char sfw::getInput(bool onlyNum) { char press = '#'; if (!onlyNum) { for (int a = 0; bindings[a] != '\0'; a++) { if (getKey(bindings[a]) && !bindPress[a]) { press = bindings[a]; bindPress[a] = true; } } } else { for (int a = 27; bindings[a] != '`'; a++) { if (getKey(bindings[a]) && !bindPress[a]) { press = bindings[a]; bindPress[a] = false; } } } resetKeys(); return press; }
Window::Window( const Parameters ¶meters ) : _parameters( parameters ) { //set all the keys as not pressed resetKeys(); //instatiate a new scene _scene = new Scene( *this ); }
void QSoftKeyDesignToolWidget::on_BtnReset_clicked() { CSoftkeyArray& Keys = T3kCommonData::instance()->getKeys(); if ( QMessageBox::warning( this, "Warning", "Would you like to erase all softkey?", QMessageBox::Yes|QMessageBox::No ) == QMessageBox::No ) return; Keys.load( DEFAULT_SOFTKEY, NULL, NULL ); emit resetKeys(); }
int sfw::getControls() { for (int a = 0; a < 4; a++) { if (getKey(key[a]) && !keyPress[a]) { keyPress[a] = true; return a; } } resetKeys(); return -1; }
void InputManager::init() { for (int i = 0; i < Input::KEY_TOTAL; i++) { for (int f = 0; f < KeyFunctionSize; f ++) { mKey[i].values[f].type = INPUT_UNKNOWN; mKey[i].values[f].value = -1; } } mNewKeyIndex = Input::KEY_NO_VALUE; resetKeys(); retrieve(); update(); }
void InputManager::init() { for (unsigned int i = 0; i < InputAction::TOTAL; i++) { InputFunction &kf = mKey[i]; for (unsigned int f = 0; f < inputFunctionSize; f ++) { InputItem &ki = kf.values[f]; ki.type = InputType::UNKNOWN; ki.value = -1; } } mNewKeyIndex = InputAction::NO_VALUE; resetKeys(); retrieve(); update(); }
void BerconGradient::Reset() { TimeValue t = GetCOREInterface()->GetTime(); //if (xyzGen) xyzGen->Reset(); //else ReplaceReference( COORD_REF, GetNewDefaultXYZGen()); if (texout) texout->Reset(); else ReplaceReference( OUTPUT_REF, GetNewDefaultTextureOutput()); if (curve) curve->DeleteMe(); curve = (ICurveCtl *) CreateInstance(REF_MAKER_CLASS_ID,CURVE_CONTROL_CLASS_ID); curve->RegisterResourceMaker(static_cast<ReferenceMaker*>(this)); CurveCtrl::init(curve); pbCurve->SetValue( pb_curve_on, t, FALSE); pblock->SetValue( pb_type, t, 0); pblock->SetValue( pb_interpolation, t, 0); pblock->SetValue( pb_seed, t, 12345); pblock->SetValue( pb_rand_mat, t, 1); pblock->SetValue( pb_rand_obj, t, 1); pblock->SetValue( pb_rand_par, t, 1); pblock->SetValue( pb_rand_tile, t, 1); pblock->SetValue( pb_range_min, t, 0.f); pblock->SetValue( pb_range_max, t, 1.f); pblock->SetValue( p_rangeLoop, t, 0); pblock->SetValue( p_reverse, t, 0); pblock->SetValue( pb_dison, t, 0); pblock->SetValue( pb_disstr, t, 0.05f); pblock->SetValue( pb_gradient_uvw, t, 0); pblock->SetValue( pb_gradient_normal, t, 0); pblock->SetValue( pb_gradient_normal2, t, 0); pblock->SetValue( pb_ior, t, 1.6f); p_maptex = NULL; p_distex = NULL; p_node = NULL; gradient->reset(); resetKeys(); berconXYZ.reset(pbXYZ, ivalid, 0, 1, 1, 1); ivalid.SetEmpty(); }
