// Temporarily here until InputMapper can load its own settings void SetInputBindings() { _inputMapper.AddKeyDownMessage <MoveForward>(Keys.W); _inputMapper.AddKeyDownMessage <MoveBackward>(Keys.S); _inputMapper.AddKeyDownMessage <MoveLeft>(Keys.A); _inputMapper.AddKeyDownMessage <MoveRight>(Keys.D); _inputMapper.AddKeyDownMessage <MoveUp>(Keys.E); _inputMapper.AddKeyDownMessage <MoveDown>(Keys.C); _inputMapper.AddKeyPressMessage <IncreaseCameraSpeed>(Keys.OemPlus); _inputMapper.AddKeyPressMessage <DecreaseCameraSpeed>(Keys.OemMinus); _inputMapper.AddKeyPressMessage <ZoomIn>(Keys.OemPeriod); _inputMapper.AddKeyPressMessage <ZoomOut>(Keys.OemComma); _inputMapper.AddKeyDownMessage <GoToGround>(Keys.Z); _inputMapper.AddKeyPressMessage <ToggleDrawWireframeSetting>(Keys.F); _inputMapper.AddKeyPressMessage <ToggleUpdateSetting>(Keys.U); _inputMapper.AddKeyPressMessage <ToggleSingleStepSetting>(Keys.P); _inputMapper.AddKeyPressMessage <GarbageCollect>(Keys.G); _inputMapper.AddKeyPressMessage <ExitApplication>(Keys.Escape); // TODO: we don't specify which mouse button must be down (hardcoded to right button ATM), // this can be extended when we need to. _inputMapper.AddMouseMoveMessage <MouseLook>(); }