absolutemouse.java
来自「java 3d game jme 工程开发源代码」· Java 代码 · 共 175 行
JAVA
175 行
/*
* Copyright (c) 2003-2009 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/*
* EDIT: 02/08/2004 - Added update(boolean updateState) to allow for a
* WidgetViewport to update an AbstractInputHandler
* without polling the mouse. GOP
*/
package com.jme.input;
import com.jme.input.action.InputAction;
import com.jme.input.action.InputActionEvent;
/**
* <code>AbsoluteMouse</code> defines a mouse object that maintains a position
* within the window. Each call to update adjusts the current position by the
* change in position since the previous update. The mouse is forced to be
* contained within the values provided during construction (typically these
* correspond to the width and height of the window).
*
* @author Mark Powell
* @author Gregg Patton
* @version $Id: AbsoluteMouse.java,v 1.26 2007/04/03 14:30:22 nca Exp $
*/
public class AbsoluteMouse extends Mouse {
private static final long serialVersionUID = 1L;
private boolean usingDelta = false;
private int limitHeight, limitWidth;
/**
* @return true if mouse position delta are used to compute the absolute position, false if the absolute
* mouse coordinates are used directly
*/
public boolean isUsingDelta() {
return usingDelta;
}
/**
* @param usingDelta true to compute the absolute position from mouse position delta, false to use the absolute
* mouse coordinates directly
*/
public void setUsingDelta( boolean usingDelta ) {
this.usingDelta = usingDelta;
}
//position
private InputAction xUpdateAction = new InputAction() {
public void performAction( InputActionEvent evt ) {
if ( isUsingDelta() ) {
localTranslation.x += evt.getTriggerDelta() * limitWidth * speed; //speed of the action!
} else {
localTranslation.x = evt.getTriggerPosition() * limitWidth * speed - hotSpotOffset.x;
}
if ( localTranslation.x + hotSpotOffset.x < 0 ) {
localTranslation.x = -hotSpotOffset.x;
}
else if ( localTranslation.x + hotSpotOffset.x > limitWidth ) {
localTranslation.x = width - hotSpotOffset.x;
}
worldTranslation.x = localTranslation.x;
hotSpotLocation.x = localTranslation.x + hotSpotOffset.x;
}
};
private InputAction yUpdateAction = new InputAction() {
public void performAction( InputActionEvent evt ) {
if ( isUsingDelta() ) {
localTranslation.y += evt.getTriggerDelta() * limitHeight * speed; //speed of the action!
} else {
localTranslation.y = evt.getTriggerPosition() * limitHeight * speed - hotSpotOffset.y;
}
if ( localTranslation.y + hotSpotOffset.y < 0 /*- imageHeight*/ ) {
localTranslation.y = 0/* - imageHeight*/ - hotSpotOffset.y;
}
else if ( localTranslation.y + hotSpotOffset.y > limitHeight ) {
localTranslation.y = height - hotSpotOffset.y;
}
worldTranslation.y = localTranslation.y;
hotSpotLocation.y = localTranslation.y + hotSpotOffset.y;
}
};
private InputHandler registeredInputHandler;
/**
* Constructor instantiates a new <code>AbsoluteMouse</code> object. The
* limits of the mouse movements are provided.
*
* @param name the name of the scene element. This is required for
* identification and comparision purposes.
* @param limitWidth the width of the mouse's limit.
* @param limitHeight the height of the mouse's limit.
*/
public AbsoluteMouse( String name, int limitWidth, int limitHeight ) {
super( name );
this.limitWidth = limitWidth;
this.limitHeight = limitHeight;
getXUpdateAction().setSpeed( 1 );
getYUpdateAction().setSpeed( 1 );
}
/**
* set the mouse's limit.
*
* @param limitWidth the width of the mouse's limit.
* @param limitHeight the height of the mouse's limit.
*/
public void setLimit( int limitWidth, int limitHeight ) {
this.limitWidth = limitWidth;
this.limitHeight = limitHeight;
}
public void setSpeed( float speed ) {
getXUpdateAction().setSpeed( speed );
getYUpdateAction().setSpeed( speed );
}
/**
* Registers the xUpdateAction and the yUpdateAction with axis 0 and 1 of the mouse.
* Note: you can register the actions with other devices, too, instead of calling this method.
* @param inputHandler handler to register with (null to unregister)
* @see #getXUpdateAction()
* @see #getYUpdateAction()
*/
public void registerWithInputHandler( InputHandler inputHandler ) {
if ( registeredInputHandler != null ) {
registeredInputHandler.removeAction( getXUpdateAction() );
registeredInputHandler.removeAction( getYUpdateAction() );
}
registeredInputHandler = inputHandler;
if ( inputHandler != null ) {
inputHandler.addAction( getXUpdateAction(), InputHandler.DEVICE_MOUSE, InputHandler.BUTTON_NONE, 0, false );
inputHandler.addAction( getYUpdateAction(), InputHandler.DEVICE_MOUSE, InputHandler.BUTTON_NONE, 1, false );
}
}
public InputAction getXUpdateAction() {
return xUpdateAction;
}
public InputAction getYUpdateAction() {
return yUpdateAction;
}
}
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