Game Development Reference
In-Depth Information
Keyboard input
We now have touch and mouse input, but many players also use desktop or laptop
machines where playing with a mouse isn't the best experience. Thankfully they all
have a keyboard, which will let us add some simple controls to mimic the touch con-
trols that we currently have.
Just like the pointer system, keyboard events are raised by the
CoreWindow
object
that we have in the
GameApplication
class. To begin, create some event handlers
like you did for the
OnPointerReleased
handler, but use the
KeyEventArgs
in-
stead of
PointerEventArgs
.
Add the following code in the
GameApplication.h
file:
void OnKeyDown(Windows::UI::Core::CoreWindow^
sender, Windows::UI::Core::KeyEventArgs^ args);
void OnKeyUp(Windows::UI::Core::CoreWindow^
sender, Windows::UI::Core::KeyEventArgs^ args);
Now add the code that follows in the
GameApplication.cpp
file:
void
GameApplication::OnKeyDown(Windows::UI::Core::CoreWindow^
sender, Windows::UI::Core::KeyEventArgs^ args)
{
m_renderer->KeyDown(args->VirtualKey);
}
void
GameApplication::OnKeyUp(Windows::UI::Core::CoreWindow^
sender, Windows::UI::Core::KeyEventArgs^ args)
{
m_renderer->KeyUp(args->VirtualKey);
}