/* add count copies of the characater code to the input buffer */ static void inputAddBuffer(UDWORD key, utf_32_char unicode) { inputBuffer.push_back(InputKey(key, unicode)); }
void Input::Init( HGE* pHGE ) { //To Do: Read/Store keys from file m_pHGE = pHGE; m_InputKeyVector.push_back( InputKey( InputTypes::LeftClick, HGEK_LBUTTON ) ); m_InputKeyVector.push_back( InputKey( InputTypes::RightClick, HGEK_RBUTTON ) ); m_InputKeyVector.push_back( InputKey( InputTypes::MoveLeft, HGEK_A ) ); m_InputKeyVector.push_back( InputKey( InputTypes::MoveLeft, HGEK_LEFT ) ); m_InputKeyVector.push_back( InputKey( InputTypes::MoveRight, HGEK_D ) ); m_InputKeyVector.push_back( InputKey( InputTypes::MoveRight, HGEK_RIGHT ) ); m_InputKeyVector.push_back( InputKey( InputTypes::MoveUp, HGEK_W ) ); m_InputKeyVector.push_back( InputKey( InputTypes::MoveUp, HGEK_UP ) ); m_InputKeyVector.push_back( InputKey( InputTypes::MoveDown, HGEK_S ) ); m_InputKeyVector.push_back( InputKey( InputTypes::MoveDown, HGEK_DOWN ) ); m_InputKeyVector.push_back( InputKey( InputTypes::Escape, HGEK_ESCAPE ) ); m_InputKeyVector.push_back( InputKey( InputTypes::AlternateAction, HGEK_SHIFT ) ); m_InputKeyVector.push_back( InputKey( InputTypes::Hotbar0, HGEK_0 ) ); m_InputKeyVector.push_back( InputKey( InputTypes::Hotbar1, HGEK_1 ) ); m_InputKeyVector.push_back( InputKey( InputTypes::Hotbar2, HGEK_2 ) ); m_InputKeyVector.push_back( InputKey( InputTypes::Hotbar3, HGEK_3 ) ); m_InputKeyVector.push_back( InputKey( InputTypes::Hotbar4, HGEK_4 ) ); m_InputKeyVector.push_back( InputKey( InputTypes::Hotbar5, HGEK_5 ) ); m_InputKeyVector.push_back( InputKey( InputTypes::Hotbar6, HGEK_6 ) ); m_InputKeyVector.push_back( InputKey( InputTypes::Hotbar7, HGEK_7 ) ); m_InputKeyVector.push_back( InputKey( InputTypes::Hotbar8, HGEK_8 ) ); m_InputKeyVector.push_back( InputKey( InputTypes::Hotbar9, HGEK_9 ) ); }
/** ** Handle key up. ** ** @param key Key scancode. ** @param keychar Character code. */ void HandleKeyRepeat(unsigned, unsigned keychar) { if (KeyState == KeyStateInput && keychar) { InputKey(keychar); } }
void AShooterPlayerController::SimulateInputKey(FKey Key, bool bPressed) { InputKey(Key, bPressed ? IE_Pressed : IE_Released, 1, false); }