void KeyboardBehaviour::PlaceObject()
{
    if(BindArray.size() > 0 && BindArray.at(0).pickedUp == true && GetKeyDown(sf::Keyboard::Num0))
    {
        std::cout << "Placing Object" << std::endl;
        CreateGameObject(BindArray.at(0).mesh, BindArray.at(0).PositionToPlace, BindArray.at(0).IDname, 0, BindArray.at(0).textureMaterial);
        BindArray.at(0).pickedUp = false;
    }
    else if(BindArray.size() > 1 && BindArray.at(1).pickedUp == true && GetKeyDown(sf::Keyboard::Num1))
    {
        std::cout << "Placing Object" << std::endl;
        CreateGameObject(BindArray.at(1).mesh, BindArray.at(1).PositionToPlace, BindArray.at(1).IDname, 1, BindArray.at(1).textureMaterial);
        BindArray.at(1).pickedUp = false;
    }
    else if(BindArray.size() > 2 && BindArray.at(2).pickedUp == true && GetKeyDown(sf::Keyboard::Num2))
    {
        CreateGameObject(BindArray.at(2).mesh, BindArray.at(2).PositionToPlace, BindArray.at(2).IDname, 2, BindArray.at(2).textureMaterial);
        BindArray.at(2).pickedUp = false;
    }
    else if(BindArray.size() > 3 && BindArray.at(3).pickedUp == true && GetKeyDown(sf::Keyboard::Num3))
    {
        CreateGameObject(BindArray.at(3).mesh, BindArray.at(3).PositionToPlace, BindArray.at(3).IDname, 3, BindArray.at(3).textureMaterial);
        BindArray.at(3).pickedUp = false;
    }
    else if(BindArray.size() > 4 && BindArray.at(4).pickedUp == true && GetKeyDown(sf::Keyboard::Num4))
    {
        CreateGameObject(BindArray.at(4).mesh, BindArray.at(4).PositionToPlace, BindArray.at(4).IDname, 4, BindArray.at(4).textureMaterial);
        BindArray.at(4).pickedUp = false;
    }
    else if(BindArray.size() > 5 && BindArray.at(5).pickedUp == true && GetKeyDown(sf::Keyboard::Num5))
    {
        CreateGameObject(BindArray.at(5).mesh, BindArray.at(5).PositionToPlace, BindArray.at(5).IDname, 5, BindArray.at(5).textureMaterial);
        BindArray.at(5).pickedUp = false;
    }
    else if(BindArray.size() > 6 && BindArray.at(6).pickedUp == true && GetKeyDown(sf::Keyboard::Num6))
    {
        CreateGameObject(BindArray.at(6).mesh, BindArray.at(6).PositionToPlace, BindArray.at(6).IDname, 6, BindArray.at(6).textureMaterial);
        BindArray.at(6).pickedUp = false;
    }
    else if(BindArray.size() > 7 && BindArray.at(7).pickedUp == true && GetKeyDown(sf::Keyboard::Num7))
    {
        CreateGameObject(BindArray.at(7).mesh, BindArray.at(7).PositionToPlace, BindArray.at(7).IDname, 7, BindArray.at(7).textureMaterial);
        BindArray.at(7).pickedUp = false;
    }
    else if(BindArray.size() > 8 && BindArray.at(8).pickedUp == true && GetKeyDown(sf::Keyboard::Num8))
    {
        CreateGameObject(BindArray.at(8).mesh, BindArray.at(8).PositionToPlace, BindArray.at(8).IDname, 8, BindArray.at(8).textureMaterial);
        BindArray.at(8).pickedUp = false;
    }
    else if(BindArray.size() > 9 && BindArray.at(9).pickedUp == true && GetKeyDown(sf::Keyboard::Num9))
    {
        CreateGameObject(BindArray.at(9).mesh, BindArray.at(9).PositionToPlace, BindArray.at(9).IDname, 9, BindArray.at(9).textureMaterial);
        BindArray.at(9).pickedUp = false;
    }
}
Esempio n. 2
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MouseState InputManager::GetMouseDown(HWND Window) {
	POINT CursorPos;
	GetCursorPos(&CursorPos);
	ScreenToClient(Window, &CursorPos);
	