bool sfw::checkSel() { if (getKey(key[4]) && !keyPress[4]) { keyPress[4] = true; if (key[4] == ' ') { bindPress[26] = true; } else { for (int a = 0; bindings[a] != '\0'; a++) { if (key[4] == bindings[a]) { bindPress[a] = true; } } } return true; } else { resetKeys(); return false; } }
int sfw::menuChoice(int opts, bool isVertical) { opts -= 1; if (isVertical) { /********************************************************\ * This isn't one switch becasue that would allow the * * "sideways" keys to function in vertical menus, which * * I find undesireable. * \*******************************************************/ switch (getControls()) { case 0: sel--; break; case 1: sel++; break; } } else if (!isVertical) { switch (getControls()) { case 2: sel--; break; case 3: sel++; break; } } if (sel > opts) { sel = 0; } else if (sel < 0) { sel = opts; } resetKeys(); return sel; }
void Samurai::IO::Net::TlsFactory::freeKeys() { delete pem_key; delete pem_cert; resetKeys(); }
void Samurai::IO::Net::TlsFactory::priv_init() { resetKeys(); }
KeyInput::KeyInput() : mutex() { resetKeys(); }
void ALEState::setActionJoysticks(Event* event, int player_a_action, int player_b_action) { // Reset keys resetKeys(event); switch(player_a_action) { case PLAYER_A_NOOP: break; case PLAYER_A_FIRE: event->set(Event::JoystickZeroFire, 1); break; case PLAYER_A_UP: event->set(Event::JoystickZeroUp, 1); break; case PLAYER_A_RIGHT: event->set(Event::JoystickZeroRight, 1); break; case PLAYER_A_LEFT: event->set(Event::JoystickZeroLeft, 1); break; case PLAYER_A_DOWN: event->set(Event::JoystickZeroDown, 1); break; case PLAYER_A_UPRIGHT: event->set(Event::JoystickZeroUp, 1); event->set(Event::JoystickZeroRight, 1); break; case PLAYER_A_UPLEFT: event->set(Event::JoystickZeroUp, 1); event->set(Event::JoystickZeroLeft, 1); break; case PLAYER_A_DOWNRIGHT: event->set(Event::JoystickZeroDown, 1); event->set(Event::JoystickZeroRight, 1); break; case PLAYER_A_DOWNLEFT: event->set(Event::JoystickZeroDown, 1); event->set(Event::JoystickZeroLeft, 1); break; case PLAYER_A_UPFIRE: event->set(Event::JoystickZeroUp, 1); event->set(Event::JoystickZeroFire, 1); break; case PLAYER_A_RIGHTFIRE: event->set(Event::JoystickZeroRight, 1); event->set(Event::JoystickZeroFire, 1); break; case PLAYER_A_LEFTFIRE: event->set(Event::JoystickZeroLeft, 1); event->set(Event::JoystickZeroFire, 1); break; case PLAYER_A_DOWNFIRE: event->set(Event::JoystickZeroDown, 1); event->set(Event::JoystickZeroFire, 1); break; case PLAYER_A_UPRIGHTFIRE: event->set(Event::JoystickZeroUp, 1); event->set(Event::JoystickZeroRight, 1); event->set(Event::JoystickZeroFire, 1); break; case PLAYER_A_UPLEFTFIRE: event->set(Event::JoystickZeroUp, 1); event->set(Event::JoystickZeroLeft, 1); event->set(Event::JoystickZeroFire, 1); break; case PLAYER_A_DOWNRIGHTFIRE: event->set(Event::JoystickZeroDown, 1); event->set(Event::JoystickZeroRight, 1); event->set(Event::JoystickZeroFire, 1); break; case PLAYER_A_DOWNLEFTFIRE: event->set(Event::JoystickZeroDown, 1); event->set(Event::JoystickZeroLeft, 1); event->set(Event::JoystickZeroFire, 1); break; case RESET: event->set(Event::ConsoleReset, 1); break; default: cerr << "Invalid Player A Action: " << player_a_action; exit(-1); } switch(player_b_action) { case PLAYER_B_NOOP: break; case PLAYER_B_FIRE: event->set(Event::JoystickOneFire, 1); break; case PLAYER_B_UP: event->set(Event::JoystickOneUp, 1); break; case PLAYER_B_RIGHT: event->set(Event::JoystickOneRight, 1); break; case PLAYER_B_LEFT: event->set(Event::JoystickOneLeft, 1); break; case PLAYER_B_DOWN: event->set(Event::JoystickOneDown, 1); break; case PLAYER_B_UPRIGHT: event->set(Event::JoystickOneUp, 1); event->set(Event::JoystickOneRight, 1); break; case PLAYER_B_UPLEFT: event->set(Event::JoystickOneUp, 1); event->set(Event::JoystickOneLeft, 1); break; case PLAYER_B_DOWNRIGHT: event->set(Event::JoystickOneDown, 1); event->set(Event::JoystickOneRight, 1); break; case PLAYER_B_DOWNLEFT: event->set(Event::JoystickOneDown, 1); event->set(Event::JoystickOneLeft, 1); break; case PLAYER_B_UPFIRE: event->set(Event::JoystickOneUp, 1); event->set(Event::JoystickOneFire, 1); break; case PLAYER_B_RIGHTFIRE: event->set(Event::JoystickOneRight, 1); event->set(Event::JoystickOneFire, 1); break; case PLAYER_B_LEFTFIRE: event->set(Event::JoystickOneLeft, 1); event->set(Event::JoystickOneFire, 1); break; case PLAYER_B_DOWNFIRE: event->set(Event::JoystickOneDown, 1); event->set(Event::JoystickOneFire, 1); break; case PLAYER_B_UPRIGHTFIRE: event->set(Event::JoystickOneUp, 1); event->set(Event::JoystickOneRight, 1); event->set(Event::JoystickOneFire, 1); break; case PLAYER_B_UPLEFTFIRE: event->set(Event::JoystickOneUp, 1); event->set(Event::JoystickOneLeft, 1); event->set(Event::JoystickOneFire, 1); break; case PLAYER_B_DOWNRIGHTFIRE: event->set(Event::JoystickOneDown, 1); event->set(Event::JoystickOneRight, 1); event->set(Event::JoystickOneFire, 1); break; case PLAYER_B_DOWNLEFTFIRE: event->set(Event::JoystickOneDown, 1); event->set(Event::JoystickOneLeft, 1); event->set(Event::JoystickOneFire, 1); break; case RESET: event->set(Event::ConsoleReset, 1); cerr << "Sending Reset..." << endl; break; default: cerr << "Invalid Player B Action: " << player_b_action << endl; exit(-1); } }
void ALEState::applyActionPaddles(Event* event, int player_a_action, int player_b_action) { // Reset keys resetKeys(event); // First compute whether we should increase or decrease the paddle position // (for both left and right players) int delta_left; int delta_right; switch(player_a_action) { case PLAYER_A_RIGHT: case PLAYER_A_RIGHTFIRE: case PLAYER_A_UPRIGHT: case PLAYER_A_DOWNRIGHT: case PLAYER_A_UPRIGHTFIRE: case PLAYER_A_DOWNRIGHTFIRE: delta_left = -PADDLE_DELTA; break; case PLAYER_A_LEFT: case PLAYER_A_LEFTFIRE: case PLAYER_A_UPLEFT: case PLAYER_A_DOWNLEFT: case PLAYER_A_UPLEFTFIRE: case PLAYER_A_DOWNLEFTFIRE: delta_left = PADDLE_DELTA; break; default: delta_left = 0; break; } switch(player_b_action) { case PLAYER_B_RIGHT: case PLAYER_B_RIGHTFIRE: case PLAYER_B_UPRIGHT: case PLAYER_B_DOWNRIGHT: case PLAYER_B_UPRIGHTFIRE: case PLAYER_B_DOWNRIGHTFIRE: delta_right = -PADDLE_DELTA; break; case PLAYER_B_LEFT: case PLAYER_B_LEFTFIRE: case PLAYER_B_UPLEFT: case PLAYER_B_DOWNLEFT: case PLAYER_B_UPLEFTFIRE: case PLAYER_B_DOWNLEFTFIRE: