![]() If the stateArray passed in to GetKeyState is larger than the number of pressed keys, the surplus array elements aren't written out or zeroed out. This is used to determine how large of an array should be allocated for GetKeyState. GetKeċount returns the number of pressed keys as shown in the following code. New keys are added at the end of the array, and when a key is released, everything shifts down to fill in the gap. Rather, the number of valid elements in the array grows as keys are pressed. The state for each key isn't stored at a fixed index within the array. Use the following code to implement GameInput for keyboards and mice in your title. It's not meant for regular text input and other APIs that are used for that purpose. Rudimentary keyboard state is meant for mapping keyboard input to game actions, such as movement or firing a weapon. The CreateAggregateDevice method on the IGameInput interface is used to get the combined system keyboard state. Keyboard state is reported separately for each individual keyboard that's connected to the system. Keyboards vary in how frequently they report input, typically ranging from 125 Hz to 1,000 Hz. A pressed key is one that's held down at the time that the keyboard reported an input. This input data is then returned as a variable-length array of GameInputKeyState structs. ![]() The GetKeyState method retrieves scan code and virtual key data for each pressed key on a keyboard. ![]() CreateAggregateDevice isn't supported at this time.
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