mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-15 04:03:48 +01:00
286 lines
8.4 KiB
C++
286 lines
8.4 KiB
C++
|
/** Example 019 Mouse and Joystick
|
||
|
|
||
|
This tutorial builds on example 04.Movement which showed how to
|
||
|
handle keyboard events in Irrlicht. Here we'll handle mouse events
|
||
|
and joystick events, if you have a joystick connected and a device
|
||
|
that supports joysticks. These are currently Windows, Linux and SDL
|
||
|
devices.
|
||
|
*/
|
||
|
|
||
|
#ifdef _MSC_VER
|
||
|
// We'll define this to stop MSVC complaining about sprintf().
|
||
|
#define _CRT_SECURE_NO_WARNINGS
|
||
|
#pragma comment(lib, "Irrlicht.lib")
|
||
|
#endif
|
||
|
|
||
|
#include <irrlicht.h>
|
||
|
#include "driverChoice.h"
|
||
|
|
||
|
using namespace irr;
|
||
|
|
||
|
/*
|
||
|
Just as we did in example 04.Movement, we'll store the latest state of the
|
||
|
mouse and the first joystick, updating them as we receive events.
|
||
|
*/
|
||
|
class MyEventReceiver : public IEventReceiver
|
||
|
{
|
||
|
public:
|
||
|
// We'll create a struct to record info on the mouse state
|
||
|
struct SMouseState
|
||
|
{
|
||
|
core::position2di Position;
|
||
|
bool LeftButtonDown;
|
||
|
SMouseState() : LeftButtonDown(false) { }
|
||
|
} MouseState;
|
||
|
|
||
|
// This is the one method that we have to implement
|
||
|
virtual bool OnEvent(const SEvent& event)
|
||
|
{
|
||
|
// Remember the mouse state
|
||
|
if (event.EventType == irr::EET_MOUSE_INPUT_EVENT)
|
||
|
{
|
||
|
switch(event.MouseInput.Event)
|
||
|
{
|
||
|
case EMIE_LMOUSE_PRESSED_DOWN:
|
||
|
MouseState.LeftButtonDown = true;
|
||
|
break;
|
||
|
|
||
|
case EMIE_LMOUSE_LEFT_UP:
|
||
|
MouseState.LeftButtonDown = false;
|
||
|
break;
|
||
|
|
||
|
case EMIE_MOUSE_MOVED:
|
||
|
MouseState.Position.X = event.MouseInput.X;
|
||
|
MouseState.Position.Y = event.MouseInput.Y;
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
// We won't use the wheel
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// The state of each connected joystick is sent to us
|
||
|
// once every run() of the Irrlicht device. Store the
|
||
|
// state of the first joystick, ignoring other joysticks.
|
||
|
// This is currently only supported on Windows and Linux.
|
||
|
if (event.EventType == irr::EET_JOYSTICK_INPUT_EVENT
|
||
|
&& event.JoystickEvent.Joystick == 0)
|
||
|
{
|
||
|
JoystickState = event.JoystickEvent;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
const SEvent::SJoystickEvent & GetJoystickState(void) const
|
||
|
{
|
||
|
return JoystickState;
|
||
|
}
|
||
|
|
||
|
const SMouseState & GetMouseState(void) const
|
||
|
{
|
||
|
return MouseState;
|
||
|
}
|
||
|
|
||
|
|
||
|
MyEventReceiver()
|
||
|
{
|
||
|
}
|
||
|
|
||
|
private:
|
||
|
SEvent::SJoystickEvent JoystickState;
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
The event receiver for keeping the pressed keys is ready, the actual responses
|
||
|
will be made inside the render loop, right before drawing the scene. So lets
|
||
|
just create an irr::IrrlichtDevice and the scene node we want to move. We also
|
||
|
create some other additional scene nodes, to show that there are also some
|
||
|
different possibilities to move and animate scene nodes.
|
||
|
*/
|
||
|
int main()
|
||
|
{
|
||
|
// ask user for driver
|
||
|
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
|
||
|
if (driverType==video::EDT_COUNT)
|
||
|
return 1;
|
||
|
|
||
|
// create device
|
||
|
MyEventReceiver receiver;
|
||
|
|
||
|
IrrlichtDevice* device = createDevice(driverType,
|
||
|
core::dimension2d<u32>(640, 480), 16, false, false, false, &receiver);
|
||
|
|
||
|
if (device == 0)
|
||
|
return 1; // could not create selected driver.