	//Has the left or right mouse button just been pressed
	bool btn1 = GetKeyDown(VK_LBUTTON);
	bool btn2 = GetKeyDown(VK_RBUTTON);

	return{ CursorPos.x, CursorPos.y, btn1, btn2 };
}
Esempio n. 3
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void App::Update(float deltatime)
{
	glClearColor(m_clearColour.x, m_clearColour.y, m_clearColour.z, 1);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	//Camera
	_gameCamera.update(deltatime);
	//Current Games Draw
	Draw(deltatime);

	glfwSwapBuffers(window);
	glfwPollEvents();

	m_frameElaspedtime += deltatime;

	if (m_frameElaspedtime > 1.0f)
	{
		m_frameElaspedtime = 0.0f;
		m_framerate = m_frameCounter;
		m_frameCounter = 0;
	}

	
	if (GetKeyDown() != keypress)
	{
		ChangePhysics();
	}
	
}
Esempio n. 4
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bool Monster::TickPlayAnim()
{
	if (self->Event_AnimDone(ANIMCHANNEL_LEGS, GUARDIAN_RANGEATTACK_TO_IDLE))
		Legs_Idle();


	if (GetKeyDown('F')) {
	
		combat_range();
	}

	if (GetKeyDown('D'))
		combat_melee();


	return true;
}
Esempio n. 5
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int HandleKey(int *done, int cmd)
{
	static int lastKey = 0;
	static int lastCmd = 0;
	static int pauseHeld = NO;
	int key = GetKeyDown();

	pauseHeld = (((lastCmd & CMD_BUTTON4) != 0 && (cmd & CMD_BUTTON4) != 0) ? YES : NO);
	lastCmd = cmd;

	// Quit on press of Home button
	if ((cmd & CMD_ESC) != 0) {
		*done = YES;
		return keyEsc;
	}

	if ((key == gOptions.mapKey || (cmd & CMD_BUTTON3) != 0) && !gCampaign.dogFight) {
		DisplayAutoMap(0);
	}

	// Handle pausing/unpausing with joystick
	if (((cmd & CMD_BUTTON4) != 0) && !gOptions.twoPlayers && !pauseHeld) {
		if (gameIsPaused) {
			gameIsPaused = NO;
		} else {
			gameIsPaused = YES;
			escExits = NO;
		}
	}
	else if (gameIsPaused && AnyButton(cmd))
		gameIsPaused = NO;

	if (key == lastKey)
		return 0;

	lastKey = key;
	if (!key)
		return 0;

	// Handle pausing/unpausing/exiting with keyboard
	if (key == keyEsc) {
		if (gameIsPaused && escExits)
			*done = YES;
		else if (!gameIsPaused) {
			gameIsPaused = YES;
			escExits = YES;
		}
	} else
		gameIsPaused = NO;

//  if (key >= key1 && key <= key0)
//    ToggleTrack( key - key1);

	return key;
}
Esempio n. 6
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bool Monster::TickWalk() {
	if (self->AI_PAIN) {
		self->SetAnimState( ANIMCHANNEL_LEGS, "Legs_Pain", GUARDIAN_WALK_TO_PAIN );
	}
	if (!self->AI_FORWARD) {
		self->SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", GUARDIAN_WALK_TO_IDLE );
	}

	if (self->Event_AnimDone(ANIMCHANNEL_LEGS, 0)) {
		/*if ( charge ) {
			animState( ANIMCHANNEL_LEGS, "Legs_Charge", GUARDIAN_WALK_TO_CHARGE );
		}*/
		rightfoot = !rightfoot;
		if (rightfoot) {
			self->Event_PlayAnim( ANIMCHANNEL_LEGS, "walk_right" );
		} else {
			self->Event_PlayAnim( ANIMCHANNEL_LEGS, "walk_left" );
		}
	}
	if (GetKeyDown('F'))
	{		
		//state_Killed();
		//self->Event_RealKill();
		//TransitionState(&STATE_DEATH);
		TransitionState(&STATE_PLAYANIM);
	}

	if (GetKeyDown('D'))
	{		
		//state_Killed();
		static int i =0;
		if (i & 2)
			self->Event_EnableWalkIK();
		else 
			self->Event_DisableWalkIK();
		i++;		
	}

