/* client/input.h This file is part of the Osirion project and is distributed under the terms and conditions of the GNU General Public License version 2 */ #include "core/core.h" #include "client/client.h" #include "client/input.h" #include "client/console.h" #include "client/camera.h" #include "client/keyboard.h" #include "SDL/SDL.h" namespace client { namespace input { // local offset to make turns float turn_offset; void init() { con_print << "Initializing input..." << std::endl; client::setkeyboardmode(console::visible()); } void shutdown() { con_print << "Shutting down input..." << std::endl; } // handle key release for the game world void keyreleased(const SDL_keysym &keysym) { switch (keysym.sym) { case SDLK_SPACE: camera::next_mode(); break; default: break; } } // handle key press events for the game world void keypressed(const SDL_keysym &keysym) { switch (keysym.sym) { case SDLK_LEFT: camera::key_left(); break; case SDLK_RIGHT: camera::key_right(); break; case SDLK_UP: camera::key_up(); break; case SDLK_DOWN: camera::key_down(); break; case SDLK_KP_PLUS: // TODO set core entity params core::localplayer.controled->target_thrust += 0.08f; break; case SDLK_KP_MINUS: // TODO set core entity params core::localplayer.controled->target_thrust -= 0.1f; break; case SDLK_KP4: // TODO set core entity params turn_offset += 5; if (turn_offset > 90) turn_offset = 90; break; case SDLK_KP6: // TODO set core entity params turn_offset -= 5; if (turn_offset < -90) turn_offset = -90; break; default: break; } } void frame(float seconds) { SDL_Event event; while (SDL_PollEvent(&event)) { switch (event.type) { case SDL_KEYUP: if (!console::visible() && core::connected() && core::localplayer.controled) // send key events to the game world keyreleased(event.key.keysym); break; case SDL_KEYDOWN: if (event.key.keysym.sym == '`' || event.key.keysym.sym == '~') { console::toggle(); } else if (console::visible()) { // send key events to the console console::keypressed(event.key.keysym); } else if (core::connected() && core::localplayer.controled) { // send key events to the game world keypressed(event.key.keysym); } break; case SDL_QUIT: core::application()->shutdown(); break; } } if (!console::visible() && core::connected() && core::localplayer.controled) { core::localplayer.controled->target_direction = math::degrees360f(core::localplayer.controled->direction+turn_offset); } } } // namespace input } // namespace client