コード例 #1
0
void PauseMenuMode::Start() {
   mButtonPressed = -1;

   // get the last frame rendered
   glReadBuffer(GL_FRONT);
   //glPixelStorei(GL_PACK_ALIGNMENT,1);
   unsigned char *buf = (unsigned char *)malloc(sizeof(char) * 3 * 
    mGameWindow->GetWidth() * mGameWindow->GetHeight());
   glReadPixels(0, 0, mGameWindow->GetWidth(), mGameWindow->GetHeight(), 
    GL_RGB, GL_UNSIGNED_BYTE, buf);

   // bind it to a texture
   glGenTextures(1, &mBackgroundTexture);
   glBindTexture(GL_TEXTURE_2D, mBackgroundTexture);
   gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, mGameWindow->GetWidth(), 
    mGameWindow->GetHeight(), GL_RGB, GL_UNSIGNED_BYTE, buf);
   free(buf);

   glEnable(GL_TEXTURE_2D);
   glEnable(GL_BLEND);
   glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

   mNextMode = NULL;

   InputManager *im = mGameWindow->GetInputManager();

   im->AddKeyEvent(&mResume, SDLK_ESCAPE);

   im->AddMouseEvent(&mClick, IM_MOUSE_LEFT_BUTTON);

   im->ResetAllInputEvents();

   mGameWindow->SetOrthographicProjection();
}
コード例 #2
0
ファイル: Character.cpp プロジェクト: Derek-OBrien/DsdlEngine
void Character::update(InputManager& inputManager, b2World* world) {

#ifdef __WIN32__
	if (inputManager.isKeyPressed(SDLK_UP)) {
		jump();
	}

	if (inputManager.isKeyPressed(SDLK_DOWN)) {
		slide();
	}

	if (inputManager.isKeyReleased(SDLK_UP)) {
		fall();
	}

	if (inputManager.isKeyReleased(SDLK_DOWN)) {
		stopSlide();
	}

#endif

#ifdef __ANDROID__
	if (inputManager.isKeyPressed(SDL_FINGERDOWN)) {
		jump();
}
#endif
}
コード例 #3
0
    void CommandMapper::buildCommandMapping()
    {
        ConfigurationManager* cfgMgr = ConfigurationManager::getSingletonPtr();
        InputManager* inputMgr = InputManager::getSingletonPtr();

        // First get the movement commands
        const NameValuePairList& commands = cfgMgr->getSettings("Movement keys");

        for (NameValuePairList::const_iterator it = commands.begin(); it != commands.end(); it++)
        {
            // Split the path at the ',' character
            StringVector keys = Ogre::StringUtil::split(it->second, ",");

            for (size_t i = 0; i < keys.size(); i++)
            {
                mMovementCommands[inputMgr->getScanCode(keys[i])] = getMovement(it->first);
                LOG_MESSAGE(Logger::UI,
                    Ogre::String("Key ") + keys[i] + " ("
                    + StringConverter::toString(inputMgr->getScanCode(keys[i]))
                    + ") is assigned to movement " + it->first +" ("
                    + StringConverter::toString(getMovement(it->first))+")");
            }
        }

        buildCommandMap(mKeyGlobalActions, cfgMgr->getSettings("Action keys"));
        buildCommandMap(mKeyMovementControlState, cfgMgr->getSettings("MovementController keys"));
        buildCommandMap(mKeyFreeflightControlState, cfgMgr->getSettings("FreeflightController keys"));
        buildCommandMap(mKeyDialogControlState, cfgMgr->getSettings("DialogController keys"));
        buildCommandMap(mKeyCombatControlState, cfgMgr->getSettings("CombatController keys"));
        buildCommandMap(mKeyCutsceneControlState, cfgMgr->getSettings("CutsceneController keys"));
    }
コード例 #4
0
bool UIInputComponent::isButtonPressed(int width, int height){

	InputManager* input = InputManager::getInstance();
	if (input->isMouseDown(MOUSE_LEFT)){
		//get mouse position
		int x, y;
		x = input->getMouseX();
		y = input->getMouseY();

