bool InputManager::ReadFrame() { //result, for asserts bool result; //copy current keyboard and mouse states into previous states, to save previous frame states prev_keyboardState = input_keyboardState; prev_mouseState = input_mouseState; //copy current mousePos into the previous, as well prev_MousePos = input_MousePos; //read keyboard state result = ReadKeyboard(); assert(result && "Keyboard Read Failed"); //read mouse state result = ReadMouse(); assert(result && "Mouse Read Failed"); //process changes in mouse+keyboard ProcessInput(); //return true, for success return true; }
void ReadInput( void ) { int i; if ( WaitingToQuit ) return; old_input = new_input; new_input++; if ( new_input >= INPUT_BUFFERS ) new_input = 0; ReadMouse(); ReadKeyboard(); if ( JoystickInput ) { for (i = 0; i < Num_Joysticks; i++) { if (JoystickInfo[i].connected) joystick_poll(i); } } flush_input = false; }
bool InputClass::Frame() { bool result; // Read the current state of the keyboard. result = ReadKeyboard(); if(!result) { return false; } POINT pt; GetCursorPos( &pt ); //ScreenToClient( hwnd, &pt ); m_mouseX = pt.x; m_mouseY = pt.y; // Read the current state of the mouse. result = ReadMouse(); if(!result) { return false; } // Process the changes in the mouse and keyboard. ProcessInput(); return true; }
void DInput::Update() { // Grab this frames key presses ReadKeyboard(); ReadMouse(); // Update mouse positions mousePosX_ += mouse_state_.lX; mousePosY_ += mouse_state_.lY; mouseWheel_ += mouse_state_.lZ; }
void EventClass::Render() { // Read the current state of the keyboard. ReadKeyboard(); // Read the current state of the mouse. ReadMouse(); // Process the changes in the mouse and keyboard. ProcessInput(); }
// Update the keyboard and joystick inputs void Input::Update () { // Update native keyboard state ReadKeyboard(); // Read the joysticks, if present if (pdidJoystick1) ReadJoystick(0, pdidJoystick1); if (pdidJoystick2) ReadJoystick(1, pdidJoystick2); // Update the SAM keyboard matrix from the current key state (including joystick movement) Keyboard::Update(); }
void InputManager::Update() { myRelMouseX = 0; myRelMouseY = 0; myPreviousMouseState = myMouseState; for (unsigned int i = 0; i < 256; i++) { myPreviousKeyboardState[i] = myKeyboardState[i]; } ReadKeyboard(); ReadMouse(); HandleMouseInput(); myScrollWheelPos += GetRelativeScrollWheel(); }
bool Input::Frame() { bool result; // Read the current state of the keyboard. result = ReadKeyboard(); if(!result) return false; // Read the current state of the mouse. result = ReadMouse(); if(!result) return false; // Process the changes in the mouse and keyboard. ProcessInput(); return true; }
//Each frame we read the input and then process it bool Input::Frame() { bool result; result=ReadKeyboard(); if (!result) return false; result=ReadMouse(); if (!result) return false; ProcessInput(); return true; }
bool ControlManager::QueryInputs(ControllerState& controller) { bool result; // Read the current state of the keyboard. result = ReadKeyboard(); if(!result) { return false; } // Process the changes in the keyboard. ProcessInput(controller); return true; }
bool Input::Frame() { bool result; result = ReadKeyboard(); if (!result) return false; result = UpdateControllerState(); if(!result) return false; return true; }
//================================================================================ unsigned int ATHInputManager::Update() { ReadKeyboard(); m_fMouseDiffX = 0.0f; m_fMouseDiffY = 0.0f; if( ReadMouse() ) { LONG lXMovement = m_diMouseState.lX; m_fMouseDiffX = lXMovement * m_fSensitivity; m_fMouseX += m_fMouseDiffX; LONG lYMovement = m_diMouseState.lY; m_fMouseDiffY = lYMovement * m_fSensitivity; m_fMouseY += m_fMouseDiffY; // Z is the scroll wheel, sensitivty doesnt change it LONG lZMovement = m_diMouseState.lZ; m_fMouseDiffZ = (float)lZMovement; if( m_fMouseX < 0 ) m_fMouseX = 0; if (m_fMouseY < 0 ) m_fMouseY = 0; if( m_fMouseX > (int)m_unScreenWidth ) m_fMouseX = (float)m_unScreenWidth; if( m_fMouseY > (int)m_unScreenHeight ) m_fMouseY = (float)m_unScreenHeight; //if (m_fMouseDiffY != 0.0f || m_fMouseDiffX != 0.0f) //std::cout << m_fMouseX << " " << m_fMouseY << '\n'; } SendKeyboardEvent(); SendMouseEvent(); return 0; }
