Example #1
0
        public static Vector3 GetPositionDelta(this IMyInput self)
        {
            Vector3 moveIndicator = Vector3.Zero;

            var cx = MyControllerHelper.CX_CHARACTER;

            // get rotation based on primary controller settings
            moveIndicator.X = MyControllerHelper.IsControlAnalog(cx, MyControlsSpace.STRAFE_RIGHT) - MyControllerHelper.IsControlAnalog(cx, MyControlsSpace.STRAFE_LEFT);
            moveIndicator.Y = MyControllerHelper.IsControlAnalog(cx, MyControlsSpace.JUMP) - MyControllerHelper.IsControlAnalog(cx, MyControlsSpace.CROUCH);
            moveIndicator.Z = MyControllerHelper.IsControlAnalog(cx, MyControlsSpace.BACKWARD) - MyControllerHelper.IsControlAnalog(cx, MyControlsSpace.FORWARD);

            return(moveIndicator);
        }
Example #2
0
        public static Vector2 GetRotation(this IMyInput self)
        {
            Vector2 rotationIndicator = Vector2.Zero;

            // get rotation from mouse
            rotationIndicator = new Vector2(self.GetMouseYForGamePlay(), self.GetMouseXForGamePlay()) * MOUSE_ROTATION_INDICATOR_MULTIPLIER;
            //rotationIndicator = new Vector2(GetMouseYForGamePlay() - MySandboxGame.ScreenSizeHalf.Y, 1) * MyGuiConstants.MOUSE_ROTATION_INDICATOR_MULTIPLIER;

            var cx = MyControllerHelper.CX_CHARACTER;

            rotationIndicator.X -= MyControllerHelper.IsControlAnalog(cx, MyControlsSpace.ROTATION_UP);
            rotationIndicator.X += MyControllerHelper.IsControlAnalog(cx, MyControlsSpace.ROTATION_DOWN);
            rotationIndicator.Y -= MyControllerHelper.IsControlAnalog(cx, MyControlsSpace.ROTATION_LEFT);
            rotationIndicator.Y += MyControllerHelper.IsControlAnalog(cx, MyControlsSpace.ROTATION_RIGHT);

            // Fix rotation to be independent from physics step.
            rotationIndicator *= VRage.Game.MyEngineConstants.UPDATE_STEPS_PER_SECOND * ROTATION_INDICATOR_MULTIPLIER;

            return(rotationIndicator);
        }
Example #3
0
        public const float ROTATION_INDICATOR_MULTIPLIER       = 0.15f; // empirical value for nice keyboard rotation: mouse/joystick/gamepad sensitivity can be tweaked by the user

        public static float GetRoll(this IMyInput self)
        {
            var cx   = MyControllerHelper.CX_CHARACTER;
            var roll = MyControllerHelper.IsControlAnalog(cx, MyControlsSpace.ROLL_RIGHT) - MyControllerHelper.IsControlAnalog(cx, MyControlsSpace.ROLL_LEFT);

            return(roll);
        }