New input system integrations

This commit is contained in:
Dander7BD 2014-02-20 16:55:34 +01:00
parent 536f1a69da
commit 61ce9a9a3e
3 changed files with 66 additions and 91 deletions

View File

@ -292,117 +292,88 @@ void GameState::ChangeState( ClientState next )
void GameState::ReadKeyInput() void GameState::ReadKeyInput()
{ {
if( this->privData->keyboardInput_raw->IsKeyDown(::Input::Enum::SAKI_W) ) if( this->privData->keyboardInput_raw->IsKeyDown(::Input::Enum::SAKI_W) )
{ { // move forward
this->privData->nwClient->Send( Protocol_PlayerMovementForward() ); this->privData->nwClient->Send( Protocol_PlayerMovementForward() );
this->privData->key_forward = true; this->privData->key_forward = true;
} }
if( this->privData->keyboardInput_raw->IsKeyDown(::Input::Enum::SAKI_S) ) if( this->privData->keyboardInput_raw->IsKeyDown(::Input::Enum::SAKI_S) )
{ { // move backward
this->privData->nwClient->Send( Protocol_PlayerMovementBackward() ); this->privData->nwClient->Send( Protocol_PlayerMovementBackward() );
this->privData->key_backward = true; this->privData->key_backward = true;
} }
if( this->privData->mouseInput->IsKeyPressed(DIK_A) ) if( this->privData->keyboardInput_raw->IsKeyDown(::Input::Enum::SAKI_A) )
{ { // strafe left
//if( !this->privData->key_strafeLeft ) this->privData->nwClient->Send( Protocol_PlayerMovementLeft() );
{ this->privData->key_strafeLeft = true;
this->privData->nwClient->Send( Protocol_PlayerMovementLeft() );
this->privData->key_strafeLeft = true;
}
} }
else
this->privData->key_strafeLeft = false;
if( this->privData->mouseInput->IsKeyPressed(DIK_D) ) if( this->privData->keyboardInput_raw->IsKeyDown(::Input::Enum::SAKI_D) )
{ { // strafe right
//if( !this->privData->key_strafeRight ) this->privData->nwClient->Send( Protocol_PlayerMovementRight() );
{ this->privData->key_strafeRight = true;
this->privData->nwClient->Send( Protocol_PlayerMovementRight() ); }
this->privData->key_strafeRight = true;
} if( this->privData->keyboardInput_raw->IsKeyDown(::Input::Enum::SAKI_Space) )
} { // jump
else this->privData->nwClient->Send( Protocol_PlayerJump() );
this->privData->key_strafeRight = false; this->privData->key_Jump = true;
}
//send delta mouse movement //send delta mouse movement
{ {
static const float mouseSensitivity = Radian( 1.0f ); static const float mouseSensitivity = Radian( 1.0f );
this->privData->camera.PitchDown( this->privData->mouseInput->GetPitch() * mouseSensitivity ); ::Input::Struct::SAIPoint2D deltaPos;
float yaw = this->privData->mouseInput->GetYaw(); this->privData->mouseInput->GetDeltaPosition( deltaPos );
//if( yaw != 0.0f ) //This made the camera reset to a specific rotation.
this->privData->camera.PitchDown( deltaPos.y * mouseSensitivity );;
//if( deltaPos.x != 0.0f ) //This made the camera reset to a specific rotation. Why?
{ {
this->privData->nwClient->Send( Protocol_PlayerLeftTurn(yaw * mouseSensitivity) ); this->privData->nwClient->Send( Protocol_PlayerLeftTurn(deltaPos.x * mouseSensitivity) );
} }
} }
// shoot // shoot
if( this->privData->mouseInput->IsKeyPressed(DIK_Z) ) if( this->privData->mouseInput->IsBtnDown(::Input::Enum::SAMI_MouseLeftBtn) )
{ {
if( !this->privData->key_Shoot ) Protocol_PlayerShot playerShot;
{ playerShot.primaryPressed = true;
Protocol_PlayerShot playerShot; playerShot.secondaryPressed = false;
playerShot.primaryPressed = true; playerShot.utilityPressed = false;
playerShot.secondaryPressed = false; this->privData->nwClient->Send( playerShot );
playerShot.utilityPressed = false; this->privData->key_Shoot = true;
this->privData->nwClient->Send( playerShot );
this->privData->key_Shoot = true;
}
}
else
this->privData->key_Shoot = false;
if( this->privData->mouseInput->IsKeyPressed(DIK_X) )
{
if( !this->privData->key_Shoot )
{
Protocol_PlayerShot playerShot;
playerShot.primaryPressed = false;
playerShot.secondaryPressed = true;
playerShot.utilityPressed = false;
this->privData->nwClient->Send( playerShot );
this->privData->key_Shoot = true;
}
}
else
this->privData->key_Shoot = false;
if( this->privData->mouseInput->IsKeyPressed(DIK_C) )
{
if( !this->privData->key_Shoot )
{
Protocol_PlayerShot playerShot;
playerShot.primaryPressed = false;
playerShot.secondaryPressed = false;
playerShot.utilityPressed = true;
this->privData->nwClient->Send( playerShot );
this->privData->key_Shoot = true;
}
}
else
this->privData->key_Shoot = false;
// jump
if( this->privData->mouseInput->IsKeyPressed(DIK_SPACE) )
{
if(!this->privData->key_Jump)
{
this->privData->nwClient->Send( Protocol_PlayerJump() );
this->privData->key_Jump = true;
}
} }
else else if( this->privData->mouseInput->IsBtnDown(::Input::Enum::SAMI_MouseRightBtn) )
this->privData->key_Jump = false; {
Protocol_PlayerShot playerShot;
playerShot.primaryPressed = false;
playerShot.secondaryPressed = true;
playerShot.utilityPressed = false;
this->privData->nwClient->Send( playerShot );
this->privData->key_Shoot = true;
}
else if( this->privData->mouseInput->IsBtnDown(::Input::Enum::SAMI_MouseMiddleBtn) )
{
Protocol_PlayerShot playerShot;
playerShot.primaryPressed = false;
playerShot.secondaryPressed = false;
playerShot.utilityPressed = true;
this->privData->nwClient->Send( playerShot );
this->privData->key_Shoot = true;
}
// DEGUG KEYS #ifdef _DEBUG // DEGUG KEYS
// Reload shaders // Reload shaders
if( this->privData->mouseInput->IsKeyPressed(DIK_R) ) if( this->privData->keyboardInput_raw->IsKeyDown(::Input::Enum::SAKI_R) )
{ {
if( !this->privData->key_Reload_Shaders ) if( !this->privData->key_Reload_Shaders )
{ {
#ifdef _DEBUG
Graphics::API::ReloadShaders(); Graphics::API::ReloadShaders();
#endif
this->privData->key_Reload_Shaders = true; this->privData->key_Reload_Shaders = true;
} }
} }
@ -410,7 +381,7 @@ void GameState::ReadKeyInput()
this->privData->key_Reload_Shaders = false; this->privData->key_Reload_Shaders = false;
// toggle wire frame render // toggle wire frame render
if( this->privData->mouseInput->IsKeyPressed(DIK_T) ) if( this->privData->keyboardInput_raw->IsKeyDown(::Input::Enum::SAKI_T) )
{ {
if( !this->privData->key_Wireframe_Toggle ) if( !this->privData->key_Wireframe_Toggle )
{ {
@ -420,8 +391,8 @@ void GameState::ReadKeyInput()
} }
else else
this->privData->key_Wireframe_Toggle = false; this->privData->key_Wireframe_Toggle = false;
// !DEGUG KEYS
// TODO: implement sub-menu #endif // !DEGUG KEYS
} }
const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState::NetEvent &message ) const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState::NetEvent &message )

