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/*
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
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