I come again to this little program periodically but it surely’s by no means labored.
#embody
#embody
IGameInput* gameInput = NULL;
IGameInputDevice* gameKeyboard = NULL;
IGameInputDevice* gameMouse = NULL;
IGameInputReading* keyReading = NULL;
IGameInputReading* mouseReading = NULL;
int important()
{
GameInputCreate(&gameInput);
gameInput->GetCurrentReading(GameInputKindKeyboard, gameKeyboard, &keyReading);
gameInput->GetCurrentReading(GameInputKindMouse, gameMouse, &mouseReading);
if (keyReading)
keyReading->GetDevice(&gameKeyboard);
if (mouseReading)
mouseReading->GetDevice(&gameMouse);
whereas (true)
{
keyReading = NULL;
mouseReading = NULL;
// keyboard
gameInput->GetCurrentReading(GameInputKindKeyboard, gameKeyboard, &keyReading);
if (keyReading)
{
GameInputKeyState* keyState = NULL;
int rely = keyReading->GetKeyCount();
if (SUCCEEDED(keyReading->GetKeyState(rely, keyState)))
for (int ok = 0; ok GetCurrentReading(GameInputKindMouse, gameMouse, &mouseReading);
if (mouseReading)
{
GameInputMouseState mouseState;
if (SUCCEEDED(mouseReading->GetMouseState(&mouseState)))
{
if (mouseState.buttons & GameInputMouseButtons::GameInputMouseLeftButton)
{
std::cout Launch();
if (mouseReading)
mouseReading->Launch();
}
if (gameKeyboard) gameKeyboard->Launch();
if (gameInput) gameInput->Launch();
return 0;
}