	return true;
}
Esempio n. 7
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File: input.cpp Progetto: manpat/vox
bool Input::GetMappedDown(s32 k) {
	assert(k < Input::Count && k >= 0);

	auto& map = mappings[k];

	if (map.keyCode > 0 && GetKeyDown(map.keyCode)) {
		return true;
	}
	if (map.mouseCode > 0 && GetButtonDown(map.mouseCode)) {
		return true;
	}
	return false;
}
Esempio n. 8
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void ChangeKey(struct PlayerData *data, struct PlayerData *other,
	       int index)
{
	int key = 0;

	while (GetKeyDown());

	while (1) {
		key = GetKeyDown();

		if (key == keyEsc)
			return;

		if (key != 0) {
			if (KeyAvailable(key, data, index, other)) {
				data->keys[index] = key;
				PlaySound(SND_EXPLOSION, 0, 255);
				return;
			} else
				PlaySound(SND_KILL4, 0, 255);
		}
	}
}
Esempio n. 9
0
void CFFL_IFormFiller::OnKeyStrokeCommit(CPDFSDK_Widget* pWidget, CPDFSDK_PageView* pPageView, FX_BOOL& bRC, FX_BOOL& bExit, FX_DWORD nFlag)
{
	if (!m_bNotifying)
	{
		ASSERT(pWidget != NULL);
		if (pWidget->GetAAction(CPDF_AAction::KeyStroke))
		{
			m_bNotifying = TRUE;
			pWidget->ClearAppModified();

			ASSERT(pPageView != NULL);
// 			CReader_DocView* pDocView = pPageView->GetDocView();
// 			ASSERT(pDocView != NULL);
			
		

			PDFSDK_FieldAction fa;
			fa.bModifier = m_pApp->FFI_IsCTRLKeyDown(nFlag);
 			fa.bShift = m_pApp->FFI_IsSHIFTKeyDown(nFlag);
			fa.bWillCommit = TRUE;
			fa.nCommitKey = GetCommitKey();
			fa.bKeyDown = GetKeyDown();
			fa.bRC = TRUE;

			CFFL_FormFiller* pFormFiller = GetFormFiller(pWidget, FALSE);
			ASSERT(pFormFiller != NULL);

			pFormFiller->GetActionData(pPageView, CPDF_AAction::KeyStroke, fa);
			pFormFiller->SaveState(pPageView);

			PDFSDK_FieldAction faOld = fa;
			pWidget->OnAAction(CPDF_AAction::KeyStroke, fa, pPageView);

			bRC = fa.bRC;
//			bExit = !IsValidAnnot(m_pApp, pDocument, pDocView, pPageView, pWidget);

			m_bNotifying = FALSE;
		}
	}
}
Esempio n. 10
0
void ChangeMapKey(struct PlayerData *d1, struct PlayerData *d2)
{
	int key;

	while (1) {
		key = GetKeyDown();

		if (key == keyEsc)
			return;

		if (key != 0) {
			if (KeyAvailable(key, d1, -1, d2)) {
				gOptions.mapKey = key;
				PlaySound(SND_EXPLOSION, 0, 255);
				return;
			} else
				PlaySound(SND_KILL4, 0, 255);
		}
	}

	return;
}
Esempio n. 11
0
void OfflineDownload(void)
{
	if(GetKeyDown())
	{
		
		GPIO_SetBits(GPIOE, GPIO_Pin_5);
		if(GetComDogDead())
		{
			SetHappyLight(HAPPY_BLINK_2);
			if(mcu_scfg.com_type==0)
			{
				if(OfflineDownloadwithSTC())
					GPIO_ResetBits(GPIOE, GPIO_Pin_5);
				else
					GPIO_SetBits(GPIOE, GPIO_Pin_5);
			}
			else if(mcu_scfg.com_type==1)
			{
				if(OfflineDownloadwithUART())
					GPIO_ResetBits(GPIOE, GPIO_Pin_5);
				else
					GPIO_SetBits(GPIOE, GPIO_Pin_5);
			}
			else if(mcu_scfg.com_type==2)
			{
				if(OfflineDownloadwithSWD())
					GPIO_ResetBits(GPIOE, GPIO_Pin_5);
				else
					GPIO_SetBits(GPIOE, GPIO_Pin_5);	
			}
			SetHappyLight(HAPPY_BLINK_1);
		}	
		ClearKeyDown();
			
