Skip to content

Mouse and keyboard input

Chuck Walbourn edited this page Aug 16, 2024 · 54 revisions
Getting Started for DX11 Getting Started for DX12

This lesson will show how to read user input from the mouse and keyboard, and use it to control a simple 3D camera.

Setup

First create a new project using the instructions from the earlier lessons: Using DeviceResources and Adding the DirectX Tool Kit which we will use for this lesson.

If using DirectX Tool Kit for DX12, use Using DeviceResources and Adding the DirectX Tool Kit.

Adding use of mouse and keyboard

In the Game.h file, add the following variables to the bottom of the Game class's private declarations:

std::unique_ptr<DirectX::Keyboard> m_keyboard;
std::unique_ptr<DirectX::Mouse> m_mouse;

In Game.cpp, add to the end of Initialize:

m_keyboard = std::make_unique<Keyboard>();
m_mouse = std::make_unique<Mouse>();
m_mouse->SetWindow(window);

In Game.cpp, add to the TODO of Update:

auto kb = m_keyboard->GetState();
if ( kb.Escape )
{
    ExitGame();
}

auto mouse = m_mouse->GetState();

In Main.cpp, add to the switch statement in WndProc:

case WM_ACTIVATEAPP:

    ...

    Keyboard::ProcessMessage(message, wParam, lParam);
    Mouse::ProcessMessage(message, wParam, lParam);
    break;

...

case WM_ACTIVATE:
case WM_INPUT:
case WM_MOUSEMOVE:
case WM_LBUTTONDOWN:
case WM_LBUTTONUP:
case WM_RBUTTONDOWN:
case WM_RBUTTONUP:
case WM_MBUTTONDOWN:
case WM_MBUTTONUP:
case WM_MOUSEWHEEL:
case WM_XBUTTONDOWN:
case WM_XBUTTONUP:
case WM_MOUSEHOVER:
    Mouse::ProcessMessage(message, wParam, lParam);
    break;

case WM_KEYDOWN:
case WM_KEYUP:
case WM_SYSKEYUP:
    Keyboard::ProcessMessage(message, wParam, lParam);
    break;

case WM_SYSKEYDOWN:
    Keyboard::ProcessMessage(message, wParam, lParam);
    if (wParam == VK_RETURN && (lParam & 0x60000000) == 0x20000000)
    {
        ...
    }
    break;

Depending on how you'd like the application to react to "click activating" the window to regain focus, you may also want to add the following. Generally, this is the right choice, so it ignores that first mouse button that regains focus. If you want to see that button click come through Mouse, then don't handle the message or return MA_ACTIVATE instead.

case WM_MOUSEACTIVATE:
    // When you click activate the window, we want Mouse to ignore it.
    return MA_ACTIVATEANDEAT;

Build and run. The application does not display anything other than our cornflower blue screen, but you can use the Esc key to exit.

Universal Windows Platform (UWP)

If using a Windows Universal Platform (UWP) app template, then in your Initialize, use:

m_keyboard = std::make_unique<Keyboard>();
m_keyboard->SetWindow(reinterpret_cast<ABI::Windows::UI::Core::ICoreWindow*>(window));

m_mouse = std::make_unique<Mouse>();
m_mouse->SetWindow(reinterpret_cast<ABI::Windows::UI::Core::ICoreWindow*>(window));

Be sure you call Mouse::SetDpi(m_DPI); from Main.cpp at the bottom of SetWindow and OnDpiChanged. The Mouse class returns position information in pixels, while the UWP platform specifies mouse location in "device-independent pixels" (DIPs) so this value is needed for the scaling conversion.

Microsoft GDK

For the Gaming.Desktop.x64 platform, follow the instructions for Win32 desktop above.

For the Gaming.Xbox.*.x64 platforms, the instructions for Win32 desktop for mouse are the same as above although WM_INPUT, WM_MOUSEHOVER, and WM_MOUSEACTIVATE are not used. There is also no SetWindow method. If using 4k rendering, call Mouse::SetResolution(2.f);. If using 1440p rendering, use Mouse::SetResolution(1.3333f);. Keyboard integration for these platforms do not require hooking any Win32 messages.