		//mouse is left of button
		if (x < uiObjectRef->posX)
			return false;
		//mouse is right of the button
		else if (x > uiObjectRef->posX + width)
			return false;
		//mouse above the button
		else if (y < uiObjectRef->posY)
			return false;
		//mouse below the button
		else if (y > uiObjectRef->posY + height)
			return false;
		else{
			return true;
		}
	}
	return false;
}
コード例 #5
0
ファイル: Application.cpp プロジェクト: Reikooters/Paddocks
/*************************************************************************
 * Application::go()
 *************************************************************************
 * This function starts the program doing it's thing.
 * 
 * Returns: EXIT_SUCCESS if the program finished successfully, or some
 *          error code if it didn't.
 *************************************************************************/
int Application::go()
{
	// Set working directory to executable's directory
	setCurrentWorkingDirectory();

	// Load config.ini.
	loadConfigIni();

	// Initialise Ogre.
	if (!initOgre())
		return EXIT_FAILURE;

	createScene();

	// Create the Input Manager
	InputManager *inputManager = InputManager::getSingletonPtr();
	inputManager->initialise(ogrePtrs.window);

	// Create the Main Menu game state
	states.push_back(new MainMenuState(ogrePtrs, inputManager));

	// Set it as the active state
	activeState = states.back();
	activeState->enter();

	// Start main program loop.
	mainLoop();

	// Program finished successfully.
	return EXIT_SUCCESS;
}
コード例 #6
0
void PauseMenuMode::Update(float timeElapsed) {
   if (mResume.IsPressed())
      mNextMode = mWorldMode;
   if (mClick.IsPressed()) {
      InputManager *im = mGameWindow->GetInputManager();

      int mouseX = im->GetMouseX();
      int mouseY = im->GetMouseY();

      mButtonPressed = -1;
      for (int i = 0; i < NUM_PAUSE_BUTTONS; ++i) {
         if (mButtons[i].IsIn(mouseX, mouseY)) {
            mButtonPressed = i;
         }
      }
   }
   else {
      if (mButtonPressed == BTN_RESUME) {
         mNextMode = mWorldMode;
      }
      else if (mButtonPressed == BTN_OPTIONS) {
         // TODO: add options menu
      }
      else if (mButtonPressed == BTN_QUIT) {
         mNextMode = mMainMenuMode;
      }
      mButtonPressed = -1;
   }
}
コード例 #7
0
ファイル: Player.cpp プロジェクト: NickLawsonDev/Allegro5
void Player::Update(ALLEGRO_EVENT ev, InputManager input)
{
	input.Update();
	pAnimation.IsActive() = true;

	if(input.IsKeyDown(ALLEGRO_KEY_DOWN))
	{
		direction = Direction::Down;
		position.second += moveSpeed;
	}
	else if(input.IsKeyDown(ALLEGRO_KEY_UP))
	{
		direction = Direction::Up;
		position.second -= moveSpeed;
	}
	else if(input.IsKeyDown(ALLEGRO_KEY_LEFT))
	{
		direction = Direction::Left;
		position.first -= moveSpeed;
	}
	else if(input.IsKeyDown(ALLEGRO_KEY_RIGHT))
	{
		direction = Direction::Right;
		position.first += moveSpeed;
	}
	else
		pAnimation.IsActive() = false;

	pAnimation.CurrentFrame().second = direction;
	pAnimation.Position() = position;
	ssAnimation.Update(pAnimation);
}
コード例 #8
0
ファイル: SceneManager.cpp プロジェクト: kelkka/Agile
void SceneManager::Start()
{
#ifdef WINDOWS
	QueryPerformanceFrequency(&m_frequency);
	QueryPerformanceCounter(&m_t1);
#else
	// Start linux timer here
	//gettimeofday(&m_t1,NULL);
        gettimeofday(&m_t1, &m_tZone);
        gettimeofday(&m_t2, &m_tZone);
#endif

	float lol = 0;

