private void glControl1_Load(object sender, EventArgs e) { //Ensures that the OPENGL form is in place before assigning any functions Draw.loaded = true; Draw.Load(); popCB(); comboBox1.SelectedIndex = 0; comboBox2.SelectedIndex = 0; Draw.UpdateImage(Width, Height); //Show First Frame timer1.Start(); // Begin Timer }
public void Rotate() {//ROTATES THE CAMERA //Adjusts image based on mouse positioning if (mouselock) { delta = lastMousePos - new OpenTK.Vector2(OpenTK.Input.Mouse.GetState().X, OpenTK.Input.Mouse.GetState().Y); ResetCursor(); Draw.UpdateImage(Width, Height); } Main.cam.AddRotation(delta.X, delta.Y); PosData(); }
private void glControl1_Resize(object sender, EventArgs e) { //Updates the image according to to updated window parameters Draw.UpdateImage(Width, Height); }
private void glControl1_KeyPress(object sender, System.Windows.Forms.KeyPressEventArgs e) {//Keyboard control base.OnKeyPress(e); if (e.KeyChar == 27) { //Escape this.Close(); } switch (e.KeyChar.ToString().ToLower()[0]) { case 'w': //Forward Main.cam.Move(0f, 0.1f, 0f); Draw.UpdateImage(Width, Height); PosData(); break; case 'a': //Left Main.cam.Move(-0.1f, 0f, 0f); Draw.UpdateImage(Width, Height); PosData(); break; case 's': //Backward Main.cam.Move(0f, -0.1f, 0f); Draw.UpdateImage(Width, Height); PosData(); break; case 'd': //Right Main.cam.Move(0.1f, 0f, 0f); Draw.UpdateImage(Width, Height); PosData(); break; case 'e': //Up Main.cam.Move(0f, 0f, 0.1f); Draw.UpdateImage(Width, Height); PosData(); break; case 'q': //Down Main.cam.Move(0f, 0f, -0.1f); Draw.UpdateImage(Width, Height); PosData(); break; case 'u': //Zoom In if (zo) { Main.cam.Zoom -= 40; Main.cam.Speed /= 3; Main.cam.Sensitivity /= 3; zo = false; } Draw.UpdateImage(Width, Height); break; case 'i': //Zoom Out if (!zo) { Main.cam.Zoom += 40; Main.cam.Speed *= 3; Main.cam.Sensitivity *= 3; zo = true; } Draw.UpdateImage(Width, Height); break; case 'j': //Previous Iteration LastIt(); break; case 'k': //Next Iteration NextIt(); break; case 'm': //Mini Map if (Main.MiniMap) { Main.MiniMap = false; Main.Map = Main.FEmpty.hollow().toDisplay(); } else { Main.MiniMap = true; } break; } }