示例#1
0
	void handleEvents(WorldState & state, RenderEngine & render)
	{
		sf::Event event;
		
		while (window->pollEvent(event))
		{
			if (event.type == sf::Event::Closed)
				state.setRunning(false);
			if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Escape))
				state.setRunning(false);
			
			if((event.type == sf::Event::TextEntered) && (event.text.unicode == 'r'))
				state.toggleModelRotate();
			if((event.type == sf::Event::TextEntered) && (event.text.unicode == 'q'))
				state.toggleIncreaseVelocity();
			
			if(event.type == sf::Event::Resized) {
				resize(event.size.width, event.size.height);
			}

			if(event.type == sf::Event::MouseButtonPressed)
			{
				state.lastClickPos[0] = event.mouseButton.x;
				state.lastClickPos[1] = (state.currentRes[1]-event.mouseButton.y);
				state.lastFrameDragPos[0] = event.mouseButton.x;
				state.lastFrameDragPos[1] = (state.currentRes[1]-event.mouseButton.y);
				state.mouseButtonDown = true;
			}

			if(event.type == sf::Event::MouseButtonReleased)
				state.mouseButtonDown = false;

			if(event.type == sf::Event::MouseMoved && state.mouseButtonDown)
			{
				state.cursorDragAmount[0] += state.lastFrameDragPos[0] - event.mouseMove.x;
				state.cursorDragAmount[1] += state.lastFrameDragPos[1] - (state.currentRes[1]-event.mouseMove.y);
				state.lastFrameDragPos[0] = event.mouseMove.x;
				state.lastFrameDragPos[1] = (state.currentRes[1]-event.mouseMove.y);
			}

			if(event.type == sf::Event::MouseWheelMoved)
			{
				state.zoomCamera(event.mouseWheel.delta);
				state.cursorScrollAmount += event.mouseWheel.delta;
			}

			if(event.type == sf::Event::MouseMoved)
			{
				state.cursorAbsolutePos[0] = event.mouseMove.x;
				state.cursorAbsolutePos[1] = (state.currentRes[1]-event.mouseMove.y);
			}

			if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Up))
				state.zoomCamera(1);
			if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Down))
				state.zoomCamera(-1);

		}
	}
示例#2
0
文件: main.cpp 项目: mimaun/Rose
 void handleEvents(sf::Window & window, WorldState & state)
 {
     sf::Event event;
     while (window.pollEvent(event))
     {
         // Close window : exit
         if (event.type == sf::Event::Closed)
             state.setRunning(false);
         
         // Escape key : exit
         if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Escape))
             state.setRunning(false);
         
         if (event.type == sf::Event::MouseMoved) {
             state.updateMousePos(event.mouseMove.x, event.mouseMove.y);
         }
     }
 }
示例#3
0
	void handleEvents(WorldState & state, RenderEngine & render)
	{
		sf::Event event;
		
		while (App->pollEvent(event))
		{
			if (event.type == sf::Event::Closed)
				state.setRunning(false);
			if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Escape))
				state.setRunning(false);
			
            if((event.type == sf::Event::TextEntered) && (event.text.unicode == 'q'))
                state.setShadingMode(0);
            if((event.type == sf::Event::TextEntered) && (event.text.unicode == 'w'))
                state.setShadingMode(1);
            if((event.type == sf::Event::TextEntered) && (event.text.unicode == 'e'))
                state.setShadingMode(2);
			if((event.type == sf::Event::TextEntered) && (event.text.unicode == 'r'))
                state.toggleModelRotate();
			if((event.type == sf::Event::TextEntered) && (event.text.unicode == 't'))
                state.toggleLightRotate();
		}
	}
示例#4
0
	void handleEvents(sf::Window & window, WorldState & state)
	{
		sf::Event event;
		while (window.pollEvent(event))
		{
			// Close window : exit
			if (event.type == sf::Event::Closed)
				state.setRunning(false);
			