Adding a simple scene

Start by saving roomtexture.dds into your new project's directory, and then from the top menu select Project / Add Existing Item.... Select "roomtexture.dds" and click "OK".

In the Game.h file, add the following variables to the bottom of the Game class's private declarations:

std::unique_ptr<DirectX::GeometricPrimitive> m_room;

DirectX::SimpleMath::Matrix m_view;
DirectX::SimpleMath::Matrix m_proj;

float m_pitch;
float m_yaw;
DirectX::SimpleMath::Vector3 m_cameraPos;

DirectX::SimpleMath::Color m_roomColor;

At the top of Game.cpp after the using statements, add:

namespace
{
   const XMVECTORF32 START_POSITION = { 0.f, -1.5f, 0.f, 0.f };
   const XMVECTORF32 ROOM_BOUNDS = { 8.f, 6.f, 12.f, 0.f };
   constexpr float ROTATION_GAIN = 0.004f;
   constexpr float MOVEMENT_GAIN = 0.07f;
}

In Game.cpp file, modify the Game constructor to initialize our variables:

Game::Game() noexcept(false) :
    m_pitch(0),
    m_yaw(0),
    m_cameraPos(START_POSITION),
    m_roomColor(Colors::White)
{
    m_deviceResources = std::make_unique<DX::DeviceResources>();
    m_deviceResources->RegisterDeviceNotify(this);
}

In Game.cpp, add to the TODO of CreateWindowSizeDependentResources:

auto size = m_deviceResources->GetOutputSize();
m_proj = Matrix::CreatePerspectiveFieldOfView(
    XMConvertToRadians(70.f),
    float(size.right) / float(size.bottom), 0.01f, 100.f);

In Game.cpp, add to the TODO of Update:

// limit pitch to straight up or straight down
constexpr float limit = XM_PIDIV2 - 0.01f;
m_pitch = std::max(-limit, m_pitch);
m_pitch = std::min(+limit, m_pitch);

// keep longitude in sane range by wrapping
if (m_yaw > XM_PI)
{
    m_yaw -= XM_2PI;
}
else if (m_yaw < -XM_PI)
{
    m_yaw += XM_2PI;
}

float y = sinf(m_pitch);
float r = cosf(m_pitch);
float z = r * cosf(m_yaw);
float x = r * sinf(m_yaw);

XMVECTOR lookAt = m_cameraPos + Vector3(x, y, z);

m_view = XMMatrixLookAtRH(m_cameraPos, lookAt, Vector3::Up);

Continue below depending on which version of DirectX Tool Kit you are using.

DirectX 11

In the Game.h file, add the following variables to the bottom of the Game class's private declarations:

Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_roomTex;

In Game.cpp, add to the TODO of CreateDeviceDependentResources:

auto context = m_deviceResources->GetD3DDeviceContext();
m_room = GeometricPrimitive::CreateBox(context,
    XMFLOAT3(ROOM_BOUNDS[0], ROOM_BOUNDS[1], ROOM_BOUNDS[2]),
    false, true);

DX::ThrowIfFailed(
    CreateDDSTextureFromFile(device, L"roomtexture.dds",
        nullptr, m_roomTex.ReleaseAndGetAddressOf()));

In Game.cpp, add to the TODO of OnDeviceLost:

m_room.reset();
m_roomTex.Reset();

In Game.cpp, add to the TODO of Render:

m_room->Draw(Matrix::Identity, m_view, m_proj,
    m_roomColor, m_roomTex.Get());

DirectX 12

This assumes you've already added DirectX Tool Kit for 12 support including GraphicsMemory to your project.