	}
}
Esempio n. 12
0
// processes camera controls
void ShadowCamera::DoControls(void)
{
  float fDeltaTime = DeltaTimeUpdate(m_ControlState.fLastUpdate);

  noVec3 vZ = Normalize(m_vTarget - m_vSource);
  noVec3 vX = Normalize(Cross(m_vUpVector, vZ));
  noVec3 vY = Normalize(Cross(vZ, vX));

  // Rotating with mouse left
  //
  //
  if(GetMouseDown(VK_LBUTTON))
  {

    if(!m_ControlState.bRotating)
    {
      GetCursorPos(&m_ControlState.pntMouse);
      m_ControlState.bZooming = false;
      m_ControlState.bStrafing = false;
      m_ControlState.bRotating = true;
    }

    POINT pntMouseCurrent;
    GetCursorPos(&pntMouseCurrent);

    noVec3 vTargetToSource = m_vTarget - m_vSource;
    float fLength = vTargetToSource.Length();

    m_ControlState.fRotX += 0.005f * (float)(pntMouseCurrent.x - m_ControlState.pntMouse.x);
    m_ControlState.fRotY += 0.005f * (float)(pntMouseCurrent.y - m_ControlState.pntMouse.y);

    m_ControlState.fRotY = Clamp(m_ControlState.fRotY, DegreeToRadian(-89.9f), DegreeToRadian(89.9f));

    Matrix mRotation;
    mRotation.SetIdentity();
    mRotation.SetRotation(noVec3(m_ControlState.fRotX, m_ControlState.fRotY,0));
    m_vTarget.x = mRotation._31 * fLength + m_vSource.x;
    m_vTarget.y = mRotation._32 * fLength + m_vSource.y;
    m_vTarget.z = mRotation._33 * fLength + m_vSource.z;

    m_ControlState.pntMouse = pntMouseCurrent;

  // Strafing with mouse middle
  //
  //
  } else if(GetMouseDown(VK_MBUTTON)) {

    if(!m_ControlState.bStrafing)
    {
      GetCursorPos(&m_ControlState.pntMouse);
      m_ControlState.bZooming = false;
      m_ControlState.bRotating = false;
      m_ControlState.bStrafing = true;
    }

    POINT pntMouseCurrent;
    GetCursorPos(&pntMouseCurrent);

    m_vSource -= vX * 0.15f * (float)(pntMouseCurrent.x - m_ControlState.pntMouse.x);
    m_vTarget -= vX * 0.15f * (float)(pntMouseCurrent.x - m_ControlState.pntMouse.x);

    m_vSource += vY * 0.15f * (float)(pntMouseCurrent.y - m_ControlState.pntMouse.y);
    m_vTarget += vY * 0.15f * (float)(pntMouseCurrent.y - m_ControlState.pntMouse.y);

    m_ControlState.pntMouse = pntMouseCurrent;


  // Zooming with mouse right
  //
  //
  } else if(GetMouseDown(VK_RBUTTON)) {

    if(!m_ControlState.bZooming)
    {
      GetCursorPos(&m_ControlState.pntMouse);
      m_ControlState.bZooming = true;
      m_ControlState.bRotating = false;
      m_ControlState.bStrafing = false;
    }

    POINT pntMouseCurrent;
    GetCursorPos(&pntMouseCurrent);

    m_vSource += vZ * 0.5f * (float)(pntMouseCurrent.y - m_ControlState.pntMouse.y);
    m_vTarget += vZ * 0.5f * (float)(pntMouseCurrent.y - m_ControlState.pntMouse.y);

    m_ControlState.pntMouse = pntMouseCurrent;

  // Mouse is idle
  //
  } else {
    m_ControlState.bZooming = false;
    m_ControlState.bRotating = false;
    m_ControlState.bStrafing = false;
  }


  // Move forward/backward
  //
  if(GetKeyDown('W'))
  {
    m_vSource += vZ * fDeltaTime;
    m_vTarget += vZ * fDeltaTime;
  }
  else if(GetKeyDown('S'))
  {
    m_vSource -= vZ * fDeltaTime;
    m_vTarget -= vZ * fDeltaTime;
  }

