compatibility with new version of input
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8d3b0b527c
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36cce4e79c
@ -1,6 +0,0 @@
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#include "defaultkeysmap.h"
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//DefaultKeysMap::DefaultKeysMap()
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//{
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//}
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@ -12,37 +12,60 @@ public:
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EXIT_GAME,LAST_DEFAULT_ACTION};
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DefaultKeysMap(){
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keys.push_back( {MAIN_ACTION, sf::Keyboard::KeyCount + sf::Mouse::Left, IKeysMap::PRESSED} );
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keys.push_back( {SECONDARY_ACTION, sf::Keyboard::KeyCount + sf::Mouse::Right, IKeysMap::PRESSED} );
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keys.push_back( {TERTIARY_ACTION, sf::Keyboard::KeyCount + sf::Mouse::Middle, IKeysMap::PRESSED} );
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keys.push_back( {MOVE_FORWARD, sf::Keyboard::Z, IKeysMap::HOLD} );
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keys.push_back( {MOVE_BACKWARD, sf::Keyboard::S, IKeysMap::HOLD} );
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keys.push_back( {STRAFE_LEFT, sf::Keyboard::Q, IKeysMap::HOLD} );
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keys.push_back( {STRAFE_RIGHT, sf::Keyboard::D, IKeysMap::HOLD} );
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keys.push_back( {JUMP, sf::Keyboard::Space, IKeysMap::PRESSED} );
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keys.push_back( {TOGGLE_NOCLIP, sf::Keyboard::G, IKeysMap::PRESSED} );
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keys.push_back( {TOGGLE_PHYSICS_DEBUG, sf::Keyboard::P, IKeysMap::PRESSED} );
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keys.push_back( {TOGGLE_CONSOLE, sf::Keyboard::F3, IKeysMap::PRESSED} );
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keys.push_back( {MOVE_CURSOR_LEFT, sf::Keyboard::Left, IKeysMap::PRESSED} );
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keys.push_back( {MOVE_CURSOR_RIGHT, sf::Keyboard::Right, IKeysMap::PRESSED} );
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keys.push_back( {PLOP_TEST, sf::Keyboard::F7, IKeysMap::PRESSED} );
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keys.push_back( {CLEAR_CONSOLE, sf::Keyboard::F2, IKeysMap::PRESSED} );
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keys.push_back( {EXIT_GAME, sf::Keyboard::Escape, IKeysMap::PRESSED} );
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keys.push_back( {LEFT_CLICK, sf::Keyboard::KeyCount + sf::Mouse::Left, IKeysMap::PRESSED} );
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keys.push_back( {{MAIN_ACTION,input::MOUSE}, sf::Mouse::Left, IKeysMap::PRESSED} );
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keys.push_back( {{SECONDARY_ACTION,input::MOUSE}, sf::Mouse::Right, IKeysMap::PRESSED} );
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keys.push_back( {{TERTIARY_ACTION,input::MOUSE}, sf::Mouse::Middle, IKeysMap::PRESSED} );
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keys.push_back( {{MOVE_FORWARD,input::KEYBOARD}, sf::Keyboard::Z, IKeysMap::HOLD} );
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keys.push_back( {{MOVE_BACKWARD,input::KEYBOARD}, sf::Keyboard::S, IKeysMap::HOLD} );
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keys.push_back( {{STRAFE_LEFT,input::KEYBOARD}, sf::Keyboard::Q, IKeysMap::HOLD} );
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keys.push_back( {{STRAFE_RIGHT,input::KEYBOARD}, sf::Keyboard::D, IKeysMap::HOLD} );
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keys.push_back( {{JUMP,input::KEYBOARD}, sf::Keyboard::Space, IKeysMap::PRESSED} );
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keys.push_back( {{TOGGLE_NOCLIP,input::KEYBOARD}, sf::Keyboard::G, IKeysMap::PRESSED} );
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keys.push_back( {{TOGGLE_PHYSICS_DEBUG,input::KEYBOARD},sf::Keyboard::P, IKeysMap::PRESSED} );
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keys.push_back( {{TOGGLE_CONSOLE,input::KEYBOARD}, sf::Keyboard::F3, IKeysMap::PRESSED} );
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keys.push_back( {{MOVE_CURSOR_LEFT,input::KEYBOARD}, sf::Keyboard::Left, IKeysMap::PRESSED} );
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keys.push_back( {{MOVE_CURSOR_RIGHT,input::KEYBOARD}, sf::Keyboard::Right, IKeysMap::PRESSED} );
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keys.push_back( {{PLOP_TEST,input::KEYBOARD}, sf::Keyboard::F7, IKeysMap::PRESSED} );
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keys.push_back( {{CLEAR_CONSOLE,input::KEYBOARD}, sf::Keyboard::F2, IKeysMap::PRESSED} );
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keys.push_back( {{EXIT_GAME,input::KEYBOARD}, sf::Keyboard::Escape,IKeysMap::PRESSED} );
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keys.push_back( {{LEFT_CLICK,input::MOUSE}, sf::Mouse::Left, IKeysMap::PRESSED} );
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}
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static std::vector<int> getDefaultContext()
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static std::vector<Action> getDefaultContext()
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{
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return {MAIN_ACTION, SECONDARY_ACTION, TERTIARY_ACTION, MOVE_FORWARD, MOVE_BACKWARD, STRAFE_LEFT, STRAFE_RIGHT, JUMP, TOGGLE_NOCLIP, TOGGLE_PHYSICS_DEBUG, TOGGLE_CONSOLE, EXIT_GAME};
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return {
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{MAIN_ACTION,input::MOUSE},
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{SECONDARY_ACTION,input::MOUSE},
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{TERTIARY_ACTION,input::MOUSE},
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{MOVE_FORWARD,input::KEYBOARD},
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{MOVE_BACKWARD,input::KEYBOARD},
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{STRAFE_LEFT,input::KEYBOARD},
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{STRAFE_RIGHT,input::KEYBOARD},
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{JUMP,input::KEYBOARD},
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{TOGGLE_NOCLIP,input::KEYBOARD},
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{TOGGLE_PHYSICS_DEBUG,input::KEYBOARD},
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{TOGGLE_CONSOLE,input::KEYBOARD},
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{EXIT_GAME,input::KEYBOARD}
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};
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}
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static std::vector<int> getShellContext()
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static std::vector<Action> getShellContext()
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{
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return {TOGGLE_CONSOLE,MOVE_CURSOR_LEFT,MOVE_CURSOR_RIGHT,PLOP_TEST,CLEAR_CONSOLE};
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return {
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{TOGGLE_CONSOLE,input::KEYBOARD},
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{MOVE_CURSOR_LEFT,input::KEYBOARD},
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{MOVE_CURSOR_RIGHT,input::KEYBOARD},
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{PLOP_TEST,input::KEYBOARD},
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{CLEAR_CONSOLE,input::KEYBOARD}
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};
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}
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static std::vector<int> getMenuContext(){
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return {LEFT_CLICK,EXIT_GAME,TOGGLE_CONSOLE};
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static std::vector<Action> getMenuContext(){
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return {
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{LEFT_CLICK,input::MOUSE},
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{EXIT_GAME,input::KEYBOARD},
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{TOGGLE_CONSOLE,input::KEYBOARD}
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};
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}
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};
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@ -202,23 +202,23 @@ void Engine::setShowMouseAction(int action)
