Unity WM_INPUT
时间: 2023-07-21 10:06:41 浏览: 185
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在Unity中,可以通过重写派生自UnityEngine.Windows.WindowsWindow类的自定义窗口脚本的WndProc方法来处理Windows消息。通过重写WndProc方法,您可以获取和处理各种Windows消息,包括WM_INPUT消息。
下面是一个示例代码,展示了如何在Unity中处理WM_INPUT消息:
```csharp
using UnityEngine;
using System;
using System.Runtime.InteropServices;
public class RawInputExample : MonoBehaviour
{
const int WM_INPUT = 0x00FF;
protected override void WndProc(ref Message message)
{
if (message.Msg == WM_INPUT)
{
IntPtr hRawInput = message.LParam;
uint dataSize = 0;
// 获取原始输入数据的大小
GetRawInputData(hRawInput, RID_INPUT, IntPtr.Zero, ref dataSize, (uint)Marshal.SizeOf(typeof(RAWINPUTHEADER)));
if (dataSize > 0)
{
IntPtr data = Marshal.AllocHGlobal((int)dataSize);
// 获取原始输入数据
if (GetRawInputData(hRawInput, RID_INPUT, data, ref dataSize, (uint)Marshal.SizeOf(typeof(RAWINPUTHEADER))) == dataSize)
{
RAWINPUT rawInput = Marshal.PtrToStructure<RAWINPUT>(data);
// 在这里处理原始输入数据
// 示例:检查输入设备类型是否为鼠标
if (rawInput.header.dwType == RIM_TYPEMOUSE)
{
RAWMOUSE mouseData = rawInput.mouse;
// 在这里处理鼠标输入数据
int deltaX = mouseData.lLastX;
int deltaY = mouseData.lLastY;
Debug.Log("Mouse Delta: " + deltaX + ", " + deltaY);
}
}
Marshal.FreeHGlobal(data);
}
base.WndProc(ref message);
return;
}
base.WndProc(ref message);
}
[StructLayout(LayoutKind.Sequential)]
struct RAWINPUTHEADER
{
public uint dwType;
public uint dwSize;
public IntPtr hDevice;
public IntPtr wParam;
}
[StructLayout(LayoutKind.Explicit)]
struct RAWINPUT
{
[FieldOffset(0)]
public RAWINPUTHEADER header;
[FieldOffset(16)]
public RAWMOUSE mouse;
// 其他输入设备类型的数据结构
}
[StructLayout(LayoutKind.Sequential)]
struct RAWMOUSE
{
public ushort usFlags;
public uint ulButtons;
public uint ulRawButtons;
public int lLastX;
public int lLastY;
public uint ulExtraInformation;
}
const uint RIDEV_INPUTSINK = 0x00000100;
const int RIM_TYPEMOUSE = 0x00000000;
const int RID_INPUT = 0x10000003;
[DllImport("user32.dll")]
static extern uint GetRawInputData(IntPtr hRawInput, uint uiCommand, IntPtr pData, ref uint pcbSize, uint cbSizeHeader);
[DllImport("user32.dll")]
static extern bool RegisterRawInputDevices(RAWINPUTDEVICE[] pRawInputDevices, uint uiNumDevices, uint cbSize);
[StructLayout(LayoutKind.Sequential)]
struct RAWINPUTDEVICE
{
public ushort usUsagePage;
public ushort usUsage;
public uint dwFlags;
public IntPtr hwndTarget;
}
void Start()
{
RAWINPUTDEVICE[] rawInputDevices = new RAWINPUTDEVICE[1];
rawInputDevices[0].usUsagePage = 0x01; // HID_USAGE_PAGE_GENERIC
rawInputDevices[0].usUsage = 0x02; // HID_USAGE_GENERIC_MOUSE
rawInputDevices[0].dwFlags = RIDEV_INPUTSINK;
rawInputDevices[0].hwndTarget = this.Handle;
if (!RegisterRawInputDevices(rawInputDevices, (uint)rawInputDevices.Length, (uint)Marshal.SizeOf(typeof(RAWINPUTDEVICE))))
{
Debug.LogError("Failed to register raw input devices");
}
}
}
```
上述示例代码中,重写了WndProc方法来处理Windows消息。在WndProc方法中,检查消息是否为WM_INPUT消息,并获取原始输入数据进行处理。示例代码中处理了鼠标输入数据,您可以根据实际需求进行相应的处理。
请注意,由于涉及到Windows API的调用,需要将上述代码放置在派生自UnityEngine.Windows.WindowsWindow类的自定义窗口脚本中,并确保脚本被正确添加到场景中。此外,还需要在Unity项目的Player Settings中启用"Allow 'unsafe' Code"选项。
希望这可以帮助您处理WM_INPUT消息并获取原始输入数据。如果有任何进一步的问题,请随时提问。
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