  // Strafing
  //
  if(GetKeyDown('D'))
  {
    m_vSource += vX * fDeltaTime;
    m_vTarget += vX * fDeltaTime;
  }
  else if(GetKeyDown('A'))
  {
    m_vSource -= vX * fDeltaTime;
    m_vTarget -= vX * fDeltaTime;
  }

  // Up/down (many control preferences here :)
  //
  if(GetKeyDown('Q') || GetKeyDown(VK_SPACE))
  {
    m_vSource += vY * fDeltaTime;
    m_vTarget += vY * fDeltaTime;
  }
  else if(GetKeyDown('E') || GetKeyDown('C') || GetKeyDown(VK_CONTROL))
  {
    m_vSource -= vY * fDeltaTime;
    m_vTarget -= vY * fDeltaTime;
  }

  CalculateMatrices();
}
void KeyboardBehaviour::PickUpObject()
{
    /**/
    if(BindArray.size() > 0 && GetKeyDown(sf::Keyboard::Num0) && BindArray.at(0).pickedUp == false)
    {
        std::cout << "Taking Object" << std::endl;
        GameObject * GO = BindArray.at(0).GO;
        BindArray.at(0).pickedUp = true;
        World::GetInstance()->remove(GO);
    }
    else if(BindArray.size() > 1 && GetKeyDown(sf::Keyboard::Num1) && BindArray.at(1).pickedUp == false)
    {
        std::cout << "Taking Object" << std::endl;
        GameObject * GO = BindArray.at(1).GO;
        BindArray.at(1).pickedUp = true;
        World::GetInstance()->remove(GO);
    }
    else if(BindArray.size() > 2 && GetKeyDown(sf::Keyboard::Num2) && BindArray.at(2).pickedUp == false)
    {
        GameObject * GO = BindArray.at(2).GO;
        BindArray.at(2).pickedUp = true;
        World::GetInstance()->remove(GO);
    }
    else if(BindArray.size() > 3 && GetKeyDown(sf::Keyboard::Num3) && BindArray.at(3).pickedUp == false)
    {
        GameObject * GO = BindArray.at(3).GO;
        BindArray.at(3).pickedUp = true;
        World::GetInstance()->remove(GO);
    }
    else if(BindArray.size() > 4 && GetKeyDown(sf::Keyboard::Num4) && BindArray.at(4).pickedUp == false)
    {
        GameObject * GO = BindArray.at(4).GO;
        BindArray.at(4).pickedUp = true;
        World::GetInstance()->remove(GO);
    }
    else if(BindArray.size() > 5 && GetKeyDown(sf::Keyboard::Num5) && BindArray.at(5).pickedUp == false)
    {
        GameObject * GO = BindArray.at(5).GO;
        BindArray.at(5).pickedUp = true;
        World::GetInstance()->remove(GO);
    }
    else if(BindArray.size() > 6 && GetKeyDown(sf::Keyboard::Num6) && BindArray.at(6).pickedUp == false)
    {
        GameObject * GO = BindArray.at(6).GO;
        BindArray.at(6).pickedUp = true;
        World::GetInstance()->remove(GO);
    }
    else if(BindArray.size() > 7 && GetKeyDown(sf::Keyboard::Num7) && BindArray.at(7).pickedUp == false)
    {
        GameObject * GO = BindArray.at(7).GO;
        BindArray.at(7).pickedUp = true;
        World::GetInstance()->remove(GO);
    }
    else if(BindArray.size() > 8 && GetKeyDown(sf::Keyboard::Num8) && BindArray.at(8).pickedUp == false)
    {
        GameObject * GO = BindArray.at(8).GO;
        BindArray.at(8).pickedUp = true;
        World::GetInstance()->remove(GO);
    }
    else if(BindArray.size() > 9 && GetKeyDown(sf::Keyboard::Num9) && BindArray.at(9).pickedUp == false)
    {
        GameObject * GO = BindArray.at(9).GO;
        BindArray.at(9).pickedUp = true;
        World::GetInstance()->remove(GO);
    }
    /**/
}
Esempio n. 14
0
int AnyKeyDown(void)
{
	return (GetKeyDown() > 0);
}