In the Game.h file, add the following variables to the bottom of the Game class's private declarations:

Microsoft::WRL::ComPtr<ID3D12Resource> m_roomTex;
std::unique_ptr<DirectX::DescriptorHeap> m_resourceDescriptors;
std::unique_ptr<DirectX::CommonStates> m_states;
std::unique_ptr<DirectX::BasicEffect> m_roomEffect;

In Game.cpp, add to the TODO of CreateDeviceDependentResources:

m_resourceDescriptors = std::make_unique<DescriptorHeap>(device, 1);

m_states = std::make_unique<CommonStates>(device);

m_room = GeometricPrimitive::CreateBox(
    XMFLOAT3(ROOM_BOUNDS[0], ROOM_BOUNDS[1], ROOM_BOUNDS[2]),
    false, true);

RenderTargetState rtState(m_deviceResources->GetBackBufferFormat(),
    m_deviceResources->GetDepthBufferFormat());

{
    EffectPipelineStateDescription pd(
        &GeometricPrimitive::VertexType::InputLayout,
        CommonStates::Opaque,
        CommonStates::DepthDefault,
        CommonStates::CullCounterClockwise,
        rtState);

    m_roomEffect = std::make_unique<BasicEffect>(device,
        EffectFlags::Lighting | EffectFlags::Texture, pd);
    m_roomEffect->EnableDefaultLighting();
}

ResourceUploadBatch resourceUpload(device);

resourceUpload.Begin();

DX::ThrowIfFailed(CreateDDSTextureFromFile(device, resourceUpload,
    L"roomtexture.dds",
    m_roomTex.ReleaseAndGetAddressOf()));

CreateShaderResourceView(device, m_roomTex.Get(),
    m_resourceDescriptors->GetFirstCpuHandle());

m_roomEffect->SetTexture(m_resourceDescriptors->GetFirstGpuHandle(),
    m_states->LinearClamp());

auto uploadResourcesFinished = resourceUpload.End(
    m_deviceResources->GetCommandQueue());
uploadResourcesFinished.wait();

m_deviceResources->WaitForGpu();

In Game.cpp, add to the TODO of OnDeviceLost:

m_room.reset();
m_roomTex.Reset();
m_resourceDescriptors.reset();
m_states.reset();
m_roomEffect.reset();

In Game.cpp, add to the TODO of Render:

ID3D12DescriptorHeap* heaps[] = {
    m_resourceDescriptors->Heap(), m_states->Heap()
};
commandList->SetDescriptorHeaps(static_cast<UINT>(std::size(heaps)),
    heaps);

m_roomEffect->SetMatrices(Matrix::Identity, m_view, m_proj);
m_roomEffect->SetDiffuseColor(m_roomColor);
m_roomEffect->Apply(commandList);
m_room->Draw(commandList);

Build and run

Build and run, and you should get the following screen:

Screenshot of room

Click here for troubleshooting advice

If you get a runtime exception, then you may have the "roomtexture.dds" in the wrong folder, have modified the "Working Directory" in the "Debugging" configuration settings, or otherwise changed the expected paths at runtime of the application. You should set a break-point on CreateDDSTextureFromFile and step into the code to find the exact problem.

Adding keyboard controls

In Game.cpp, modify to the TODO of Update:

auto kb = m_keyboard->GetState();
if ( kb.Escape )
{
    ExitGame();
}

if (kb.Home)
{
    m_cameraPos = START_POSITION.v;
    m_pitch = m_yaw = 0;
}

Vector3 move = Vector3::Zero;

if (kb.Up || kb.W)
    move.y += 1.f;

if (kb.Down || kb.S)
    move.y -= 1.f;

if (kb.Left || kb.A)
    move.x += 1.f;

if (kb.Right || kb.D)
    move.x -= 1.f;

if (kb.PageUp || kb.Space)
    move.z += 1.f;

if (kb.PageDown || kb.X)
    move.z -= 1.f;

Quaternion q = Quaternion::CreateFromYawPitchRoll(m_yaw, m_pitch, 0.f);

move = Vector3::Transform(move, q);

move *= MOVEMENT_GAIN;

m_cameraPos += move;

Vector3 halfBound = (Vector3(ROOM_BOUNDS.v) / Vector3(2.f) )
    - Vector3(0.1f, 0.1f, 0.1f);

m_cameraPos = Vector3::Min(m_cameraPos, halfBound);
m_cameraPos = Vector3::Max(m_cameraPos, -halfBound);

// limit pitch to straight up or straight down
...

Build and run. You can use , , , , PageUp, PageDown. W, A, S, D, X, and Space to move through the scene. You can use Home to return to the start position.