View File

@ -6,20 +6,23 @@ using namespace ::DanBias::Client;
using namespace ::Oyster::Network; using namespace ::Oyster::Network;
using namespace ::GameLogic; using namespace ::GameLogic;
using namespace ::Utility::Value; using namespace ::Utility::Value;
using namespace ::Input;
GamingUI::GamingUI() : GamingUI::GamingUI() :
GameStateUI() GameStateUI()
{ {
/* Should never be called! */ /* Should never be called! */
this->input = nullptr; this->mouseInput = nullptr;
this->keyboardInput = nullptr;
this->netClient = nullptr; this->netClient = nullptr;
this->camera = nullptr; this->camera = nullptr;
} }
GamingUI::GamingUI( InputClass *input, NetworkClient *connection, Camera_FPSV2 *camera ) : GamingUI::GamingUI( Mouse *mouseInput, Keyboard *keyboardInput, NetworkClient *connection, Camera_FPSV2 *camera ) :
GameStateUI() GameStateUI()
{ {
this->input = input; this->mouseInput = mouseInput;
this->keyboardInput = keyboardInput;
this->netClient = connection; this->netClient = connection;
this->camera = camera; this->camera = camera;
} }

View File

@ -2,7 +2,7 @@
#define DANBIAS_CLIENT_GAMING_UI_H #define DANBIAS_CLIENT_GAMING_UI_H
#include "GameStateUI.h" #include "GameStateUI.h"
#include "L_inputClass.h" #include "Input.h"
#include "Camera_FPSV2.h" #include "Camera_FPSV2.h"
namespace DanBias { namespace Client namespace DanBias { namespace Client
@ -10,7 +10,7 @@ namespace DanBias { namespace Client
class GamingUI : public GameStateUI class GamingUI : public GameStateUI
{ {
public: public:
GamingUI( InputClass *input, ::Oyster::Network::NetworkClient *connection, Camera_FPSV2 *camera ); GamingUI( ::Input::Mouse *mouseInput, ::Input::Keyboard *keyboardInput, ::Oyster::Network::NetworkClient *connection, Camera_FPSV2 *camera );
virtual ~GamingUI(); virtual ~GamingUI();
UIState Update( float deltaTime ); UIState Update( float deltaTime );
@ -21,7 +21,8 @@ namespace DanBias { namespace Client
bool Release(); bool Release();
private: private:
InputClass *input; ::Input::Mouse *mouseInput;
::Input::Keyboard *keyboardInput;
::Oyster::Network::NetworkClient *netClient; ::Oyster::Network::NetworkClient *netClient;
Camera_FPSV2 *camera; Camera_FPSV2 *camera;