GetAsyncKeyState 功能的使用 判断上下左右键是否被按下或弹起
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// DEMO3_12.CPP - GetAsynKeyState Demo
// INCLUDES //////////GetAsyncKeyState/////////////////////////////////////
#define WIN32_LEAN_AND_MEAN // just say no to MFC
#include <windows.h> // include all the windows headers
#include <windowsx.h> // include useful macros
#include <mmsystem.h> // very important and include WINMM.LIB too!
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
// DEFINES ////////////////////////////////////////////////
// defines for windows
#define WINDOW_CLASS_NAME "WINCLASS1"
// MACROS /////////////////////////////////////////////////
#define KEYDOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
#define KEYUP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1)
/*
0x8000二进制值是1000000000000000,两者进行与运算
即如果GetAsyncKeyState(vk_code)最高位是1,则取值1,
即此时KEYDOWN 后者正好相反
函数GetAsyncKeyState确定在调用它时某个按键处于弹起还是按下的,以及此按键是否在上一次调用GetAsyncKeyState之后(“又”)按下过(重复也算按下)。
这句话的完整意思是:预定义了一个KEYDOWN参数为vk_code 他的定义的含义是判断一个键是否被按下(GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0如果按下了就是1,没有按下就是0
然后其它地方用的时候直接用KEYDOWN(vk_code)判断这个键是否按下,相反弹起来是1按下是0
*/
// GLOBALS ////////////////////////////////////////////////
HWND main_window_handle = NULL; // globally track main window
HINSTANCE hinstance_app = NULL; // globally track hinstance
char buffer[80]; // general printing buffer
// FUNCTIONS //////////////////////////////////////////////
LRESULT CALLBACK WindowProc(HWND hwnd,
UINT msg,
WPARAM wparam,
LPARAM lparam)
{
// this is the main message handler of the system
PAINTSTRUCT ps; // used in WM_PAINT
HDC hdc; // handle to a device context
char buffer[80]; // used to print strings
// what is the message
switch(msg)
{
case WM_CREATE:
{
// do initialization stuff here
// return success
return(0);
} break;
case WM_PAINT:
{
// simply validate the window
hdc = BeginPaint(hwnd,&ps);
// end painting
EndPaint(hwnd,&ps);
// return success
return(0);
} break;
case WM_DESTROY:
{
// kill the application, this sends a WM_QUIT message
PostQuitMessage(0);
// return success
return(0);
} break;
default:break;
} // end switch
// process any messages that we didn't take care of
return (DefWindowProc(hwnd, msg, wparam, lparam));
} // end WinProc
// WINMAIN ////////////////////////////////////////////////
int WINAPI WinMain( HINSTANCE hinstance,
HINSTANCE hprevinstance,
LPSTR lpcmdline,
int ncmdshow)
{
WNDCLASSEX winclass; // this will hold the class we create
HWND hwnd; // generic window handle
MSG msg; // generic message
HDC hdc; // graphics device context
// first fill in the window class stucture
winclass.cbSize = sizeof(WNDCLASSEX);
winclass.style = CS_DBLCLKS | CS_OWNDC |
CS_HREDRAW | CS_VREDRAW;
winclass.lpfnWndProc = WindowProc;
winclass.cbClsExtra = 0;
winclass.cbWndExtra = 0;
winclass.hInstance = hinstance;
winclass.hIcon = LoadIcon(NULL, IDI_APPLICATION);
winclass.hCursor = LoadCursor(NULL, IDC_ARROW);
winclass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
winclass.lpszMenuName = NULL;
winclass.lpszClassName = WINDOW_CLASS_NAME;
winclass.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
// save hinstance in global
hinstance_app = hinstance;
// register the window class
if (!RegisterClassEx(&winclass))
return(0);
// create the window
if (!(hwnd = CreateWindowEx(NULL, // extended style
WINDOW_CLASS_NAME, // class
"GetAsyncKeyState() Demo", // title
WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0,0, // initial x,y
400,300, // initial width, height
NULL, // handle to parent
NULL, // handle to menu
hinstance,// instance of this application
NULL))) // extra creation parms
return(0);
// save main window handle
main_window_handle = hwnd;
// enter main event loop, but this time we use PeekMessage()
// instead of GetMessage() to retrieve messages
while(TRUE)
{
// test if there is a message in queue, if so get it
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))
{
// test if this is a quit
if (msg.message == WM_QUIT)
break;
// translate any accelerator keys
TranslateMessage(&msg);
// send the message to the window proc
DispatchMessage(&msg);
} // end if
// main game processing goes here
// get a graphics context
hdc = GetDC(hwnd);
// set the foreground color to green
SetTextColor(hdc, RGB(0,255,0));
// set the background color to black
SetBkColor(hdc, RGB(0,0,0));
// set the transparency mode to OPAQUE
SetBkMode(hdc, OPAQUE);
// print out the state of each arrow key
sprintf(buffer,"Up Arrow: = %d ",KEYDOWN(VK_UP));
TextOut(hdc, 0,0, buffer, strlen(buffer));
sprintf(buffer,"Down Arrow: = %d ",KEYDOWN(VK_DOWN));
TextOut(hdc, 0,16, buffer, strlen(buffer));
sprintf(buffer,"Right Arrow: = %d ",KEYDOWN(VK_RIGHT));
TextOut(hdc, 0,32, buffer, strlen(buffer));
sprintf(buffer,"Left Arrow: = %d ",KEYDOWN(VK_LEFT));
TextOut(hdc, 0,48, buffer, strlen(buffer));
// release the dc back
ReleaseDC(hwnd, hdc);
} // end while
// return to Windows like this
return(msg.wParam);
} // end WinMain
///////////////////////////////////////////////////////////
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