Adding mouse controls

In Game.cpp, add to the TODO of Update just before your keyboard code above:

auto mouse = m_mouse->GetState();

if (mouse.positionMode == Mouse::MODE_RELATIVE)
{
    Vector3 delta = Vector3(float(mouse.x), float(mouse.y), 0.f)
                    * ROTATION_GAIN;

    m_pitch -= delta.y;
    m_yaw -= delta.x;
}

m_mouse->SetMode(mouse.leftButton
    ? Mouse::MODE_RELATIVE : Mouse::MODE_ABSOLUTE);

Build and run. Now in addition to keyboard controls, you can press & hold the left mouse button to rotate the view.

Technical notes

  • We rotate the movement vector created by the keyboard commands by the pitch/yaw values so that they are relative to the view direction rather than be fixed in world coordinates.

  • The view can never be exactly straight up or straight down to avoid a problem known as gimbal lock which can cause the camera view to flip unexpectedly or tumble uncontrollably.

  • This control implementation is very simple, and really only works on a system with fast frame-rate. For a more robust implementation, the Update code should make use of elapsedTime to scale the keyboard movement rate values and ROTATION_GAIN / MOVEMENT_GAIN adjusted accordingly.

  • For relative mouse movement, it's important to call GetState only once per frame as this resets the x and y values upon return. It's best to pass Mouse::State to UI functions that need access to the current frame's delta position.

Detecting button & key transitions

The controls above were all written using 'instantaneous state' where we only cared when a key or mouse button was up or down. For many controls, you want to trigger an event at the moment a key/button is pressed or released.

In the Game.h file, add the following variables to the bottom of the Game class's private declarations:

DirectX::Keyboard::KeyboardStateTracker m_keys;
DirectX::Mouse::ButtonStateTracker m_mouseButtons;

In Game.cpp, add to the TODO of OnResuming and OnActivated:

m_keys.Reset();
m_mouseButtons.Reset();

In Game.cpp, modify the TODO section of Update:

auto kb = m_keyboard->GetState();
m_keys.Update(kb);

if (kb.Escape)
...
auto mouse = m_mouse->GetState();
m_mouseButtons.Update(mouse);

if (mouse.positionMode == Mouse::MODE_RELATIVE)
...

Add to the end of Update:

if (m_keys.pressed.Tab || m_mouseButtons.rightButton == Mouse::ButtonStateTracker::PRESSED)
{
    if (m_roomColor == Colors::Red.v)
        m_roomColor = Colors::Green;
    else if (m_roomColor == Colors::Green.v)
        m_roomColor = Colors::Blue;
   else if (m_roomColor == Colors::Blue.v)
        m_roomColor = Colors::White;
   else
        m_roomColor = Colors::Red;
}

Build and run. Pressing the Tab key or the right mouse button will cycle the color of the room through Red, Green, Blue, and White. Holding down the Tab or mouse button does not flash though the colors with the framerate.

Orbit vs. FPS Style Camera

The code above implements an "First-Person Shooter" (FPS) style look camera. This has the viewpoint at a specific location, and then rotates to look around from there. Another common style of camera is an 'orbit' camera that moves around a point-of-focus, often used for viewing objects. To modify our FPS-style to an Orbit style, follow these instructions.

In the Game.h file, add the following variables to the bottom of the Game class's private declarations:

float m_theta;
float m_phi;
float m_radius;

You should delete or comment out the m_pitch, m_yaw, and m_cameraPos declarations.

At the top of Game.cpp after the using statements, modify the anonymous namespace:

namespace
{
    const XMVECTORF32 ROOM_BOUNDS = { 8.f, 6.f, 12.f, 0.f };
    constexpr float ROTATION_GAIN = 0.004f;
    constexpr float MOVEMENT_GAIN = 0.07f;

    constexpr float c_defaultPhi = XM_2PI / 6.0f;
    constexpr float c_defaultRadius = 3.3f;
    constexpr float c_minRadius = 0.1f;
    constexpr float c_maxRadius = 5.f;
}

In Game.cpp file, modify the Game constructor to initialize our new variables:

