📄 masteventreceiver.cpp
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/// ==================================================================================================
/// MastEventReceiver code is ? (Copyright) Robert E. Demarest, AKA Mastiff or Mastiff Odit
/// This file may be used in any non-commercial or commercial project as long as the following conditions are met:
/// You may not claim this code as being your own.
/// You may not use this code for any harmful, malicious or otherwise damaging programs.
///
/// This is version 1.2a of the class.
/// This class is designed for use with the Irrlicht Engine, it was written for version 1.3 of the engine.
/// ==================================================================================================
//////////////////////////////////////////////////////////////////////////////////////////////////////
//
// To use this Class just add #include "MastEventReceiver.cpp" to the end of your includes list. (or add the class in-line into your program)
// Then create an instance of it like so: MastEventReceiver eventReceiver;
// Then call the initialization fucntion like so: eventReceiver.init();
// Then inside your Main Game Loop place "eventReceiver.endEventProcess();" in the beginning of your game loop, before anything -
// that would require input, then put "eventReceiver.startEventProcess();" at the very end of your Main Game Loop.
// yeah I know it's confusing, but it makes alot more sense in the internals of the class.
////////////////////////////////////////////////////////////////////////////////////////////////////////
// Change this to the path where your Irrlicht Header Files are.
//
//
// Kevin Lynx modified 2007.7.30
//
#include "stdafx.h"
#include "MastEventReceiver.h"
using namespace std;
using namespace irr;
using namespace core;
using namespace scene;
using namespace video;
using namespace io;
using namespace gui;
bool MastEventReceiver::OnEvent(SEvent event)
{
bool eventprocessed = false;
//////////////////////////////
// Keyboard Input Event
//////////////////////////////
if (event.EventType == EET_KEY_INPUT_EVENT)
{
if (processState == STARTED)
{
// if key is Pressed Down
if (event.KeyInput.PressedDown == true)
{
// If key was not down before
if (keyState[event.KeyInput.Key] != DOWN)
{
keyState[event.KeyInput.Key] = PRESSED; // Set to Pressed
}
else
{
// if key was down before
keyState[event.KeyInput.Key] = DOWN;
// Set to Down
}
}
else
{
// if the key is down
if (keyState[event.KeyInput.Key] != UP)
{
keyState[event.KeyInput.Key] = RELEASED; // Set to Released
}
}
}
//eventprocessed = true;
eventprocessed = false;//kevin lynx : i changed it to false so that the
// camera can be controlled by the engine ( add FPS Camera )
}
//////////////////////////////
// Mouse Input Event
//////////////////////////////
if (event.EventType == EET_MOUSE_INPUT_EVENT)
{
if (processState == STARTED)
{
//Mouse changed position
if (event.MouseInput.Event == EMIE_MOUSE_MOVED)
{
mouse.Y = event.MouseInput.Y;
mouse.X = event.MouseInput.X;
}
//Wheel moved.
if (event.MouseInput.Event == EMIE_MOUSE_WHEEL)
{
mouse.wheel += event.MouseInput.Wheel;
}
//Left Mouse Button Pressed
if (event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)
{
//
if (mouseButtonState[0] == UP || mouseButtonState[0] == RELEASED)
{
mouseButtonState[0] = PRESSED;
}
else
{
mouseButtonState[0] = DOWN;
}
}
//Left Mouse Button Rleased
if (event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)
{
//
if (mouseButtonState[0] != UP)
{
mouseButtonState[0] = RELEASED;
}
}
//Middle Mouse Button Pressed
if (event.MouseInput.Event == EMIE_MMOUSE_PRESSED_DOWN)
{
//
if (mouseButtonState[1] == UP ||
mouseButtonState[1] == RELEASED)
{
mouseButtonState[1] = PRESSED;
}
else
{
mouseButtonState[1] = DOWN;
}
}
//Middle Mouse Button Rleased
if (event.MouseInput.Event == EMIE_MMOUSE_LEFT_UP)
{
//
if (mouseButtonState[1] != UP)
{
mouseButtonState[1] = RELEASED;
}
}
//Right Mouse Button Pressed
if (event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)
{
//
if (mouseButtonState[2] == UP || mouseButtonState[2] == RELEASED)
{
mouseButtonState[2] = PRESSED;
}
else
{
mouseButtonState[2] = DOWN;
}
}
//Right Mouse Button Rleased
if (event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)
{
//
if (mouseButtonState[2] != UP)
{
mouseButtonState[2] = RELEASED;
}
}
}
//eventprocessed = true;
/// Kevin Lynx : also i changed this code
eventprocessed = false;
}
return eventprocessed;
}
void MastEventReceiver::startEventProcess()
{
processState = STARTED;
//Keyboard Key States
for (int i = 0; i < KEY_KEY_CODES_COUNT; i++)
{
if (keyState[i] == RELEASED)
{
keyState[i] = UP;
}
if (keyState[i] == PRESSED)
{
keyState[i] = DOWN;
}
}
//Mouse Button States
for (int i = 0; i <= 2; i++)
{
if (mouseButtonState[i] == RELEASED)
{
mouseButtonState[i] = UP;
}
if (mouseButtonState[i] == PRESSED)
{
mouseButtonState[i] = DOWN;
}
}
//Mouse Wheel state
mouse.wheel = 0.0f;
}
void MastEventReceiver::init()
{
//KeyBoard States.
for (int i = 0; i <= KEY_KEY_CODES_COUNT; i++)
{
keyState[i] = UP;
}
//Mouse states
for (int i = 0; i <= 2; i++)
{
mouseButtonState[i] = UP;
}
//Mouse X/Y coordenates.
mouse.X = 0;
mouse.Y = 0;
mouse.wheel = 0.0f;
}
/// ==========================================
/// END OF MastEventReceiver
/// ==========================================
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