我正在设计一个键盘类,它只能检测一次键盘按键,但我仍然无法弄清楚如何做到这一点。我的目标只是在按住或按住同一个键时仅检查并执行一次操作,并且在同时按下 2 个操作键时不执行任何操作。例如,当我一直按住键 A 时,动作 1 只执行一次。然后我一直按住另一个键B,动作2也执行一次。如果同时按 A 键和 B 键,我将无法执行任何操作。
KeyboardClass头和cpp文件中有两个类,即KeyboardClientClass和KeyboardServerClass。
////////////////////////////////////////////////////////////////////////////////
// Filename: KeyboardClass.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _KEYBOARDCLASS_H_
#define _KEYBOARDCLASS_H_
////////////////////////////////////////////////////////////////////////////////
// Class prototype
////////////////////////////////////////////////////////////////////////////////
class KeyboardServerClass;
////////////////////////////////////////////////////////////////////////////////
// Class name: KeyboardClientClass
////////////////////////////////////////////////////////////////////////////////
class KeyboardClientClass
{
public:
KeyboardClientClass( const KeyboardServerClass& KeyboardServer );
~KeyboardClientClass();
bool KeyIsPressed( unsigned char keycode ) const;
bool KeyIsPressedOnce( unsigned char keycode );
private:
unsigned char tempKeyCode;
const KeyboardServerClass& server;
};
class KeyboardServerClass
{
friend KeyboardClientClass;
public:
KeyboardServerClass();
~KeyboardServerClass();
void OnKeyPressed( unsigned char keycode );
void OnKeyReleased( unsigned char keycode );
private:
static const int nKeys = 256;
bool keystates[ nKeys ];
bool isKeyDown;
};
#endif
////////////////////////////////////////////////////////////////////////////////
// Filename: KeyboardClass.cpp
////////////////////////////////////////////////////////////////////////////////
#include "KeyboardClass.h"
KeyboardClientClass::KeyboardClientClass( const KeyboardServerClass& KeyboardServer )
: server ( KeyboardServer )
{
tempKeyCode = 257;
}
KeyboardClientClass::~KeyboardClientClass()
{}
bool KeyboardClientClass::KeyIsPressed( unsigned char keycode ) const
{
return server.keystates[ keycode ];
}
bool KeyboardClientClass::KeyIsPressedOnce( unsigned char keycode )
{
if ( tempKeyCode != keycode )
{
tempKeyCode = keycode;
return server.keystates[ keycode ];
}
else
{
return false;
}
}
KeyboardServerClass::KeyboardServerClass()
{
for ( int x = 0; x < nKeys; x++ )
{
keystates[ x ] = false;
}
}
KeyboardServerClass::~KeyboardServerClass()
{
isKeyDown = true;
}
void KeyboardServerClass::OnKeyPressed( unsigned char keycode )
{
keystates [ keycode ] = true;
isKeyDown = false;
}
void KeyboardServerClass::OnKeyReleased( unsigned char keycode )
{
keystates [ keycode ] = false;
isKeyDown = true;
}
首先,我创建了一个 KeyboardServer 对象来跟踪 Windows 过程中的键盘消息。
LRESULT CALLBACK SystemClass::MessageHandler( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
switch ( msg )
{
//************ KEYBOARD MESSAGES ************ //
// Check if a key has been pressed on the keyboard
case WM_KEYDOWN:
{
if ( wParam == VK_ESCAPE )
PostQuitMessage( 0 );
// If a key is pressed send it to the KeyboardServer object so it can record the state
m_KeyboardServer.OnKeyPressed( wParam );
break;
}
// Check if a key has been released on the keyboard
case WM_KEYUP:
{
// If a key is released then send it to the KeyboardServer object so it can unset the state for that key
m_KeyboardServer.OnKeyReleased( wParam );
break;
}
// ************ END KEYBOARD MESSAGES ************ //
}
然后,我在 Game 类中创建一个 KeyboardClient 对象来检查是否按下了某个键,并根据按下的键执行操作。
if ( m_Keyboard.KeyIsPressed( KEY_B ) )
// Do action A
else if ( m_Keyboard.KeyIsPressed( KEY_N ) )
// Do action B