// Used to check for movement keys bool frameStarted(const Ogre::FrameEvent &evt) { // Tell OIS to handle all input events input.capture(); // Disable movement in Gui mode if(windows.isGuiMode()) return true; float speed = 300 * evt.timeSinceLastFrame; float moveX = 0, moveY = 0, moveZ = 0; if(poller.isDown(A_MoveLeft)) moveX -= speed; if(poller.isDown(A_MoveRight)) moveX += speed; if(poller.isDown(A_MoveForward)) moveZ -= speed; if(poller.isDown(A_MoveBackward)) moveZ += speed; // TODO: These should be enabled for floating modes (like // swimming and levitation) and disabled for everything else. if(poller.isDown(A_MoveUp)) moveY += speed; if(poller.isDown(A_MoveDown)) moveY -= speed; if(moveX != 0 || moveY != 0 || moveZ != 0) player.moveRel(moveX, moveY, moveZ); return true; }
// Used to check for movement keys bool frameStarted(const Ogre::FrameEvent &evt) { // Tell OIS to handle all input events input.capture(); // Update windows/gui as a result of input events // For instance this could mean opening a new window/dialog, // by doing this after the input events are handled we // ensure that window/gui changes appear quickly while // avoiding that window/gui changes does not happen in // event callbacks (which may crash) windows.update(); // Disable movement in Gui mode if(windows.isGuiMode()) return true; float speed = 300 * evt.timeSinceLastFrame; float moveX = 0, moveY = 0, moveZ = 0; if(poller.isDown(A_MoveLeft)) moveX -= speed; if(poller.isDown(A_MoveRight)) moveX += speed; if(poller.isDown(A_MoveForward)) moveZ -= speed; if(poller.isDown(A_MoveBackward)) moveZ += speed; // TODO: These should be enabled for floating modes (like // swimming and levitation) and disabled for everything else. if(poller.isDown(A_MoveUp)) moveY += speed; if(poller.isDown(A_MoveDown)) moveY -= speed; if(moveX != 0 || moveY != 0 || moveZ != 0) player.moveRel(moveX, moveY, moveZ); return true; }
//NOTE: Used to check for movement keys void update () { // Tell OIS to handle all input events input.capture(); // Update windows/gui as a result of input events // For instance this could mean opening a new window/dialog, // by doing this after the input events are handled we // ensure that window/gui changes appear quickly while // avoiding that window/gui changes does not happen in // event callbacks (which may crash) windows.update(); // Disable movement in Gui mode if (windows.isGuiMode()) return; // Configure player movement according to keyboard input. Actual movement will // be done in the physics system. if (poller.isDown(A_MoveLeft)) { player.setAutoMove (false); player.setLeftRight (1); } else if (poller.isDown(A_MoveRight)) { player.setAutoMove (false); player.setLeftRight (-1); } else player.setLeftRight (0); if (poller.isDown(A_MoveForward)) { player.setAutoMove (false); player.setForwardBackward (1); } else if (poller.isDown(A_MoveBackward)) { player.setAutoMove (false); player.setForwardBackward (-1); } else player.setForwardBackward (0); if (poller.isDown(A_Jump)) player.setUpDown (1); else if (poller.isDown(A_Crouch)) player.setUpDown (-1); else player.setUpDown (0); }
