void Update() { double currentTime = glfwGetTime(); deltaTime = currentTime - lastTime; SetWindowTitle(window, deltaTime); ProcessKeyboardInput(deltaTime); if (bReset) { renderer->Reset(camera); bReset = false; } Display(); lastTime = currentTime; }
///------------------------------------------------------ /// ///------------------------------------------------------ void InputSystem::Update() { for(unsigned int i =0; i<NUMBER_OF_VIRTUAL_KEYS ; i++) { m_keyStates[i].m_wasJustReleased = false; m_keyStates[i].m_wasJustDown = false; } for (unsigned int i = 0; i < NUMBER_OF_MOUSE_KEYS; i++) { m_mouseStates[i].m_wasJustReleased = false; m_mouseStates[i].m_wasJustDown = false; } ProcessKeyboardInput(); for(unsigned int i =0;i<3;i++) { ProcessControllerInput(m_xboxControllerStates[i]); } }
///--------------------------------------------------------------------------------- /// ///--------------------------------------------------------------------------------- void InputSystem::Update() { ResetMouseCursor(); for( unsigned int keyIndex = 0; keyIndex < NUMBER_OF_VIRTUAL_KEYS; ++keyIndex ) m_keyDownStates[ keyIndex ].m_wasJustReleased = false; for( int buttonIndex = 0; buttonIndex < XBOX_NUMBER_OF_BUTTONS; ++buttonIndex ) { for( int controllerIndex = 0; controllerIndex < MAX_NUMBER_OF_XBOX_CONTROLLERS; ++controllerIndex ) m_xboxContollerStates[ controllerIndex ].m_buttonDownStates[ buttonIndex ].m_wasJustReleased = false; } for (unsigned int buttonIndex = 0; buttonIndex < MAX_NUMBER_OF_MOUSE_BUTTONS; ++buttonIndex) m_mouseButtonStates[buttonIndex].m_wasJustReleased = false; ProcessKeyboardInput(); ProcessXboxControllersInput(); }