	InputManager* IM = InputManager::GetInstance();
	GraphicsManager* GM = GraphicsManager::GetInstance();

	while (m_isRunning)
	{
		float dt = GetDeltaTime();
		GM->Update(dt);
		IM->Update();

		m_activeScene->Update(dt);
		m_activeScene->Render(dt);
  //              //setbuf(stdout, NULL);
		//lol += dt;
		//if (lol > 0.5f)
		//{
  //                  printf("FPS: %f | Delta: %f \n" , 1.0f / dt,dt);

  //                  lol = 0;
		//}
	}
}
コード例 #9
0
//----------------------------------------------------------------------------//
InputManager* InputManager::createInputSystem( ParamList &paramList )
{
	if( g_Singleton ) 
		OIS_EXCEPT( E_Duplicate, "An Input Manager Already Exists" );

	InputManager* im = 0;

#if defined OIS_WIN32_PLATFORM
	im = new Win32InputManager();
#elif defined OIS_XBOX_PLATFORM
	im = new XBoxInputManager();
#elif defined OIS_LINUX_PLATFORM
	im = new LinuxInputManager();
#else
	OIS_EXCEPT(E_General, "No platform library.. check build platform defines!");
#endif

	try
	{
		im->_initialize(paramList);
	}
	catch(...)
	{
		delete im;
		throw; //rethrow
	}

	g_Singleton = im;
	return im;
}
コード例 #10
0
ファイル: ChooseMap.cpp プロジェクト: kj91024/bomberman
void ChooseMap<al_b,al_f>::showSection(InputManager<ALLEGRO_EVENT,ALLEGRO_KEYBOARD_STATE> &input,Maps<al_b> &m,Player<al_b> &p,bool st){
	m.showBackground();

	al_draw_text(this->_font30, al_map_rgb(0,0,0), 335, 130, 0, "Escoge un mapa");
	for(int i = 0;i < 3;i++){
		m.loadMap(3,i);
		for(int y = 0; y<m.getHeight();y++){
			for(int x = 0;x<m.getWidth();x++){
		//al_draw_filled_rectangle(80+(250*i)+(12*x), 200+(12*y), 80+(250*i)+((12*x) +12), 200+((12*y )+12), al_map_rgb(255,255,255));

				switch(m.getPositionMap(x,y)){
					case 'p': al_draw_scaled_bitmap(this->_block, 145, 171, 58, 58, 80+(250*i)+(12*x), 200+(12*y), 12, 12, 0);  break;
					case 'j':
					case 'g':
					case 'e': al_draw_filled_rectangle(80+(250*i)+(12*x), 200+(12*y), 80+(250*i)+((12*x) +12), 200+((12*y )+12), al_map_rgb(255,255,255)); break;
					case 'c': al_draw_scaled_bitmap(this->_block, 258, 20, 58, 58, 80+(250*i)+(12*x), 200+(12*y), 12, 12, 0); 	 break;
					case 'd': al_draw_scaled_bitmap(this->_block, 37, 20, 58, 58, 80+(250*i)+(12*x), 200+(12*y), 12, 12, 0); 	 break;
					case 's': al_draw_filled_rectangle(80+(250*i)+(12*x), 200+(12*y), 80+(250*i)+((12*x) +12), 200+((12*y )+12), al_map_rgb(236,236,236)); break;
				}
			}
		}
	}
	m.setLevel(input.getX(0));
	
	al_draw_rectangle(80+(250*input.getX(0)), 200, 320+(250*input.getX(0)), 370, al_map_rgb(140,40,40),5);	
	al_draw_filled_rectangle(360, 385, 540, 430, al_map_rgb(20,20,20));
	al_draw_text(this->_font20, al_map_rgb(255,255,255), 395, 390, 0, "Seleccionar");
}
コード例 #11
0
//----------------------------------------------------------------------------//
InputManager* InputManager::createInputSystem( ParamList &paramList )
{
	InputManager* im = 0;