InputImpl(OEngine::Render::OgreRenderer &_ogre, MWRender::PlayerPos &_player, MWGui::WindowManager &_windows, bool debug) : ogre(_ogre), exit(ogre.getWindow()), input(ogre.getWindow(), !debug), poller(input), player(_player), windows(_windows), shotCount(0) { using namespace OEngine::Input; using namespace OEngine::Render; using namespace OEngine::GUI; using namespace Mangle::Input; using namespace OIS; disp = DispatcherPtr(new Dispatcher(A_LAST)); // Bind MW-specific functions disp->funcs.bind(A_Quit, boost::bind(&InputImpl::exitNow, this), "Quit program"); disp->funcs.bind(A_Screenshot, boost::bind(&InputImpl::screenshot, this), "Screenshot"); disp->funcs.bind(A_Inventory, boost::bind(&InputImpl::toggleInventory, this), "Toggle inventory screen"); disp->funcs.bind(A_Console, boost::bind(&InputImpl::toggleConsole, this), "Toggle console"); // Add the exit listener ogre.getRoot()->addFrameListener(&exit); // Add ourselves as a frame listener to catch movement keys ogre.getRoot()->addFrameListener(this); // Set up the mouse handler and tell it about the player camera mouse = MouseLookEventPtr(new MouseLookEvent(player.getCamera())); // This event handler pumps events into MyGUI guiEvents = EventInjectorPtr(new EventInjector(windows.getGui())); // Hook 'mouse' and 'disp' up as event handlers into 'input' // (the OIS driver and event source.) We do this through an // EventList which dispatches the event to multiple handlers for // us. { EventList *lst = new EventList; input.setEvent(EventPtr(lst)); lst->add(mouse,Event::EV_MouseMove); lst->add(disp,Event::EV_KeyDown); lst->add(guiEvents,Event::EV_ALL); } // Start out in game mode setGuiMode(MWGui::GM_Game); /********************************** Key binding section The rest of this function has hard coded key bindings, and is intended to be replaced by user defined bindings later. **********************************/ // Key bindings for keypress events disp->bind(A_Quit, KC_Q); disp->bind(A_Quit, KC_ESCAPE); disp->bind(A_Screenshot, KC_SYSRQ); disp->bind(A_Inventory, KC_I); disp->bind(A_Console, KC_F1); // Key bindings for polled keys // Arrow keys poller.bind(A_MoveLeft, KC_LEFT); poller.bind(A_MoveRight, KC_RIGHT); poller.bind(A_MoveForward, KC_UP); poller.bind(A_MoveBackward, KC_DOWN); // WASD keys poller.bind(A_MoveLeft, KC_A); poller.bind(A_MoveRight, KC_D); poller.bind(A_MoveForward, KC_W); poller.bind(A_MoveBackward, KC_S); // Use shift and ctrl for up and down poller.bind(A_MoveUp, KC_LSHIFT); poller.bind(A_MoveDown, KC_LCONTROL); }
InputImpl(OEngine::Render::OgreRenderer &_ogre, MWWorld::Player &_player, MWGui::WindowManager &_windows, bool debug, OMW::Engine& engine) : ogre(_ogre), exit(ogre.getWindow()), input(ogre.getWindow(), !debug), poller(input), player(_player), windows(_windows), mEngine (engine), shotCount(0) { using namespace OEngine::Input; using namespace OEngine::Render; using namespace OEngine::GUI; using namespace Mangle::Input; using namespace OIS; disp = DispatcherPtr(new Dispatcher(A_LAST)); // Bind MW-specific functions disp->funcs.bind(A_Quit, boost::bind(&InputImpl::exitNow, this), "Quit program"); disp->funcs.bind(A_Screenshot, boost::bind(&InputImpl::screenshot, this), "Screenshot"); disp->funcs.bind(A_Inventory, boost::bind(&InputImpl::toggleInventory, this), "Toggle inventory screen"); disp->funcs.bind(A_Console, boost::bind(&InputImpl::toggleConsole, this), "Toggle console"); disp->funcs.bind(A_Activate, boost::bind(&InputImpl::activate, this), "Activate"); disp->funcs.bind(A_AutoMove, boost::bind(&InputImpl::toggleAutoMove, this), "Auto Move"); disp->funcs.bind(A_ToggleWalk, boost::bind(&InputImpl::toggleWalking, this), "Toggle Walk/Run"); // Add the exit listener ogre.getRoot()->addFrameListener(&exit); // Add ourselves as a frame listener to catch movement keys ogre.getRoot()->addFrameListener(this); // Set up the mouse handler and tell it about the player camera mouse = MouseLookEventPtr(new MouseLookEvent(player.getRenderer()->getCamera())); // This event handler pumps events into MyGUI guiEvents = EventInjectorPtr(new EventInjector(windows.getGui())); // Hook 'mouse' and 