Example #1
0
        /// <summary>
        /// Provides input to camera
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        public void Input(GameTime gameTime, InputManager input)
        {
            if (!active) return;
            float movementFactor = (float)gameTime.ElapsedGameTime.TotalSeconds;

            //Rotate camera
            angles.Y -= input.CurrentGamePadStates[0].ThumbSticks.Right.X * movementFactor * 1f;
            angles.X += input.CurrentGamePadStates[0].ThumbSticks.Right.Y * movementFactor * 1f;

            Matrix cameraRotation = Matrix.CreateRotationX(angles.X) * Matrix.CreateRotationY(angles.Y);

            //Drag camera look at
            if (input.Mouse_WasButtonPressed(MouseButton.Right))
            {
                input.MouseFrozen = true;
                Engine.IsMouseVisible = false;
            }
            else if (input.Mouse_IsButtonDown(MouseButton.Right))
            {
                angles.X -= movementFactor * 0.05f * input.MouseMovement.Y;
            }
            else if (input.Mouse_WasButtonReleased(MouseButton.Right))
            {
                input.MouseFrozen = false;
                Engine.IsMouseVisible = true;
            }

            //Constraints
            angles.X = MathHelper.Clamp(angles.X, .4f, 1f);
            angles.Y = MathHelper.WrapAngle(angles.Y);
        }
 internal void ExecuteMouseEvents(GameTime gameTime, InputManager input)
 {
     //TODO
     //don't do anything if mouse is outside window bounds //Björn
     //TODO
     //check if the mouse is over any 2D (HUD) elements first
     d3(gameTime, input);
 }
 public void DefaultWhileMouseOver(GameTime gameTime, InputManager input,
     RigidBody hitBody, Ray hitNormalRay, float hitFraction)
 {
     if (hitBody != mouseOver3D)
     {
         if (hitBody.Tag is IMouseEvent3D)
         {
             ((IMouseEvent3D)hitBody.Tag).OnMouseOver();
         }
         if (mouseOver3D != null && mouseOver3D.Tag is IMouseEvent3D)
         {
             ((IMouseEvent3D)mouseOver3D.Tag).OnMouseOut();
         }
     }
 }
Example #4
0
        /// <summary>
        /// Provides input to camera
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        public void Input(GameTime gameTime, InputManager input)
        {
            if (!active) return;
            float movementFactor = (float)gameTime.ElapsedGameTime.TotalSeconds;
            Vector3 moveVector = new Vector3();

            moveEnabled ^= input.Keyboard_WasKeyPressed(Keys.Q);
            if (moveEnabled) {
                //Move camera
                if (input.Keyboard_IsKeyDown(Keys.D) || input.CurrentGamePadStates[0].IsButtonDown(Buttons.DPadRight)) moveVector.X += 1f;
                if (input.Keyboard_IsKeyDown(Keys.A) || input.CurrentGamePadStates[0].IsButtonDown(Buttons.DPadLeft)) moveVector.X -= 1f;
                if (input.Keyboard_IsKeyDown(Keys.S) || input.CurrentGamePadStates[0].IsButtonDown(Buttons.DPadDown)) moveVector.Z += 1f;
                if (input.Keyboard_IsKeyDown(Keys.W) || input.CurrentGamePadStates[0].IsButtonDown(Buttons.DPadUp)) moveVector.Z -= 1f;

                if (moveVector.Length() > 0)
                {
                    moveVector.Normalize();
                    moveVector *= MOVE_SPEED * movementFactor;
                }
            }
            //Rotate camera
            angles.Y -= input.CurrentGamePadStates[0].ThumbSticks.Right.X * movementFactor * 1f;
            angles.X += input.CurrentGamePadStates[0].ThumbSticks.Right.Y * movementFactor * 1f;

            Matrix cameraRotation = Matrix.CreateRotationX(angles.X) * Matrix.CreateRotationY(angles.Y);
            position += Vector3.Transform(moveVector, cameraRotation);

            //Drag camera look at
            if (input.Mouse_WasButtonPressed(MouseButton.Right))
            {
                input.MouseFrozen = true;
                Engine.IsMouseVisible = false;
            }
            else if (input.Mouse_IsButtonDown(MouseButton.Right))
            {
                angles.Y -= movementFactor * 0.05f * input.MouseMovement.X;
                angles.X -= movementFactor * 0.05f * input.MouseMovement.Y;
            }
            else if (input.Mouse_WasButtonReleased(MouseButton.Right))
            {
                input.MouseFrozen = false;
                Engine.IsMouseVisible = true;
            }

