== **** edit ****
break;
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
engine.update();
}
}