Example #1
0
void Camera::keyboardEvent(KeyEvent & e)
{
	//std::cout << "Keyboard Event: " << e.ToString() << "\n";
	print = true;
	switch (e.GetKeyCode()) {
		case GLFW_KEY_W:
			m_Position += moveSpeed * m_Forward * m_DeltaTime;
			break;
		case GLFW_KEY_S:
			m_Position -= moveSpeed * m_Forward * m_DeltaTime;
			break;
		case GLFW_KEY_A:
			m_Position -= m_Right * moveSpeed * m_DeltaTime;
			break;
		case GLFW_KEY_D:
			m_Position += m_Right * moveSpeed * m_DeltaTime;
			break;
		case GLFW_KEY_E:
			m_Position += m_Up * moveSpeed * m_DeltaTime;
			break;
		case GLFW_KEY_Q:
			m_Position -= m_Up * moveSpeed * m_DeltaTime;
			break;
		case GLFW_KEY_ESCAPE:
			glfwSetInputMode(m_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
			break;
		default: 
			break;
	}
	print = true;
	std::cout << "Yaw: " << m_Yaw << "  Pitch: " << m_Pitch << "\n";
	//std::cout << "Position: " << m_Position.x << " " << m_Position.y << " " << m_Position.z << "\n";
}
Example #2
0
    bool FocusManager::OnKeyEvent(const KeyEvent& event)
    {
        // If the focused view wants to process the key event as is, let it be.
        // On Linux we always dispatch key events to the focused view first, so
        // we should not do this check here. See also WidgetGtk::OnKeyEvent().
        if(focused_view_ && focused_view_->SkipDefaultKeyEventProcessing(event))
        {
            return true;
        }

        // Intercept Tab related messages for focus traversal.
        // Note that we don't do focus traversal if the root window is not part of the
        // active window hierarchy as this would mean we have no focused view and
        // would focus the first focusable view.
        HWND top_window = widget_->GetNativeView();
        HWND active_window = ::GetActiveWindow();
        if((active_window==top_window || ::IsChild(active_window, top_window)) &&
            IsTabTraversalKeyEvent(event))
        {
            AdvanceFocus(event.IsShiftDown());
            return false;
        }

        // Intercept arrow key messages to switch between grouped views.
        KeyboardCode key_code = event.GetKeyCode();
        if(focused_view_ && focused_view_->GetGroup()!=-1 &&
            (key_code==VKEY_UP || key_code==VKEY_DOWN ||
            key_code==VKEY_LEFT || key_code==VKEY_RIGHT))
        {
            bool next = (key_code==VKEY_RIGHT || key_code==VKEY_DOWN);
            std::vector<View*> views;
            focused_view_->GetParent()->GetViewsWithGroup(
                focused_view_->GetGroup(), &views);
            std::vector<View*>::const_iterator iter = std::find(views.begin(),
                views.end(), focused_view_);
            DCHECK(iter != views.end());
            int index = static_cast<int>(iter - views.begin());
            index += next ? 1 : -1;
            if(index < 0)
            {
                index = static_cast<int>(views.size()) - 1;
            }
            else if(index >= static_cast<int>(views.size()))
            {
                index = 0;
            }
            SetFocusedViewWithReason(views[index], kReasonFocusTraversal);
            return false;
        }

        // Process keyboard accelerators.
        // If the key combination matches an accelerator, the accelerator is
        // triggered, otherwise the key event is processed as usual.
        Accelerator accelerator(event.GetKeyCode(),
            event.IsShiftDown(),
            event.IsControlDown(),
            event.IsAltDown());
        if(ProcessAccelerator(accelerator))
        {
            // If a shortcut was activated for this keydown message, do not propagate
            // the event further.
            return false;
        }
        return true;
    }
Example #3
0
 // static
 bool FocusManager::IsTabTraversalKeyEvent(const KeyEvent& key_event)
 {
     return key_event.GetKeyCode() == VKEY_TAB &&
         !key_event.IsControlDown();
 }
 void SubSectionMenu::HandleEvent(Event* aEvent)
 {
     switch(aEvent->GetEventCode())
     {
         case BUTTON_ACTION:
         {
             //If the scene isn't active, then we want to ignore all button action events
             if(ServiceLocator::GetSceneManager()->IsActiveScene(this) == false)
             {
                 return;
             }
         
             //Get the button pointer from the event data
             Button* button = (Button*)aEvent->GetEventData();
         
             int index = -1;
         
             //Determine the index of the button that was pressed
             const unsigned int buttonCount = WORLD_NUMBER_OF_SUBSECTIONS.x * WORLD_NUMBER_OF_SUBSECTIONS.y;
             for(unsigned int i = 0; i < buttonCount; i++)
             {
                 if(button == m_Buttons[i])
                 {
                     index = i;
                     break;
                 }
             }
             
             //Safety check the index
             if(index != -1)
             {
                 //Check the coordinates for the
                 uvec2 coordinates = uvec2(0,0);
                 coordinates.x = (index % WORLD_NUMBER_OF_SUBSECTIONS.x);
                 coordinates.y = ((index - coordinates.x) / WORLD_NUMBER_OF_SUBSECTIONS.x);
             
                 //Set the filename, based on the button's coordinates
                 stringstream ss;
                 ss << "SubSection" << coordinates.x << "-" << coordinates.y << ".bin";
             
                 //Are we saving OR loading?
                 if(m_SaveSubSection != nullptr)
                 {
                     m_SaveSubSection->Save(ss.str());
                     m_SaveSubSection = nullptr;
                 }
                 else if(m_LoadSubSection != nullptr)
                 {
                     m_LoadSubSection->Load(ss.str());
                     m_LoadSubSection = nullptr;
                 }
                 
                 //We the save OR load operation is done, pop the sub-section menu
                 ServiceLocator::GetSceneManager()->Pop();
             }
         }
         break;
         
         case KEYBOARD_EVENT:
         {
             KeyEvent* keyEvent = (KeyEvent*)aEvent;
             if(keyEvent->GetKeyEventType() == KeyUp)
             {
                 //If the escape key is pressed, pop the sub-section menu
                 if(keyEvent->GetKeyCode() == KEY_CODE_ESCAPE)
                 {
                     ServiceLocator::GetSceneManager()->Pop();
                 }
             }
         }
         break;
     }
 }