Game::Game() noexcept(false) :
    m_theta(0.f),
    m_phi(c_defaultPhi),
    m_radius(c_defaultRadius),
    m_roomColor(Colors::White)
{
    m_deviceResources = std::make_unique<DX::DeviceResources>();
    m_deviceResources->RegisterDeviceNotify(this);
}

In Game.cpp, modify the TODO of Update:

auto mouse = m_mouse->GetState();
m_mouseButtons.Update(mouse);

m_radius -= float(mouse.scrollWheelValue) * ROTATION_GAIN;
m_mouse->ResetScrollWheelValue();
m_radius = std::max(c_minRadius, std::min(c_maxRadius, m_radius));

if (mouse.positionMode == Mouse::MODE_RELATIVE)
{
    Vector3 delta = Vector3(float(mouse.x), float(mouse.y), 0.f)
        * ROTATION_GAIN;

    m_phi -= delta.y;
    m_theta -= delta.x;
}

m_mouse->SetMode(mouse.leftButton ?
  Mouse::MODE_RELATIVE : Mouse::MODE_ABSOLUTE);

auto kb = m_keyboard->GetState();

m_keys.Update(kb);

if (kb.Escape)
{
    ExitGame();
}

if (kb.Home)
{
    m_theta = 0.f;
    m_phi = c_defaultPhi;
    m_radius = c_defaultRadius;
}

Vector3 move = Vector3::Zero;

if (kb.Up || kb.W)
    move.y += 1.f;

if (kb.Down || kb.S)
    move.y -= 1.f;

if (kb.Left || kb.A)
    move.x += 1.f;

if (kb.Right || kb.D)
    move.x -= 1.f;

if (kb.PageUp || kb.Space)
    move.z += 1.f;

if (kb.PageDown || kb.X)
    move.z -= 1.f;

move *= MOVEMENT_GAIN;

m_phi -= move.y;
m_theta -= move.x;

// Invert the Z to get same 'closer' / 'further' behavior as we had before.
m_radius -= move.z; 

// limit pitch to straight up or straight down
constexpr float limit = XM_PIDIV2 - 0.01f;
m_phi = std::max(1e-2f, std::min(limit, m_phi));

if (m_theta > XM_PI)
{
    m_theta -= XM_2PI;
}
else if (m_theta < -XM_PI)
{
    m_theta += XM_2PI;
}

XMVECTOR lookFrom = XMVectorSet(
    m_radius * sinf(m_phi) * cosf(m_theta),
    m_radius * cosf(m_phi),
    m_radius * sinf(m_phi) * sinf(m_theta),
    0);

m_view = XMMatrixLookAtRH(lookFrom, g_XMZero, Vector3::Up);

if (m_keys.pressed.Tab || m_mouseButtons.rightButton == Mouse::ButtonStateTracker::PRESSED)
{
    if (m_roomColor == Colors::Red.v)
        m_roomColor = Colors::Green;
    else if (m_roomColor == Colors::Green.v)
        m_roomColor = Colors::Blue;
    else if (m_roomColor == Colors::Blue.v)
        m_roomColor = Colors::White;
    else
        m_roomColor = Colors::Red;
}

Build and run. The same controls are present, but now move the camera in an 'orbital' path around the origin with the mouse scroll-wheel moving closer/further away to the center.

Next lessons: Using the SimpleMath library, Adding the DirectX Tool Kit for Audio

Further reading

DirectX Tool Kit docs Keyboard, Mouse
DirectX Tool Kit: Keyboard and Mouse support

For Use

  • Universal Windows Platform apps
  • Windows desktop apps
  • Windows 11
  • Windows 10
  • Windows 8.1
  • Windows 7 Service Pack 1
  • Xbox One

Architecture

  • x86
  • x64
  • ARM64

For Development

  • Visual Studio 2022
  • Visual Studio 2019 (16.11)
  • clang/LLVM v12 - v18
  • MinGW 12.2, 13.2
  • CMake 3.20

Related Projects

DirectX Tool Kit for DirectX 12

DirectXMesh

DirectXTex

DirectXMath

Win2D

Tools

Test Suite

Model Viewer

Content Exporter

DxCapsViewer

Clone this wiki locally