Beispiel #1
0
	void handleEvents()
	{
		const sf::Input& Input = App->GetInput();
		bool shiftDown = Input.IsKeyDown(sf::Key::LShift) || Input.IsKeyDown(sf::Key::RShift);
		sf::Event Event;
		while (App->GetEvent(Event))
		{
			if (Event.Type == sf::Event::Closed)
				App->Close();
			if ((Event.Type == sf::Event::KeyPressed) && (Event.Key.Code == sf::Key::Escape))
				App->Close();
			
			// This is for grading your code. DO NOT REMOVE
			if(Event.Type == sf::Event::KeyPressed && Event.Key.Code == sf::Key::Space) {
				firing = 6;
			} 
			if(Event.Type == sf::Event::KeyReleased && Event.Key.Code == sf::Key::Space) {
				firing = 0;
			}

			if(Event.Type == sf::Event::KeyPressed && Event.Key.Code == sf::Key::F12){
				render = RenderEngine();
				render.init();
			}

			
			if (Event.Type == sf::Event::Resized)
			{ glViewport(0, 0, Event.Size.Width, Event.Size.Height); }
		}
	}
Beispiel #2
0
	void handleEvents(sf::Window & window, WorldState & state)
	{
		sf::Event event;
		while (window.pollEvent(event))
		{
			// Close window : exit
			if (event.type == sf::Event::Closed)
				state.setRunning(false);
			
			// Escape key : exit
			if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Escape))
				state.setRunning(false);
            
            if (event.type == sf::Event::TextEntered) {
                
                Model const & model = state.getModel();
                float time = state.getCurrentTime();
                RenderEngine render = RenderEngine(render);
                switch (static_cast<char>(event.key.code)) {
                        
                    case 'q':
                        printf("'q' should scale\n");
                        
                        // scale = true.
                        //if(!state.scaleEnabled())
                            state.toggleScale();
                            
                        break;
                        
                    case 'w':
                        printf("'w' should enable bouncing\n");

                            state.toggleTranslate();
                            
                        break;
                        
                    case 'e':
                        printf("'e' should enable z rotation\n");
                        
                        // rotZ = true.

                            state.toggleRotZ();
                        
                        break;
                        
                    case 'r':
                        printf("'r' should enable y rotation\n");
                        
                        // rotY = true.

                            state.toggleRotY();
                        
                        break;
                        
                    default:
                        printf("nothing\n");
                        break;
                }
            }
//                std::cout << "Your Input: " << static_cast<char>(event.key.code) << std::endl;

			
			//TODO add event handlers for qwer
			//'q' should scale
			//'w' should enable bouncing
			//'e' should enable z rotation
			//'r' should enable y rotation
		}
	}