			// Escape key : exit
			if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Escape))
				state.setRunning(false);
            
            if (event.type == sf::Event::TextEntered) {
                
                Model const & model = state.getModel();
                float time = state.getCurrentTime();
                RenderEngine render = RenderEngine(render);
                switch (static_cast<char>(event.key.code)) {
                        
                    case 'q':
                        printf("'q' should scale\n");
                        
                        // scale = true.
                        //if(!state.scaleEnabled())
                            state.toggleScale();
                            
                        break;
                        
                    case 'w':
                        printf("'w' should enable bouncing\n");

                            state.toggleTranslate();
                            
                        break;
                        
                    case 'e':
                        printf("'e' should enable z rotation\n");
                        
                        // rotZ = true.

                            state.toggleRotZ();
                        
                        break;
                        
                    case 'r':
                        printf("'r' should enable y rotation\n");
                        
                        // rotY = true.

                            state.toggleRotY();
                        
                        break;
                        
                    default:
                        printf("nothing\n");
                        break;
                }
            }
//                std::cout << "Your Input: " << static_cast<char>(event.key.code) << std::endl;

			
			//TODO add event handlers for qwer
			//'q' should scale
			//'w' should enable bouncing
			//'e' should enable z rotation
			//'r' should enable y rotation
		}
	}
示例#5
0
	void handleEvents(WorldState & state, RenderEngine & render)
	{
		bool shiftDown = sf::Keyboard::isKeyPressed(sf::Keyboard::LShift) ||sf::Keyboard::isKeyPressed(sf::Keyboard::RShift);
		sf::Event Event;
		
		while (App->pollEvent(Event))
		{
			if (Event.type == sf::Event::Closed)
				state.setRunning(false);
			if ((Event.type == sf::Event::KeyPressed) && (Event.key.code == sf::Keyboard::Escape))
				state.setRunning(false);
			
			if (Event.type == sf::Event::MouseButtonPressed)
			{
				previousPos = glm::vec2(Event.mouseButton.x, Event.mouseButton.y);
				
				if(Event.mouseButton.button == sf::Mouse::Left && !shiftDown)
					buttonDown[0] = 1;
				if(Event.mouseButton.button == sf::Mouse::Right)
					buttonDown[1] = true;
				if(Event.mouseButton.button == sf::Mouse::Middle)
					buttonDown[2] = true;
				if(Event.mouseButton.button == sf::Mouse::Left && shiftDown)
					buttonDown[2] = true;
			}
			
			if (Event.type == sf::Event::MouseButtonReleased)
			{
				if(Event.mouseButton.button == sf::Mouse::Left && !shiftDown)
					buttonDown[0] = false;
				if(Event.mouseButton.button == sf::Mouse::Right)
					buttonDown[1] = false;
				if(Event.mouseButton.button == sf::Mouse::Middle)
					buttonDown[2] = false;
				if(Event.mouseButton.button == sf::Mouse::Left && shiftDown)
					buttonDown[2] = false;
				
				lastUpdate = timer.getElapsedTime().asSeconds();
			}
			
			if (Event.type == sf::Event::Resized) {
				render.reshape( Event.size.width, Event.size.height );
				state.setSize( Event.size.width, Event.size.height );
			}
		}
		
		
		lastUpdate = timer.getElapsedTime().asSeconds();
		bool needsUpdate = lastUpdate > TIME_BETWEEN_UPDATES;
		if (needsUpdate)
		{
			glm::ivec2 newPos = glm::ivec2(sf::Mouse::getPosition(*App).x, sf::Mouse::getPosition(*App).y);
			
			if(buttonDown[0])
				state.updateRotate(previousPos, newPos);
			if(buttonDown[1])
				state.updateXYTranslate(previousPos, newPos);
			if(buttonDown[2])
				state.updateZTranslate(previousPos, newPos);
			
			lastUpdate = timer.restart().asSeconds();
			previousPos = newPos;
		}
	}