#if defined OIS_SDL_PLATFORM
	im = new SDLInputManager();
#elif defined OIS_WIN32_PLATFORM
	im = new Win32InputManager();
#elif defined OIS_XBOX_PLATFORM
	im = new XBoxInputManager();
#elif defined OIS_LINUX_PLATFORM
	im = new LinuxInputManager();
#elif defined OIS_APPLE_PLATFORM
	im = new MacInputManager();
#else
	OIS_EXCEPT(E_General, "No platform library.. check build platform defines!");
#endif 

	try
	{
		im->_initialize(paramList);
	}
	catch(...)
	{
		delete im;
		throw; //rethrow
	}

	return im;
}
コード例 #12
0
ファイル: Main.cpp プロジェクト: ThomasKipshagen/AnSim
void MainLoop(void)
{
    InputManager* inputMgr = new InputManager();
    GSceneManager* sceneMgr = new GSceneManager(inputMgr);
    
    DAssetsManager* dataMgr = new DAssetsManager(sceneMgr);
    dataMgr->loadAssetGroup(0);
    
    PPhysicsManager* physicsMgr = new PPhysicsManager(sceneMgr);
    GRendering* renderer = new GRendering(sceneMgr);
    
    glfwSwapInterval(0);
    
    do{
        // Erfasse Eingaben
        inputMgr->captureInput();
        
        // Physikberechnungen ausführen
        physicsMgr->performPhysics();
        
        renderer->draw();
        
        // Swap buffers
        glfwSwapBuffers();
        
        countFPS();
        
    } // Check if the ESC key was pressed or the window was closed
    while( glfwGetKey( GLFW_KEY_ESC ) != GLFW_PRESS &&
           glfwGetWindowParam( GLFW_OPENED ) );
}
コード例 #13
0
void QuaternionTest::Update(float deltaTime)
{
    quat y1 = quat(vec3(0.0, 0.0, 0.0));
    quat y2 = quat(vec3(0.0, M_PI, 0.0));

    quat x1 = quat(vec3(-M_PI, 0.0, 0.0));
    quat x2 = quat(vec3(0.0, 0.0, 0.0));

    InputManager* inputManager = InputManager::GetInstance();

    if (inputManager->IsLeftClicked())
    {
        _counterY += inputManager->GetMouseDX() * deltaTime;
        if (_counterY > 2.0)
            _counterY -= 2.0;
        if (_counterY < 0.0)
            _counterY += 2.0;

        //std::cout << "_counterY: " << _counterY << "\n";

        _counterX += inputManager->GetMouseDY() * deltaTime * 0.1;
        if (_counterX > 0.5)
            _counterX = 0.5;
        if (_counterX < -0.5)
            _counterX = -0.5;

        //_orientation = mix(y1, y2, _counterY) * mix(x1, x2, _counterX);
    }
}
コード例 #14
0
ファイル: selection.cpp プロジェクト: captainchris06210/RTS2D
void Selection::selectUnity(sf::RenderWindow *win,InputManager &input)
{
  sf::IntRect mouse(input.mPositionX(),input.mPositionY(),10,10);

  if(input.mouseButtons(sf::Mouse::Left)) {
    for(int sLoop = 0; sLoop < count; sLoop++) {
      if(mouse.intersects(playerSelection[sLoop]))
	{
	  nSelection = sLoop;
	}
      
    }
  
  }
	
  if(input.mouseButtons(sf::Mouse::Left)) {
    if(mouse.intersects(playerSelection[nSelection])) {
      if(!isSelected)
	isSelected = true;
      else isSelected = false;
    }
  }

  if(isSelected)  drawSelection(win,SELECT);   
}
コード例 #15
0
void FirstLevelState::Update(float dt)
{
    map.Update(dt);
    InputManager input = InputManager::GetInstance();
    quitRequested = (input.IsKeyDown(ESCAPE_KEY) || input.IsQuitRequested());
    UpdateArray(dt);
    CheckMovementCollisions();
}
コード例 #16
0
ファイル: EventListener.cpp プロジェクト: skhaz/wintermoon
WINTERMOON_BEGIN_NAMESPACE

