void MyKeyboardCallback(int key, int state) { if (key==B3G_ESCAPE && window) { window->setRequestExit(); } b3DefaultKeyboardCallback(key,state); }
static void SimpleKeyboardCallback(int key, int state) { if (key==B3G_ESCAPE && gApp && gApp->m_window) { gApp->m_window->setRequestExit(); } else { b3DefaultKeyboardCallback(key,state); } }
void MyKeyboardCallback(int key, int state) { //printf("key=%d, state=%d\n", key, state); bool handled = false; if (gui) { handled = gui->keyboardCallback(key, state); } if (!handled && sCurrentDemo) { handled = sCurrentDemo->keyboardCallback(key,state); } //checkout: is it desired to ignore keys, if the demo already handles them? //if (handled) // return; if (key=='w' && state) { wireframe=!wireframe; if (wireframe) { glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); } else { glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); } } if (key=='i' && state) { pauseSimulation = !pauseSimulation; } if (key=='s' && state) { useShadowMap=!useShadowMap; } if (key==B3G_ESCAPE && app && app->m_window) { app->m_window->setRequestExit(); } b3DefaultKeyboardCallback(key,state); }
void MyKeyboardCallback(int key, int state) { if (key=='w' && state) { wireframe=!wireframe; if (wireframe) { glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); } else { glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); } } if (key=='s' && state) { useShadowMap=!useShadowMap; } if (key=='g' && state) { gDrawGui = !gDrawGui; } if (key==B3G_ESCAPE && window) { window->setRequestExit(); } if (key==B3G_F2) { if (state) exportMovie = !exportMovie; } if (key==B3G_F1) { if (state) exportFrame = true; } if (sDemo) sDemo->keyboardCallback(key,state); b3DefaultKeyboardCallback(key,state); }