delta_right = PADDLE_DELTA; break; default: delta_right = 0; break; } // Now update the paddle positions updatePaddlePositions(event, delta_left, delta_right); // Handle reset if (player_a_action == RESET || player_b_action == RESET) event->set(Event::ConsoleReset, 1); // Now add the fire event switch (player_a_action) { case PLAYER_A_FIRE: case PLAYER_A_UPFIRE: case PLAYER_A_RIGHTFIRE: case PLAYER_A_LEFTFIRE: case PLAYER_A_DOWNFIRE: case PLAYER_A_UPRIGHTFIRE: case PLAYER_A_UPLEFTFIRE: case PLAYER_A_DOWNRIGHTFIRE: case PLAYER_A_DOWNLEFTFIRE: event->set(Event::PaddleZeroFire, 1); break; default: // Nothing break; } switch (player_b_action) { case PLAYER_B_FIRE: case PLAYER_B_UPFIRE: case PLAYER_B_RIGHTFIRE: case PLAYER_B_LEFTFIRE: case PLAYER_B_DOWNFIRE: case PLAYER_B_UPRIGHTFIRE: case PLAYER_B_UPLEFTFIRE: case PLAYER_B_DOWNRIGHTFIRE: case PLAYER_B_DOWNLEFTFIRE: event->set(Event::PaddleOneFire, 1); break; default: // Nothing break; } }
void InputService::update() { if(_infoSlot == NULL) { _isTerminationPending = true; _terminationMessage = "Missing InfoHandle"; } else { int mousePositionX, mousePositionY; glfwGetMousePos(&mousePositionX, &mousePositionY); _inputHandle->setMousePosition(mousePositionX, mousePositionY); _inputHandle->resetKeys(); if(glfwGetKey(GLFW_KEY_ESC) == GLFW_PRESS) { //std::cout << "Pressed ESC" << std::endl; _inputHandle->toggleKey(InputHandle::KEY_ESC); } if(glfwGetKey(167) == GLFW_PRESS && glfwGetKey(167) == GLFW_RELEASE) { //std::cout << "PRESSED 167" << std::endl; _audio->play(3); if (_state == INGAME) { setState(CONSOLE); _inputHandle->setState(_state); } else if (_state == CONSOLE) { setState(INGAME); _inputHandle->setState(_state); } _console->clearCommand(); _console->updateText(); resetKeys(); } // Legacy :) Still needed though if(_state == INGAME) { if(glfwGetKey('A') == GLFW_PRESS) { //std::cout << "Pressed A" << std::endl; if(!_infoSlot->getIsJumping()) _audio->play(0); _inputHandle->toggleKey(InputHandle::KEY_A); } if(glfwGetKey('S') == GLFW_PRESS) { //std::cout << "Pressed S" << std::endl; if(!_infoSlot->getIsJumping()) _audio->play(0); _inputHandle->toggleKey(InputHandle::KEY_S); } if(glfwGetKey('D') == GLFW_PRESS) { //std::cout << "Pressed D" << std::endl; if(!_infoSlot->getIsJumping()) _audio->play(0); _inputHandle->toggleKey(InputHandle::KEY_D); } if(glfwGetKey('W') == GLFW_PRESS) { //std::cout << "Pressed W" << std::endl; if(!_infoSlot->getIsJumping()) _audio->play(0); _inputHandle->toggleKey(InputHandle::KEY_W); } if(glfwGetKey(GLFW_KEY_SPACE) == GLFW_PRESS) { _audio->play(4); _inputHandle->toggleKey(InputHandle::KEY_SPACE); } if(glfwGetMouseButton(GLFW_MOUSE_BUTTON_1) == GLFW_PRESS) { //std::cout << "Mouse 1" << std::endl; _audio->play(1); } if(glfwGetMouseButton(GLFW_MOUSE_BUTTON_2) == GLFW_PRESS) { //std::cout << "Mouse 1" << std::endl; _audio->play(2); } } /*if(glfwGetKey(GLFW_KEY_ESC) == GLFW_PRESS || !glfwGetWindowParam(GLFW_OPENED)) { _isTerminationPending = true; _terminationMessage = "Termination by user input"; }*/ } }
InputHandle::InputHandle() { resetKeys(); }