Input 제작
#pragma once
enum class KEY_TYPE
{
	UP = VK_UP,
	DOWN = VK_DOWN,
	LEFT = VK_LEFT,
	RIGHT = VK_RIGHT,
	W = 'W',
	A = 'A',
	S = 'S',
	D = 'D',
};
enum class KEY_STATE
{
	NONE,
	PRESS,
	DOWN,
	UP,
	END
};
enum
{
	KEY_TYPE_COUNT = static_cast<int32>(UINT8_MAX),
	KEY_STATE_COUNT = static_cast<int32>(KEY_STATE::END),
};
class Input
{
public:
	void Init(HWND hwnd);
	void Update();
	// 누르고 있을 때
	bool GetButton(KEY_TYPE key) { return GetState(key) == KEY_STATE::PRESS; }
	// 맨 처음 눌렀을 때
	bool GetButtonDown(KEY_TYPE key) { return GetState(key) == KEY_STATE::DOWN; }
	// 맨 처음 눌렀다 뗐을 때
	bool GetButtonUp(KEY_TYPE key) { return GetState(key) == KEY_STATE::UP; }
private:
	inline KEY_STATE GetState(KEY_TYPE key) { return _states[static_cast<uint8>(key)]; }
private:
	HWND _hwnd;
	vector<KEY_STATE> _states;
};
#include "pch.h"
#include "Input.h"
void Input::Init(HWND hwnd)
{
	_hwnd = hwnd;
	_states.resize(KEY_TYPE_COUNT, KEY_STATE::NONE);
}
void Input::Update()
{
	HWND hwnd = ::GetActiveWindow();
	if (_hwnd != hwnd)
	{
		for (uint32 key = 0; key < KEY_TYPE_COUNT; key++)
			_states[key] = KEY_STATE::NONE;
		return;
	}
	for (uint32 key = 0; key < KEY_TYPE_COUNT; key++)
	{
		// 키가 눌려 있으면 true
		if (::GetAsyncKeyState(key) & 0x8000)
		{
			KEY_STATE& state = _states[key];
			// 이전 프레임에 키를 누른 상태라면 PRESS
			if (state == KEY_STATE::PRESS || state == KEY_STATE::DOWN)
				state = KEY_STATE::PRESS;
			else
				state = KEY_STATE::DOWN;
		}
		else
		{
			KEY_STATE& state = _states[key];
			// 이전 프레임에 키를 누른 상태라면 UP
			if (state == KEY_STATE::PRESS || state == KEY_STATE::DOWN)
				state = KEY_STATE::UP;
			else
				state = KEY_STATE::NONE;
		}
	}
}
// 키보드 입력을 받아서 이동시키기
void Game::Update()
{
	GEngine->Update();
	GEngine->RenderBegin();
	shader->Update();
	{
		static Transform t = {};
		
		if (INPUT->GetButton(KEY_TYPE::W))
			t.offset.y += 1.f * DELTA_TIME;
		if (INPUT->GetButton(KEY_TYPE::S))
			t.offset.y -= 1.f * DELTA_TIME;
		if (INPUT->GetButton(KEY_TYPE::A))
			t.offset.x -= 1.f * DELTA_TIME;
		if (INPUT->GetButton(KEY_TYPE::D))
			t.offset.x += 1.f * DELTA_TIME;
		mesh->SetTransform(t);
		mesh->SetTexture(texture);
		mesh->Render();
	}
Timer 클래스
#pragma once
class Timer
{
public:
	void Init();
	void Update();
	uint32 GetFps() { return _fps; }
	float GetDeltaTime() { return _deltaTime; }
private:
	uint64	_frequency = 0;
	uint64	_prevCount = 0;
	float	_deltaTime = 0.f;
private:
	uint32	_frameCount = 0;
	float	_frameTime = 0.f;
	uint32	_fps = 0;
};
#include "pch.h"
#include "Timer.h"
void Timer::Init()
{
	// GetTickCount64()를 안쓰는 이유?? -> 정밀도가 부족함.
	::QueryPerformanceFrequency(reinterpret_cast<LARGE_INTEGER*>(&_frequency));
	::QueryPerformanceCounter(reinterpret_cast<LARGE_INTEGER*>(&_prevCount)); // CPU 클럭
}
void Timer::Update()
{
	uint64 currentCount;
	::QueryPerformanceCounter(reinterpret_cast<LARGE_INTEGER*>(¤tCount));
	_deltaTime = (currentCount - _prevCount) / static_cast<float>(_frequency);
	_prevCount = currentCount;
	_frameCount++;
	_frameTime += _deltaTime;
	// 1초마다 갱신해주세요
	if (_frameTime > 1.f)
	{
		_fps = static_cast<uint32>(_frameCount / _frameTime);
		_frameTime = 0.f;
		_frameCount = 0;
	}
}
성능 개선 사항
void Input::Update()
{
	// ...
	for (uint32 key = 0; key < KEY_TYPE_COUNT; key++)
	{
		// 매 프레임마다 255번씩 key체크를 하는것이 부담.
		if (::GetAsyncKeyState(key) & 0x8000)
		{
			KEY_STATE& state = _states[key];
수정해보자
void Input::Update()
{
	HWND hwnd = ::GetActiveWindow();
	if (_hwnd != hwnd)
	{
		for (uint32 key = 0; key < KEY_TYPE_COUNT; key++)
			_states[key] = KEY_STATE::NONE;
		return;
	}