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void Engine::checkSpecialInputs()
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{
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for(int action : m_input->getActions())
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for(Action action : m_input->getActions())
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{
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if(action == -1)
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if(action.action == NO_ACTION)
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continue;
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if(action == m_togglePhysicsDebugAction)
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if(action.action == m_togglePhysicsDebugAction)
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{
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if(m_physicsDebugNode == nullptr)
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enablePhysicsDebug();
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else
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disablePhysicsDebug();
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}
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else if(action == m_toggleShellAction)
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else if(action.action == m_toggleShellAction)
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m_sparrowshell->toggleShell();
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else if(action == m_exitGameAction)
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else if(action.action == m_exitGameAction)
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m_running = false;
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else if(action == m_showMouseAction)
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else if(action.action == m_showMouseAction)
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toggleMouseVisibility();
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}
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}
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@ -49,7 +49,7 @@ void ButtonNode::update()
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for (auto action : input->getActions())
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{
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if (action == m_action){
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if (action.action == m_action){
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if (m_shape->hover(this->getPosition(),input->getPosition()))
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m_callback->exec();
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}
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@ -36,13 +36,13 @@ void TextInputNode::update()
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auto input = getEngine().getInput();
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for(auto action : input->getActions()){
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if (action == m_move_cursor_left){
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if (action.action == m_move_cursor_left){
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if (m_cursor_pos > 0){
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m_cursor_pos--;
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cursor_pos_updated=true;
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}
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}
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else if(action == m_move_cursor_right){
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else if(action.action == m_move_cursor_right){
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if(m_cursor_pos < m_text.length()){
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m_cursor_pos++;
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cursor_pos_updated=true;
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@ -118,19 +118,19 @@ void PlayerCharacterNode::update()
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int walk = 0;
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int strafe = 0;
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bool jump = false;
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for(int action : input->getActions())
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for(Action action : input->getActions())
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{
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if(action == m_inputActions[FORWARD])
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if(action.action == m_inputActions[FORWARD])
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++walk;
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else if(action == m_inputActions[BACKWARD])
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else if(action.action == m_inputActions[BACKWARD])
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--walk;
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else if(action == m_inputActions[STRAFE_LEFT])
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else if(action.action == m_inputActions[STRAFE_LEFT])
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--strafe;
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else if(action == m_inputActions[STRAFE_RIGHT])
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else if(action.action == m_inputActions[STRAFE_RIGHT])
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++strafe;
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else if(action == m_inputActions[JUMP])
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else if(action.action == m_inputActions[JUMP])
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jump = true;
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else if(action == m_inputActions[TOGGLE_NOCLIP])
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else if(action.action == m_inputActions[TOGGLE_NOCLIP])
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toggleNoClip();
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}
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@ -9,11 +9,11 @@ TrackBallCameraNode::TrackBallCameraNode(Input *input) :
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void TrackBallCameraNode::update()
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{
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glm::vec2 diff = m_input->getDeltaPosition();
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for(int action : m_input->getActions())
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for(Action action : m_input->getActions())
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{
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if(action == m_action_move)
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if(action.action == m_action_move)
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moveCamera(diff.x, diff.y);
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else if(action == m_action_rotate)
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else if(action.action == m_action_rotate)
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rotateCamera(diff.x, diff.y);
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}
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zoom(m_input->getDeltaVerticalScroll()*120.f);
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@ -167,13 +167,13 @@ void Potator::update()
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{
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GibGeneratorNode::update();
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Input *input = getEngine().getInput();
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for(int action : input->getActions())
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for(Action action : input->getActions())
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{
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if(action == m_throwCubeAction)
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if(action.action == m_throwCubeAction)
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throwCube();
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else if(action == m_throwSphereAction)
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else if(action.action == m_throwSphereAction)
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throwSphere();
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else if(action == m_throwObjectAction)
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else if(action.action == m_throwObjectAction)
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throwSword();
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}
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}
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