6e8fbca745
match the genesis editor version 1.3.0.653.
148 lines
4.7 KiB
C++
148 lines
4.7 KiB
C++
/** \file defaultinputprocss.cc
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* \brief 文件内容说明
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* Copyright (c) 2011,畅游天下WebJet事业部
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* All rights reserved.
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* Date Ver Who Comment
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* 2011:9:16 1.0 王兴博
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*/
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#include "stdneb.h"
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#include "inputprocss.h"
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#include "app/inputfeature/inputfeature.h"
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#include "app/graphicfeature/graphicsfeature.h"
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#include "input/inputmouse.h"
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#include "input/inputkeyboard.h"
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#include "input/inputgamepad.h"
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namespace App
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{
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using namespace AppUtil;
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using namespace Math;
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using namespace Input;
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__ImplementClass(App::GyrostProcessInput, 'GRPI', App::Manager);
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//------------------------------------------------------------------------
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GyrostProcessInput::GyrostProcessInput()
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{
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}
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//------------------------------------------------------------------------
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GyrostProcessInput::~GyrostProcessInput()
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{
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}
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//------------------------------------------------------------------------
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void GyrostProcessInput::OnActivate()
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{
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// setup the camera util object
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this->m_mayaCameraUtil.Setup(point(0.0f, 0.0f, 0.0f), point(0.0f, 3.0f, 10.0f), vector(0.0f, 1.0f, 0.0f));
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this->m_mayaCameraUtil.Update();
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Super::OnActivate();
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}
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//------------------------------------------------------------------------
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void GyrostProcessInput::OnBeginFrame()
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{
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if( !App::InputFeature::HasInstance() || !App::GraphicsFeature::HasInstance() )
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{
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return;
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}
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if ( !App::InputFeature::Instance()->IsActive() || !App::GraphicsFeature::Instance() )
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{
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return;
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}
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const Ptr<Input::InputServer>& inputServer = App::InputFeature::Instance()->GetInputServer();
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n_assert( inputServer.isvalid() );
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// update the camera from input
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const Ptr<Input::InputKeyboard>& keyboard = inputServer->GetDefaultKeyboard();
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const Ptr<Input::InputMouse>& mouse = inputServer->GetDefaultMouse();
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const Ptr<Input::InputGamePad>& gamePad = inputServer->GetDefaultGamePad(0);
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// standard input handling: manipulate camera
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this->m_mayaCameraUtil.SetOrbitButton( mouse->ButtonPressed(InputMouseButton::RightButton) );
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this->m_mayaCameraUtil.SetPanButton( mouse->ButtonPressed(InputMouseButton::MiddleButton) );
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//this->m_mayaCameraUtil.SetZoomButton( mouse->ButtonPressed(InputMouseButton::LeftButton) );
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this->m_mayaCameraUtil.SetZoomInButton( mouse->WheelForward() );
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this->m_mayaCameraUtil.SetZoomOutButton( mouse->WheelBackward() );
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this->m_mayaCameraUtil.SetMouseMovement( mouse->GetMovement() );
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// process gamepad input
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float zoomIn = 0.0f;
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float zoomOut = 0.0f;
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float2 panning(0.0f, 0.0f);
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float2 orbiting(0.0f, 0.0f);
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/*
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if (gamePad->IsConnected())
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{
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const float gamePadZoomSpeed = 5.0f;
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const float gamePadOrbitSpeed = 1.0f;
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const float gamePadPanSpeed = 10.0f;
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if (gamePad->ButtonDown(GamePad::AButton))
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{
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this->mayaCameraUtil.Reset();
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}
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if (gamePad->ButtonDown(GamePad::StartButton) ||
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gamePad->ButtonDown(GamePad::BackButton))
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{
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this->SetQuitRequested(true);
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}
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float frameTime = (float) this->GetFrameTime();
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zoomIn += gamePad->GetAxisValue(GamePad::RightTriggerAxis) * frameTime * gamePadZoomSpeed;
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zoomOut += gamePad->GetAxisValue(GamePad::LeftTriggerAxis) * frameTime * gamePadZoomSpeed;
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panning.x() -= gamePad->GetAxisValue(GamePad::RightThumbXAxis) * frameTime * gamePadPanSpeed;
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panning.y() += gamePad->GetAxisValue(GamePad::RightThumbYAxis) * frameTime * gamePadPanSpeed;
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orbiting.x() -= gamePad->GetAxisValue(GamePad::LeftThumbXAxis) * frameTime * gamePadOrbitSpeed;
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orbiting.y() += gamePad->GetAxisValue(GamePad::LeftThumbYAxis) * frameTime * gamePadOrbitSpeed;
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}
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*/
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// process keyboard input
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if (keyboard->KeyDown(InputKey::Escape))
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{
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//this->SetQuitRequested(true);
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}
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if (keyboard->KeyDown(InputKey::Space))
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{
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this->m_mayaCameraUtil.Reset();
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}
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if (keyboard->KeyPressed(InputKey::Left)||keyboard->KeyPressed(InputKey::A))
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{
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panning.x() += 0.1f;
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}
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if (keyboard->KeyPressed(InputKey::Right)||keyboard->KeyPressed(InputKey::D))
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{
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panning.x() -= 0.1f;
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}
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if (keyboard->KeyPressed(InputKey::Up))
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{
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panning.y() -= 0.1f;
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}
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if (keyboard->KeyPressed(InputKey::Down))
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{
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panning.y() += 0.1f;
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}
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if (keyboard->KeyPressed(InputKey::S))
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{
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zoomIn -= 0.1f;
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}
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if (keyboard->KeyPressed(InputKey::W))
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{
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zoomOut -= 0.1f;
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}
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if (keyboard->KeyPressed(InputKey::F3))
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{
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GraphicsFeature::Instance()->SetRenderDebug(!GraphicsFeature::Instance()->HasRenderDebug());
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}
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this->m_mayaCameraUtil.SetPanning(panning);
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this->m_mayaCameraUtil.SetOrbiting(orbiting);
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this->m_mayaCameraUtil.SetZoomIn(zoomIn);
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this->m_mayaCameraUtil.SetZoomOut(zoomOut);
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this->m_mayaCameraUtil.Update();
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App::GraphicsFeature::Instance()->TransformDefaultCamera(this->m_mayaCameraUtil.GetCameraTransform());
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}
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}
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