'disp' up as event handlers into 'input' // (the OIS driver and event source.) We do this through an // EventList which dispatches the event to multiple handlers for // us. { EventList *lst = new EventList; input.setEvent(EventPtr(lst)); lst->add(mouse,Event::EV_MouseMove); lst->add(disp,Event::EV_KeyDown); lst->add(guiEvents,Event::EV_ALL); } // Start out in game mode setGuiMode(MWGui::GM_Game); /********************************** Key binding section The rest of this function has hard coded key bindings, and is intended to be replaced by user defined bindings later. **********************************/ // Key bindings for keypress events // NOTE: These keys do not require constant polling - use in conjuction with variables in loops. disp->bind(A_Quit, KC_Q); disp->bind(A_Quit, KC_ESCAPE); disp->bind(A_Screenshot, KC_SYSRQ); disp->bind(A_Inventory, KC_I); disp->bind(A_Console, KC_F1); disp->bind(A_Activate, KC_SPACE); disp->bind(A_AutoMove, KC_Z); disp->bind(A_ToggleSneak, KC_X); disp->bind(A_ToggleWalk, KC_C); // Key bindings for polled keys // NOTE: These keys are constantly being polled. Only add keys that must be checked each frame. // Arrow keys poller.bind(A_MoveLeft, KC_LEFT); poller.bind(A_MoveRight, KC_RIGHT); poller.bind(A_MoveForward, KC_UP); poller.bind(A_MoveBackward, KC_DOWN); // WASD keys poller.bind(A_MoveLeft, KC_A); poller.bind(A_MoveRight, KC_D); poller.bind(A_MoveForward, KC_W); poller.bind(A_MoveBackward, KC_S); }
void adjustMouseRegion(int width, int height) { input.adjustMouseClippingSize(width, height); }
//NOTE: Used to check for movement keys void update (float duration) { // Tell OIS to handle all input events input.capture(); // Update windows/gui as a result of input events // For instance this could mean opening a new window/dialog, // by doing this after the input events are handled we // ensure that window/gui changes appear quickly while // avoiding that window/gui changes does not happen in // event callbacks (which may crash) windows.update(); // Disable movement in Gui mode if (windows.isGuiMode()) return; // Configure player movement according to keyboard input. Actual movement will // be done in the physics system. if (mControlSwitch["playercontrols"]) { if (poller.isDown(A_MoveLeft)) { player.setAutoMove (false); player.setLeftRight (1); } else if (poller.isDown(A_MoveRight)) { player.setAutoMove (false); player.setLeftRight (-1); } else player.setLeftRight (0); if (poller.isDown(A_MoveForward)) { player.setAutoMove (false); player.setForwardBackward (1); } else if (poller.isDown(A_MoveBackward)) { player.setAutoMove (false); player.setForwardBackward (-1); } else player.setForwardBackward (0); if (poller.isDown(A_Jump) && mControlSwitch["playerjumping"]) player.setUpDown (1); else if (poller.isDown(A_Crouch)) player.setUpDown (-1); else player.setUpDown (0); if (mControlSwitch["playerviewswitch"]) { if (poller.isDown(A_TogglePOV)) { if (mPreviewPOVDelay <= 0.5 && (mPreviewPOVDelay += duration) > 0.5) { mPreviewPOVDelay = 1.f; MWBase::Environment::get().getWorld()->togglePreviewMode(true); } } else { if (mPreviewPOVDelay > 0.5) { //disable preview mode MWBase::Environment::get().getWorld()->togglePreviewMode(false); } else if (mPreviewPOVDelay > 0.f) { togglePOV(); } mPreviewPOVDelay = 0.f; } } } // Idle time update despite of control switches if (poller.isDown(A_MoveLeft) || poller.isDown(A_MoveRight) || poller.isDown(A_MoveForward) || poller.isDown(A_MoveBackward) || poller.isDown(A_Jump) || poller.isDown(A_Crouch) || poller.isDown(A_TogglePOV)) { resetIdleTime(); } else { updateIdleTime(duration); } }