            //Constraints
            angles.X = MathHelper.Clamp(angles.X, -1.4f, 1.4f);
            angles.Y = MathHelper.WrapAngle(angles.Y);
        }
        private void d3(GameTime gameTime, InputManager input)
        {
            Ray mouseRay = input.MouseRay;
            if (mouseRay != null) //TODO: is this check really needed? //Björn
            {
                JVector rayOrigin = mouseRay.Position.ToJitterVector();
                JVector rayDirection = mouseRay.Direction.ToJitterVector();
                RigidBody hitBody;
                JVector hitNormal;
                float hitFraction;

                bool result = Engine.Physics.CollisionSystem.Raycast(rayOrigin, rayDirection,
                    null, out hitBody, out hitNormal, out hitFraction);
                if (result && WhileMouseOver != null)
                {
                    Ray hitNormalRay;
                    hitNormalRay.Direction = hitNormal.ToXNAVector();
                    hitNormalRay.Position = mouseRay.Position + mouseRay.Direction * hitFraction;
                    WhileMouseOver(gameTime, input, hitBody, hitNormalRay, hitFraction);
                }
                mouseOver3D = hitBody;
            }
        }
        public void Input(GameTime gameTime, InputManager input)
        {
            if (input.Keyboard_IsKeyDown(Keys.D9) && gameState != GameState.Editing)
            {
                gameState = GameState.Editing;
                debugCamera.Position = playerCamera.Position + Vector3.Up;
                //+Vector3.Up only so you notice you've changed camera mode
                debugCamera.Target = playerCamera.Player.Position;
                Engine.Camera = debugCamera;
                mapEditor.Active = true;
            }
            if (input.Keyboard_IsKeyDown(Keys.D8) && gameState != GameState.Playing)
            {
                gameState = GameState.Playing;
                Engine.Camera = playerCamera;
                mapEditor.Active = false;
            }

            if (input.Keyboard_WasKeyReleased(Keys.Escape))
            {
                Engine.Exit();
            }
        }
Example #7
0
        public void whileMouseOver(GameTime gameTime, InputManager input,
            RigidBody _hitBody, Ray _hitNormal, float _hitDistance)
        {
            mouseOverRanSinceLastLeftMousePress = true;
            bool leftPressed =
                 input.Mouse_WasButtonPressed(MouseButton.Left) &&
                !input.Mouse_IsButtonDown(MouseButton.Right);
            bool rightPressed =
                 input.Mouse_WasButtonPressed(MouseButton.Right) &&
                !input.Mouse_IsButtonDown(MouseButton.Left);

            if (leftPressed || rightPressed)
            {
                bool shiftDown = input.Keyboard_IsKeyDown(Keys.LeftShift);
                bool ctrlDown = input.Keyboard_IsKeyDown(Keys.LeftControl);
                bool altDown = input.Keyboard_IsKeyDown(Keys.LeftAlt);

                Paused = true; //must be done before much, if not everything, else

                if (leftPressed)
                {
                    if (ctrlDown) //expand (or reduce) selection
                    {
                        moveMode = MoveMode.None;
                        selected.toggleSelection(_hitBody);
                        return;
                    }
                    else
                    {
                        moveMode = MoveMode.CameraRelative;
                    }
                }
                else //rightPressed
                {
                    if (shiftDown)
                    {
                        moveMode = MoveMode.LineRelative;
                    }
                    else
                    {
                        moveMode = MoveMode.PlaneRelative;
                    }
                }

                if (!selected.Contains(_hitBody))
                {
                    selected.Clear();
                }
                selected.Add(_hitBody);

                if (altDown) //copy and move
                {
                    //if (ctrlDown)
                    //{
                    //    selectedButNotMoving = selected;
                    //}
                    selected = selected.copy(true);
                    startStateChange(null);
                }
                else //just move
                {
                    startStateChange(selected);
                }

                moveOffset = _hitNormal.Position - selected.Position;

