Unity 获取windows原始输入 GetRawInputData
时间: 2024-04-12 10:30:44 浏览: 177
要在Unity中获取Windows的原始输入,可以使用Windows API来实现。下面是一个示例代码,展示了如何使用GetRawInputData函数来获取Windows原始输入数据:
```csharp
using UnityEngine;
using System;
using System.Runtime.InteropServices;
public class RawInputExample : MonoBehaviour
{
[StructLayout(LayoutKind.Sequential)]
struct RAWINPUTDEVICE
{
public ushort usUsagePage;
public ushort usUsage;
public uint dwFlags;
public IntPtr hwndTarget;
}
[StructLayout(LayoutKind.Sequential)]
struct RAWINPUTHEADER
{
public uint dwType;
public uint dwSize;
public IntPtr hDevice;
public IntPtr wParam;
}
[StructLayout(LayoutKind.Sequential)]
struct RAWMOUSE
{
public ushort usFlags;
public uint ulButtons;
public uint ulRawButtons;
public int lLastX;
public int lLastY;
public uint ulExtraInformation;
}
const int WM_INPUT = 0x00FF;
[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);
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 = 0x00000100; // RIDEV_INPUTSINK
rawInputDevices[0].hwndTarget = IntPtr.Zero;
if (!RegisterRawInputDevices(rawInputDevices, (uint)rawInputDevices.Length, (uint)Marshal.SizeOf(typeof(RAWINPUTDEVICE))))
{
Debug.LogError("Failed to register raw input devices");
}
}
void Update()
{
uint dataSize = 0;
GetRawInputData(IntPtr.Zero, 0x10000003, IntPtr.Zero, ref dataSize, (uint)Marshal.SizeOf(typeof(RAWINPUTHEADER)));
if (dataSize > 0)
{
IntPtr data = Marshal.AllocHGlobal((int)dataSize);
if (GetRawInputData(IntPtr.Zero, 0x10000003, data, ref dataSize, (uint)Marshal.SizeOf(typeof(RAWINPUTHEADER))) == dataSize)
{
RAWINPUTHEADER header = Marshal.PtrToStructure<RAWINPUTHEADER>(data);
if (header.dwType == 0)
{
RAWMOUSE mouseData = Marshal.PtrToStructure<RAWMOUSE>(header.hDevice);
int deltaX = mouseData.lLastX;
int deltaY = mouseData.lLastY;
Debug.Log("Mouse Delta: " + deltaX + ", " + deltaY);
}
}
Marshal.FreeHGlobal(data);
}
}
protected override void WndProc(ref Message message)
{
if (message.Msg == WM_INPUT)
{
base.WndProc(ref message);
return;
}
base.WndProc(ref message);
}
}
```
上面的示例代码中,首先通过RegisterRawInputDevices函数注册原始输入设备(这里是鼠标),然后在Update函数中使用GetRawInputData函数来获取原始输入数据。在获取到数据后,我们可以解析RAWMOUSE结构体,从中获取鼠标的增量位置(lLastX和lLastY),并进行相应的处理。
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。
此外,需要注意的是,使用Windows API来获取原始输入数据可能会涉及到操作系统的特定性,因此在不同操作系统环境下可能会有所差异。建议在使用前仔细阅读Windows API文档,并根据实际需求进行相应的调整和适配。
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