private bool HandleInput(DInput input, float frameTime) { // Set the frame time for calculating the updated position. Position.SetFrameTime(frameTime); // Handle the input bool keydown = input.IsLeftArrowPressed(); Position.TurnLeft(keydown); keydown = input.IsRightArrowPressed(); Position.TurnRight(keydown); keydown = input.IsUpArrowPressed(); Position.MoveForward(keydown); keydown = input.IsDownArrowPressed(); Position.MoveBackward(keydown); keydown = input.IsPageUpPressed(); Position.LookUpward(keydown); keydown = input.IsPageDownPressed(); Position.LookDownward(keydown); keydown = input.IsAPressed(); Position.MoveUpward(keydown); keydown = input.IsZPressed(); Position.MoveDownward(keydown); // Determine if the user interface should be displayed or not. if (input.IsF1Toogled()) { DisplayUI = !DisplayUI; } // Determine if the terrain should be rendered in wireframe or not. if (input.IsF2Toogled()) { WireFrame = !WireFrame; } // Determine if we should render the lines around each terrain cell. if (input.isF3Toggled()) { CellLines = !CellLines; } // Determine if we should be locked to the terrain height when we move around or not. if (input.isF4Toggled()) { HeightLocked = !HeightLocked; } // Set the position and rOTATION of the camera. Camera.SetPosition(Position.PositionX, Position.PositionY, Position.PositionZ); Camera.SetRotation(Position.RotationX, Position.RotationY, Position.RotationZ); return(true); }
private bool HandleInput(DInput input, float frameTime) { // Set the frame time for calculating the updated position. Position.SetFrameTime(frameTime); // Handle the input bool keydown = input.IsLeftArrowPressed(); Position.TurnLeft(keydown); keydown = input.IsRightArrowPressed(); Position.TurnRight(keydown); keydown = input.IsUpArrowPressed(); Position.MoveForward(keydown); keydown = input.IsDownArrowPressed(); Position.MoveBackward(keydown); keydown = input.IsPageUpPressed(); Position.LookUpward(keydown); keydown = input.IsPageDownPressed(); Position.LookDownward(keydown); keydown = input.IsAPressed(); Position.MoveUpward(keydown); keydown = input.IsZPressed(); Position.MoveDownward(keydown); // Determine if the user interface should be displayed or not. if (input.IsF1Toogled()) { DisplayUI = !DisplayUI; } // Set the position and rOTATION of the camera. Camera.SetPosition(Position.PositionX, Position.PositionY, Position.PositionZ); Camera.SetRotation(Position.RotationX, Position.RotationY, Position.RotationZ); return(true); }