bool InputClass::Frame() { bool result; result = ReadKeyboard(); if(!result) { return false; } result = ReadMouse(); if(!result) { return false; } ProcessInput(); return true; }
bool InputReader::Update() { bool result; result = ReadKeyboard(); if(result == false) { return false; } result = ReadMouse(); if(result == false) { return false; } ProcessInput(); return true; }
bool Input::Frame() { bool result; // Read the current state of the pKeyboard. result = ReadKeyboard(); if(!result) { return false; } // Read the current state of the pMouse. result = ReadMouse(); if(!result) { return false; } return true; }
int ProcessCardSwipe(int swipeFD,int arduinoFD, MYSQL * conn) { int ret = 0; const unsigned bufferSize = 256; char buffer[bufferSize+1]; buffer[bufferSize] = '\0'; bzero(buffer,bufferSize); unsigned readSize = ReadKeyboard(swipeFD,buffer,bufferSize); if(readSize == 10) { int opendoor = 0; buffer[readSize] = '\0'; // 0123456789012345678901234567890123 45678901 char query[] = "select * from users where swipe = \"XXXXXXXXX\" limit 0,1 "; memcpy(query+35,buffer,9); // printf("%s (%d)\n",query,sizeof(query)); opendoor = RunSQLquery(conn,query,sizeof(query)); if(opendoor == 1) { alarm(0); //Cancel any previous alarms OpenDoor(arduinoFD); alarm(5); //schedule an alarm to go off in 5 seconds to close the door } memcpy(query+35,"XXXXXXXXX",9); ret = 1; } else if(readSize == 0) { ret = 1; } else { ret = 0; } return ret; }
bool InputWrapper::Update() { if (myIsInitialized == true) { bool result; // Read the current state of the keyboard. result = ReadKeyboard(); if (result == false) { return false; } // Read the current state of the mouse. result = ReadMouse(); if (result == false) { return false; } } return true; }
int main(void) { ItemType Item; KeyFieldType SearchKey; BTTableClass BTTable('r', "btree.dat"); if (BTTable.Empty()) Error("Table is empty"); cout << "Enter the word to be looked up (or . to quit): "; while (ReadKeyboard(SearchKey)) { if (BTTable.Retrieve(SearchKey, Item)) cout << " Definition: " << Item.DataField << endl; else cout << " Not found" << endl; cout << endl << "Enter the word to be looked up (or . to quit): "; } return 0; }
bool DirectInput::Update() { bool result; //Read the current state of the keyboard result = ReadKeyboard(); if(!result) { return false; } //Raad the current state of the mouse result = ReadMouse(); if(!result) { return false; } //Process the changes in the mouse and keyboard ProcessInput(); return true; }
void Input::Pole() { ReadKeyboard(); ReadMouse(); }
void Input::Update () { ReadKeyboard(); SetSamKeyState(); }
void GameController::Run() { Player* me = new Player(0,0,1); sObjMgr->CreateWorld(); sObjMgr->Update(); DWORD realCurrTime = 0; DWORD realPrevTime = GetMSTime(); DWORD diff; /* Example for using the sScreenLog class */ sScreenLog->AddTrack(&diff,ScreenLog::Track::UINT,20,30,0xFFFF0000); // sScreenLog->AddTrack(&me->X,ScreenLog::Track::INT,20,50,0xFFFF0000); // sScreenLog->AddTrack(&me->Y,ScreenLog::Track::INT,20,70,0xFFFF0000); while(true) { realCurrTime = GetMSTime(); diff = GetMSTimeDiff(realPrevTime,realCurrTime); Player* me = sObjMgr->Me(); ReadKeyboard(); if(KEY_PRESSED(DIK_F)) me->Fire(); if(KEY_DOWN(DIK_ESCAPE)) break; if(KEY_DOWN(DIK_W)) me->SetYVelocity(-3); if(KEY_DOWN(DIK_S)) me->SetYVelocity(3); if(KEY_DOWN(DIK_A)) { me->SetXVelocity(-3); if(KEY_DOWN(DIK_D)) { new Explosion(me,me->GetX()+4,me->GetY()+(me->GetHeight()/2),19,0,false); } } if(KEY_DOWN(DIK_D)) { me->SetXVelocity(3); if(KEY_DOWN(DIK_A)) { new Explosion(me,me->GetX()+me->GetWidth()-4,me->GetY()+(me->GetHeight()/2),19,0,false); } } /* Oops :< */ //if(KEY_UP(DIK_W) && KEY_UP(DIK_A) && KEY_UP(DIK_S) && KEY_UP(DIK_D)) // { // me->SetXVelocity(0); // me->SetYVelocity(0); // } if(KEY_DOWN(DIK_R)) me->SetPos(30,70); if(KEY_DOWN(DIK_Q)) me->SetAngle(me->GetAngle()+0.1f); if(KEY_DOWN(DIK_E)) me->SetAngle(me->GetAngle()-0.1f); if(KEY_DOWN(DIK_M)) sWorld->PrintMap(); if(KEY_DOWN(DIK_SPACE)) { me->SetXVelocity(0); me->SetYVelocity(0); } sObjMgr->Update(/* diff */); FollowUnit(me); Render(); realPrevTime = realCurrTime; } }