EventListener::EventListener()
{
	Root* root = Root::instance();
	InputManager* input = root->inputManager();
	input->addListener(this);
}
コード例 #17
0
ファイル: Map.cpp プロジェクト: DDabble/RS_DailyRoutineHelper
void Map::cursorPosCallback(const InputManager& input)
{
	if (input.getMouse().m_isLeftMouseButtonDown)
	{
		glm::ivec2 cursorDelta = input.getMouse().getCursorDelta();
		move(cursorDelta, 0);
	}
}
コード例 #18
0
void InputManager::mouseScroll_callback(GLFWwindow* window, double xOffset, double yOffset)
{
	InputManager* inputManager = InputManager::GetInstance();

	inputManager->SetMouseScroll(inputManager->GetMouseScroll() + yOffset);

	std::cout << "yOffset: " << yOffset << "\n";
}
コード例 #19
0
ファイル: MainMenu.cpp プロジェクト: EthanShimooka/BAA
void MainMenu::checkKonami() {
    InputManager *input = InputManager::getInstance();
    if (input->isKeyReleased(konamiCode->at(konamiIndex)))
        ++konamiIndex;

    if (konamiIndex == 10)
        konamiUnlocked = true;
}
コード例 #20
0
ファイル: MyFrameListener.cpp プロジェクト: bjerkins/GEDE2014
	// Destructor
	~MyFrameListener()
	{
		_inputManager->destroyInputObject(_keyboard);
		_inputManager->destroyInputObject(_mouse);
		_inputManager->destroyInputObject(_joyStick);
		InputManager::destroyInputSystem(_inputManager);
		delete _cylEffect;
	}
コード例 #21
0
ファイル: OrbitCamera.cpp プロジェクト: ibachar/firecube
void OrbitCamera::AddInputManagerMappings(InputManager &inputManager)
{
	inputManager.AddMapping(Key::MOUSE_LEFT_BUTTON, InputMappingType::STATE, "OrbitCamera_Rotate", KeyModifier::NONE);
	inputManager.AddMapping(Key::MOUSE_MIDDLE_BUTTON, InputMappingType::STATE, "OrbitCamera_Zoom", KeyModifier::NONE);
	inputManager.AddMapping(AnalogInput::MOUSE_AXIS_X_RELATIVE, "OrbitCamera_MouseX");
	inputManager.AddMapping(AnalogInput::MOUSE_AXIS_Y_RELATIVE, "OrbitCamera_MouseY");
	inputManager.AddMapping(AnalogInput::MOUSE_WHEEL_Y_RELATIVE, "OrbitCamera_MouseWheelY");
	addedInputMapping = true;
}
コード例 #22
0
ファイル: Paddle.cpp プロジェクト: peersmg/Paddles
void Paddle::Update(float deltaTime)
{
  InputManager* pInputManager = InputManager::GetInstance();

  ProcessCollision();

  // Respond to controlls based on which player this paddle is
  if (m_player == 0)
  {
    if (pInputManager->KeyDown(sf::Keyboard::W))
    {
      m_velocity.y = -200;
    }
    else if (pInputManager->KeyDown(sf::Keyboard::S))
    {
      m_velocity.y = 200;
    }
    else
    {
      m_velocity.y = 0;
    }
  }
  else if (m_player == 1)
  {
    if (pInputManager->KeyDown(sf::Keyboard::Up))
    {
      m_velocity.y = -200;
    }
    else if (pInputManager->KeyDown(sf::Keyboard::Down))
    {
      m_velocity.y = 200;
    }
    else
    {
      m_velocity.y = 0;
    }
  }
  else
  {
    if (m_pBall->GetPosition().y + (m_pBall->GetRect().height / 2) > m_position.y + (m_rect.height - 20))
    {
      m_velocity.y = 250;
    }
    else if (m_pBall->GetPosition().y + (m_pBall->GetRect().height / 2) < m_position.y+20)
    {
      m_velocity.y = -250;
    }
    else
    {
      m_velocity.y = 0;
    }
  }