InputImpl(OEngine::Render::OgreRenderer &_ogre, MWWorld::Player &_player, MWBase::WindowManager &_windows, bool debug, OMW::Engine& engine) : ogre(_ogre), input(ogre.getWindow(), !debug), poller(input), player(_player), windows(_windows), mEngine (engine), mDragDrop(false), mPreviewPOVDelay(0.f), mTimeIdle(0.f) { using namespace OEngine::Input; using namespace OEngine::Render; using namespace OEngine::GUI; using namespace Mangle::Input; using namespace OIS; disp = DispatcherPtr(new Dispatcher(A_LAST)); // Bind MW-specific functions disp->funcs.bind(A_Quit, boost::bind(&InputImpl::exitNow, this), "Quit program"); disp->funcs.bind(A_Screenshot, boost::bind(&InputImpl::screenshot, this), "Screenshot"); disp->funcs.bind(A_Inventory, boost::bind(&InputImpl::toggleInventory, this), "Toggle inventory screen"); disp->funcs.bind(A_Console, boost::bind(&InputImpl::toggleConsole, this), "Toggle console"); disp->funcs.bind(A_Journal, boost::bind(&InputImpl::toggleJournal, this), "Toggle journal"); disp->funcs.bind(A_Activate, boost::bind(&InputImpl::activate, this), "Activate"); disp->funcs.bind(A_AutoMove, boost::bind(&InputImpl::toggleAutoMove, this), "Auto Move"); disp->funcs.bind(A_ToggleWalk, boost::bind(&InputImpl::toggleWalking, this), "Toggle Walk/Run"); disp->funcs.bind(A_ToggleWeapon,boost::bind(&InputImpl::toggleWeapon,this), "Draw Weapon"); disp->funcs.bind(A_ToggleSpell,boost::bind(&InputImpl::toggleSpell,this), "Ready hands"); disp->funcs.bind(A_GameMenu, boost::bind(&InputImpl::toggleMainMenu, this), "Toggle main menu"); mouse = MouseLookEventPtr(new MouseLookEvent()); // This event handler pumps events into MyGUI guiEvents = EventInjectorPtr(new EventInjector(windows.getGui())); // Hook 'mouse' and 'disp' up as event handlers into 'input' // (the OIS driver and event source.) We do this through an // EventList which dispatches the event to multiple handlers for // us. { EventList *lst = new EventList; input.setEvent(EventPtr(lst)); lst->add(mouse,Event::EV_MouseMove); lst->add(disp,Event::EV_KeyDown); lst->add(guiEvents,Event::EV_ALL); } mControlSwitch["playercontrols"] = true; mControlSwitch["playerfighting"] = true; mControlSwitch["playerjumping"] = true; mControlSwitch["playerlooking"] = true; mControlSwitch["playermagic"] = true; mControlSwitch["playerviewswitch"] = true; mControlSwitch["vanitymode"] = true; changeInputMode(false); /********************************** Key binding section The rest of this function has hard coded key bindings, and is intended to be replaced by user defined bindings later. **********************************/ // Key bindings for keypress events // NOTE: These keys do not require constant polling - use in conjuction with variables in loops. disp->bind(A_Quit, KC_Q); disp->bind(A_GameMenu, KC_ESCAPE); disp->bind(A_Screenshot, KC_SYSRQ); disp->bind(A_Inventory, KC_I); disp->bind(A_Console, KC_F1); disp->bind(A_Journal, KC_J); disp->bind(A_Activate, KC_SPACE); disp->bind(A_AutoMove, KC_Z); disp->bind(A_ToggleSneak, KC_X); disp->bind(A_ToggleWalk, KC_C); disp->bind(A_ToggleWeapon,KC_F); disp->bind(A_ToggleSpell,KC_R); // Key bindings for polled keys // NOTE: These keys are constantly being polled. Only add keys that must be checked each frame. // Arrow keys poller.bind(A_MoveLeft, KC_LEFT); poller.bind(A_MoveRight, KC_RIGHT); poller.bind(A_MoveForward, KC_UP); poller.bind(A_MoveBackward, KC_DOWN); // WASD keys poller.bind(A_MoveLeft, KC_A); poller.bind(A_MoveRight, KC_D); poller.bind(A_MoveForward, KC_W); poller.bind(A_MoveBackward, KC_S); poller.bind(A_Jump, KC_E); poller.bind(A_Crouch, KC_LCONTROL); poller.bind(A_TogglePOV, KC_TAB); }