Merge branch 'Input' of https://github.com/dean11/Danbias into GameServer

This commit is contained in:
dean11 2014-02-20 11:32:40 +01:00
commit e954180e22
6 changed files with 52 additions and 5 deletions

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@ -166,6 +166,7 @@ namespace DanBias
DanBiasGame::Result DanBiasGame::Update(float deltaTime)
{
{ // updating mouse input
// TODO: Is obosolete when Dennis's input system is wired in
POINT mousePos;
GetCursorPos( &mousePos );

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@ -79,9 +79,10 @@ GameClientState::ClientState MainState::Update( float deltaTime )
{
bool test = this->privData->input->IsMousePressed();
if(test)
{
{ // HACK: debug trap still in use?
int i = 0;
};
this->privData->input->GetMousePos( mouseState.x, mouseState.y );
mouseState.mouseButtonPressed = this->privData->input->IsMousePressed();
}

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@ -0,0 +1,22 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dan Andersson] [2014]
/////////////////////////////////////////////////////////////////////
#ifndef INPUT_APPLICATION_KEBOARD_H
#define INPUT_APPLICATION_KEBOARD_H
#include "InputObject.h"
#include <vector>
namespace Input
{
class AplicationKeyboard : public InputObject
{
public:
protected:
AplicationKeyboard();
~AplicationKeyboard();
};
}
#endif // !INPUT_KEBOARD_H

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@ -0,0 +1,24 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dan Andersson] [2014]
/////////////////////////////////////////////////////////////////////
#ifndef INPUT_WIN32_APPLICATION_KEBOARD_H
#define INPUT_WIN32_APPLICATION_KEBOARD_H
#include "..\ApplicationKeyboard.h"
//#include <Windows.h>
namespace Input
{
class Win32ApplicationKeyboard :public AplicationKeyboard
{
public:
Win32ApplicationKeyboard();
~Win32ApplicationKeyboard();
private:
};
}
#endif // !INPUT_WIN32_APPLICATION_KEBOARD_H

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@ -224,7 +224,7 @@ namespace Oyster
#else
API::State API::ReloadShaders()
{
return API::State::Sucsess;
}
void API::StartRenderWireFrame()

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@ -38,7 +38,7 @@ namespace Oyster
typedef void* Texture;
static State Init(HWND Window, bool MSAA_Quality, bool Fullscreen, Option options);
#ifdef _DEBUG
static State ReloadShaders();
//should be called after rendered normal models, before GUI or Text rendering
@ -51,7 +51,6 @@ namespace Oyster
static void RenderDebugSphere(Math::Matrix world);
static void StartRenderFullModel();
#endif
//! @todo Memory Leaks