  m_position += m_velocity*deltaTime;

  m_rect = sf::FloatRect(m_position, sf::Vector2f(15, 100));
}
コード例 #23
0
void renderStepZoneDMX(int player)
{
	int startColumn = player == 0 ? 0 : 4;
	if ( gs.isSingles() )
	{
		if ( gs.player[0].centerLeft )
		{
			startColumn = 0;
		}
		else if ( gs.player[0].centerRight )
		{
			startColumn = 4;
		}
		else
		{
			startColumn = 2; // center play
		}
	}
	int endColumn = gs.isDoubles ? 8 : startColumn+4;

	for ( int i = startColumn; i < endColumn; i++ )
	{
		int x = getColumnOffsetX_DMX(i);
		int blink = gs.player[player].stepZoneBlinkTimer > 0 ? 0 : 1;	// pick the state of the step zone
		int hitcolor = 0x7F000000;
		int outlineColor = 0xFFB4B4B4;
		const int fadeOutLength = 100;
		if ( blink == 1 )
		{
			static int colors[3] = { makeacol(41, 239, 115, 255), makeacol(239, 101, 190, 255), makeacol(76, 0, 190, 255) };
			int stageColor = gs.player[player].stagesLevels[gs.currentStage] % 10;
			outlineColor = colors[stageColor];
		}
 
		if ( gs.player[player].laneFlareColors[i] == 2 )
		{
			blink = 2; // currently holding a hold note in this column
		}

		int color = getColorOfColumn(i);
		if ( im.isKeyDown(i) )
		{
			hitcolor = color == 0 ? 0xEECC0000 : 0xEE0000CC;
		}
		else if ( im.getReleaseLength(i) <= fadeOutLength )
		{
			int a = getValueFromRange(0xFF, 0x7F, im.getReleaseLength(i) * 100/ fadeOutLength);
			if ( i ==4 )
			{
				al_trace("%d\r\n", a);
			}
			hitcolor = color == 0 ? makeacol32(0xFF, 0, 0, a) : makeacol32(0, 0, 0xFF, a);
		}
		renderStepLaneDMX(x, hitcolor, outlineColor);
		masked_blit(m_stepZoneSourceDMX[color], rm.m_backbuf, blink*34, 0, x, (gs.player[player].isColumnReversed(i) ? DMX_STEP_ZONE_REV_Y-34 : DMX_STEP_ZONE_Y), 34, 38);
	}
}
コード例 #24
0
ファイル: Camera.cpp プロジェクト: kbinani/dxrip
void Camera::KeyboardWASD(InputManager &input, float factor)
{
    //Unreal Tournament style keyboard setup
    if(input.KeyCheck(KEY_W)) Move(-factor);
    if(input.KeyCheck(KEY_S)) Move(factor);

    if(input.KeyCheck(KEY_A)) Strafe(factor);
    if(input.KeyCheck(KEY_D)) Strafe(-factor);
}
コード例 #25
0
// Callback that handles mouse motion interaction
void InputManager::mouseMotion_callback(GLFWwindow* window, double x, double y)
{
	InputManager* inputManager = InputManager::GetInstance();
	inputManager->SetMousePosX(x);
	inputManager->SetMousePosY(gHeight - y);

	//cout << "MousePos: (" << inputManager->GetMousePosX() << ", " << inputManager->GetMousePosY() << ")\n";

    return;
}
コード例 #26
0
ファイル: DebugCamera.cpp プロジェクト: JamesMarcil/Asteroids
/*
 *	Update the position of the DebugCamera based on user input.
 *	@param	dt		The deltaTime value this frame.
 */
void DebugCamera::Update(float dt)
{
	InputManager* pManager = InputManager::Instance();

	// Current speed
	float moveSpeed = m_moveSpeed * dt;
    float rotSpeed = m_rotationSpeed * dt;

