InputListener::InputListener(Scene *_scene,SceneManager* _sceneManager,RenderWindow* _window,OrbitCamera* _orbitCamera): scene(_scene),sceneManager(_sceneManager),windows(_window),orbitCamera(_orbitCamera),modeInput(NONE) { startOIS(); mContinuer = true; zooningOrbitalCamera = false; }
InputListener::InputListener(Scene *_scene,SceneManager* _sceneManager,RenderWindow* _window,OrbitCamera* _orbitCamera): scene(_scene),sceneManager(_sceneManager),windows(_window),orbitCamera(_orbitCamera),modeInput(NONE) { startOIS(); mContinuer = true; zooningOrbitalCamera = false; Fuselage * test = scene->sections.begin()->get(); }
//------------------------------------------------------------------------------------- //Main function for the setup runs all different setup sequences bool OGREBase::setup(void) { createRoot(); loadConfig(); addOverlay(); if (!generateRenderWindow()) return false; createSceneBase(); createScene(); createCamera(); createViewports(); startOIS(); initSDKTray(); finalTouch(); return true; }
llm::InputListener::InputListener(Ogre::RenderWindow *window) { startOIS(window); windowResized(window); Ogre::WindowEventUtilities::addWindowEventListener(window, this); m_pRaySceneQuery = new Ogre::DefaultRaySceneQuery( llm::Application::getInstance()->game()->sceneManager() ); CEGUI::Point mousePos = CEGUI::MouseCursor::getSingleton().getPosition(); OIS::MouseState &mutableMouseState = const_cast<OIS::MouseState &>(m_pMouse->getMouseState()); mutableMouseState.X.abs = mousePos.d_x; mutableMouseState.Y.abs = mousePos.d_y; m_bContinue = true; m_mouvement = Ogre::Vector3::ZERO; m_vitesse = 100; m_vitesseRotation = 0.2; m_pMouse->setEventCallback(this); m_pKeyboard->setEventCallback(this); }