                switch (moveMode)
                {
                    case MoveMode.CameraRelative:
                        hitDistance = _hitDistance;
                        break;
                    case MoveMode.LineRelative:
                        hitNormal = _hitNormal;
                        break;
                    case MoveMode.PlaneRelative:
                        plane = new MyPlane(_hitNormal);
                        break;
                }
            }
        }
Example #8
0
        public void Input(GameTime gameTime, InputManager input)
        {
            if (!Active)
                return;
            if (input.Keyboard_WasKeyPressed(Keys.S) &&
                input.Keyboard_IsKeyDown(Keys.LeftControl))
            {
                StorageManager.Save(Engine.Map);
            }
            if (input.Keyboard_WasKeyPressed(Keys.O) &&
                input.Keyboard_IsKeyDown(Keys.LeftControl))
            {
                startStateChange(null);
                Map newMap = StorageManager.Load(Engine);
                Engine.Map = newMap;
                finishStateChange(newMap.Bodies);
            }
            if (input.Keyboard_WasKeyPressed(Keys.Space))
            {
                Paused = !Paused;
            }
            if (input.Keyboard_WasKeyPressed(Keys.Delete))
            {
                startStateChange(selected);
                finishStateChange(null);
                selected.Clear();
                selected.Active = false;
            }

            if (input.Mouse_WasButtonPressed(MouseButton.Left))
            {
                mouseOverRanSinceLastLeftMousePress = false;
            }
            if (!mouseOverRanSinceLastLeftMousePress &&
                input.Mouse_WasButtonReleased(MouseButton.Left))
            {
                mouseOverRanSinceLastLeftMousePress = true;
                selected.Clear();
            }

            bool shift = input.Keyboard_IsKeyDown(Keys.LeftShift);
            bool ctrl = input.Keyboard_IsKeyDown(Keys.LeftControl);
            bool keyZ = input.Keyboard_WasKeyPressed(Keys.Z);
            bool keyY = input.Keyboard_WasKeyPressed(Keys.Y);
            if (ctrl)
            {
                if (keyY || keyZ && shift)  redo();
                else if (keyZ)              undo();
                if (input.Keyboard_WasKeyPressed(Keys.C))
                {
                    //copy, don't set :: moveMode = MoveMode.None;
                }
                if (input.Keyboard_WasKeyPressed(Keys.Delete))
                {
                    moveMode = MoveMode.None;
                }
                if (input.Keyboard_WasKeyPressed(Keys.V))
                {
                    //paste, don't set :: moveMode = MoveMode.None;
                }
            }

            if (moveMode == MoveMode.None)
                return;

            //if mouse buttons were released
            if (input.Mouse_WasButtonReleased(MouseButton.Left) &&
                !input.Mouse_IsButtonDown(MouseButton.Right) ||
                input.Mouse_WasButtonReleased(MouseButton.Right) &&
                !input.Mouse_IsButtonDown(MouseButton.Left))
            {
                finishStateChange(selected);
                return;
            }

            //Update the body's position
            switch (moveMode)
            {
                case MoveMode.CameraRelative:
                    hitDistance += input.MouseScroll * 0.02f;
                    selected.Position = input.MouseRay.Position -
                        moveOffset +
                        input.MouseRay.Direction * hitDistance;
                    break;
                case MoveMode.LineRelative: //The point on hitNormal closest to the mouseRay
                    //Guard against parallel or almost paralell lines.
                    if (Vector3.Dot(Vector3.Normalize(input.MouseRay.Direction),
                                    Vector3.Normalize(hitNormal.Direction)) > 0.99f)
                    {
                        break;
                    }
                    Vector3 between = input.MouseRay.Position - hitNormal.Position;
                    Vector3 normal = Vector3.Cross(input.MouseRay.Direction, hitNormal.Direction);
                    Vector3 R = Vector3.Divide(Vector3.Cross(between, normal), normal.LengthSquared());
                    Vector3 P = hitNormal.Position + hitNormal.Direction * Vector3.Dot(R, input.MouseRay.Direction);
                    selected.Position = P - moveOffset;
                    break;
                case MoveMode.PlaneRelative:
                    float? _mouseRayPlaneIntersectionDistance = input.MouseRay.Intersects(plane.Plane);
                    if (!_mouseRayPlaneIntersectionDistance.HasValue || _mouseRayPlaneIntersectionDistance.Value > 500)
                    {
                        _mouseRayPlaneIntersectionDistance = 500;
                    }
                    float mouseRayPlaneIntersectionDistance = (float)_mouseRayPlaneIntersectionDistance;
                    selected.Position = input.MouseRay.Position -
                        moveOffset +
                        input.MouseRay.Direction * mouseRayPlaneIntersectionDistance;
                    break;
            }
        }
Example #9
0
 public void Input(GameTime gameTime, InputManager input)
 {
     InputList.ForEach(e => e.Input(gameTime, input));
 }