Beispiel #1
0
///////////////////////////////////////////////////////////////////////////////////////////////////
/// CelShadeApp::ReceiveEvent
///////////////////////////////////////////////////////////////////////////////////////////////////
void CelShadeApp::ReceiveEvent(
    const Event* pEvent)
{
    if (pEvent->GetType() == EventTypeKeyDown)
    {
        HandleKeyboardInput(pEvent);
    }
    else
    {
        IvyApp::ReceiveEvent(pEvent);
    }
}
Beispiel #2
0
void Input::PeekInputEvents()
{
	SDL_Event mouseEvents[2];
	SDL_Event keyboardEvents[2];
	
	SDL_PumpEvents();
	int mouseCount    = SDL_PeepEvents(mouseEvents, 2, SDL_GETEVENT, SDL_MOUSEBUTTONDOWN, SDL_MOUSEBUTTONUP);
	int keyboardCount = SDL_PeepEvents(keyboardEvents, 2, SDL_GETEVENT, SDL_KEYDOWN, SDL_KEYUP);

	HandleKeyboardInput(keyboardEvents, keyboardCount);
	HandleMouseInput(mouseEvents, mouseCount);
}
Beispiel #3
0
void Game::HandleInput() {
    
    keyStates = 0; // reset states for current frame
    HandleWindowInput();
    HandleKeyboardInput();
    HandleJoystickInput();
    
    if (keyStates != 0) {
        hasStarted = true;
    }
    
}
Beispiel #4
0
		void FlyCamera::Update( real64_t dt ) {
			Cvar *r_zRange = Cvar::Get( "r_zRange" );
			real32_t zNear = r_zRange->GetReal32( 0 );
			real32_t zFar = r_zRange->GetReal32( 1 );

			SetupPerspective(
				glm::radians( cg_fov->GetReal32() ),
				Renderer::rdState.window.aspectRatio,
				zNear,
				zFar
			);

			HandleKeyboardInput( dt );
			HandleMouseInput( dt );
		}
Beispiel #5
0
GLvoid IdleGLScene(){
	if(HandleKeyboardInput())
	{	
		glutPostRedisplay();
	}
	// double now = (double)clock() / ((double)CLOCKS_PER_SEC);
    // if(now - last_update > UPDATE_INC)
    // {
	//     for(int i=0; i<bad_guys.size(); i++)
	//     {
	//     	vec4 pos = characters[bad_guys[i]]->transform*vec4(0,0,0);
	//     	pos.normalize();
	//     	pos *= BAD_GUY_SPEED;
	//     	characters[bad_guys[i]]->transform.translate(-pos.x, -pos.y, -pos.z);
	//     }
	//     glutPostRedisplay();
	// }
}
Beispiel #6
0
void BLOCO_API HumanView::Console::CustomOnKeyDown( const cil::CIL_KEY c )
{
	if(IsActive())
	{
		if( c != VK_OEM_2 )
		{
			HandleKeyboardSysKey(c, true);

			if (c != VK_BACK && c != VK_RETURN && c != VK_OEM_5)
			{
				std::string s = ToAscii(c);
				if(!s.empty())
				{
					HandleKeyboardInput( s );
				}
			}
		}
	}
}
void FlyCamera::Update(double dt)
{
	HandleKeyboardInput(dt);
	HandleMouseInput(dt);
}
Beispiel #8
0
void Player::update(float delta)
{
	HandleKeyboardInput();
}