	// Speed up when shift is pressed
	if (pManager->IsKeyDown(VK_SHIFT)) { moveSpeed *= 5; }

	// Movement
	if (pManager->IsKeyDown('W')) { MoveRelative(0, 0, moveSpeed); }
	if (pManager->IsKeyDown('S')) { MoveRelative(0, 0, -moveSpeed); }
	if (pManager->IsKeyDown('A')) { MoveRelative(-moveSpeed, 0, 0); }
	if (pManager->IsKeyDown('D')) { MoveRelative(moveSpeed, 0, 0); }
	if (pManager->IsKeyDown('X')) { MoveAbsolute(0, -moveSpeed, 0); }
	if (pManager->IsKeyDown(' ')) { MoveAbsolute(0, moveSpeed, 0); }
	if (pManager->IsKeyDown('Q')) { Rotate(0.0f, -rotSpeed); }
	if (pManager->IsKeyDown('E')) { Rotate(0.0f, rotSpeed); }

	// Handle rotation
	if (pManager->IsMouseDown(MouseButton::LMB))
	{
		POINT   prevMousePos = pManager->GetPreviousMousePos(),
				currMousePos = pManager->GetCurrentMousePos();

		float xDiff = (currMousePos.x - prevMousePos.x) * 0.005f;
		float yDiff = (currMousePos.y - prevMousePos.y) * 0.005f;

		Rotate(yDiff, xDiff);
	}
}
コード例 #27
0
ファイル: Game.cpp プロジェクト: VagabondOfHell/ProBending
	InitializePhysX();
}

void Game::InitializeKinect()
{
	InputManager* inputManager = InputManager::GetInstance();
	
	inputManager->InitializeKinect(mWindow->getWidth(),mWindow->getHeight());
	
	//inputManager->FillGestureReader(L"C:\\Users\\Adam\\Desktop\\Test.gbd");
コード例 #28
0
ファイル: GainputTapGesture.cpp プロジェクト: ANtlord/gainput
TapGesture::TapGesture(InputManager& manager, DeviceId device, DeviceVariant variant) :
	InputGesture(manager, device),
	firstDownTime_(0)
{
	actionButton_.buttonId = InvalidDeviceButtonId;

	state_ = manager_.GetAllocator().New<InputState>(manager.GetAllocator(), 1);
	GAINPUT_ASSERT(state_);
	previousState_ = manager_.GetAllocator().New<InputState>(manager.GetAllocator(), 1);
	GAINPUT_ASSERT(previousState_);
}
コード例 #29
0
ファイル: input_manager.cpp プロジェクト: RodrigoNieves/vlc
/* Static callbacks for IM */
static int ItemChanged( vlc_object_t *p_this, const char *psz_var,
                        vlc_value_t oldval, vlc_value_t newval, void *param )
{
    VLC_UNUSED( p_this ); VLC_UNUSED( psz_var ); VLC_UNUSED( oldval );

    InputManager *im = (InputManager*)param;
    input_item_t *p_item = static_cast<input_item_t *>(newval.p_address);

    IMEvent *event = new IMEvent( IMEvent::ItemChanged, p_item );
    im->postUniqueEvent( im, event );
    return VLC_SUCCESS;
}
コード例 #30
0
ファイル: Camera.cpp プロジェクト: kbinani/dxrip
void Camera::KeyboardNumpad(InputManager &input, float factor)
{
    //Use the numberpad to replace the mouse
    if(input.KeyCheck(KEY_NUMPAD4)) LookRight(-factor);
    if(input.KeyCheck(KEY_NUMPAD6)) LookRight(factor);

    if(input.KeyCheck(KEY_NUMPAD8)) LookUp(factor);
    if(input.KeyCheck(KEY_NUMPAD2)) LookUp(-factor);

    if(input.KeyCheck(KEY_NUMPAD7)) Roll(factor);
    if(input.KeyCheck(KEY_NUMPAD9)) Roll(-factor);
}