|
||
|
|
||
|
|
||
|
core::array<SJoystickInfo> joystickInfo;
|
||
|
if(device->activateJoysticks(joystickInfo))
|
||
|
{
|
||
|
std::cout << "Joystick support is enabled and " << joystickInfo.size() << " joystick(s) are present." << std::endl;
|
||
|
|
||
|
for(u32 joystick = 0; joystick < joystickInfo.size(); ++joystick)
|
||
|
{
|
||
|
std::cout << "Joystick " << joystick << ":" << std::endl;
|
||
|
std::cout << "\tName: '" << joystickInfo[joystick].Name.c_str() << "'" << std::endl;
|
||
|
std::cout << "\tAxes: " << joystickInfo[joystick].Axes << std::endl;
|
||
|
std::cout << "\tButtons: " << joystickInfo[joystick].Buttons << std::endl;
|
||
|
|
||
|
std::cout << "\tHat is: ";
|
||
|
|
||
|
switch(joystickInfo[joystick].PovHat)
|
||
|
{
|
||
|
case SJoystickInfo::POV_HAT_PRESENT:
|
||
|
std::cout << "present" << std::endl;
|
||
|
break;
|
||
|
|
||
|
case SJoystickInfo::POV_HAT_ABSENT:
|
||
|
std::cout << "absent" << std::endl;
|
||
|
break;
|
||
|
|
||
|
case SJoystickInfo::POV_HAT_UNKNOWN:
|
||
|
default:
|
||
|
std::cout << "unknown" << std::endl;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
std::cout << "Joystick support is not enabled." << std::endl;
|
||
|
}
|
||
|
|
||
|
core::stringw tmp = L"Irrlicht Joystick Example (";
|
||
|
tmp += joystickInfo.size();
|
||
|
tmp += " joysticks)";
|
||
|
device->setWindowCaption(tmp.c_str());
|
||
|
|
||
|
video::IVideoDriver* driver = device->getVideoDriver();
|
||
|
scene::ISceneManager* smgr = device->getSceneManager();
|
||
|
|
||
|
/*
|
||
|
We'll create an arrow mesh and move it around either with the joystick axis/hat,
|
||
|
or make it follow the mouse pointer. */
|
||
|
scene::ISceneNode * node = smgr->addMeshSceneNode(
|
||
|
smgr->addArrowMesh( "Arrow",
|
||
|
video::SColor(255, 255, 0, 0),
|
||
|
video::SColor(255, 0, 255, 0),
|
||
|
16,16,
|
||
|
2.f, 1.3f,
|
||
|
0.1f, 0.6f
|
||
|
)
|
||
|
);
|
||
|
node->setMaterialFlag(video::EMF_LIGHTING, false);
|
||
|
|
||
|
scene::ICameraSceneNode * camera = smgr->addCameraSceneNode();
|
||
|
camera->setPosition(core::vector3df(0, 0, -10));
|
||
|
|
||
|
// As in example 04, we'll use framerate independent movement.
|
||
|
u32 then = device->getTimer()->getTime();
|
||
|
const f32 MOVEMENT_SPEED = 5.f;
|
||
|
|
||
|
while(device->run())
|
||
|
{
|
||
|
// Work out a frame delta time.
|
||
|
const u32 now = device->getTimer()->getTime();
|
||
|
const f32 frameDeltaTime = (f32)(now - then) / 1000.f; // Time in seconds
|
||
|
then = now;
|
||
|
|
||
|
bool movedWithJoystick = false;
|
||
|
core::vector3df nodePosition = node->getPosition();
|
||
|
|
||
|
if(joystickInfo.size() > 0)
|
||
|
{
|
||
|
f32 moveHorizontal = 0.f; // Range is -1.f for full left to +1.f for full right
|
||
|
f32 moveVertical = 0.f; // -1.f for full down to +1.f for full up.
|
||
|
|
||
|
const SEvent::SJoystickEvent & joystickData = receiver.GetJoystickState();
|
||
|
|
||
|
// We receive the full analog range of the axes, and so have to implement our
|
||
|
// own dead zone. This is an empirical value, since some joysticks have more
|
||
|
// jitter or creep around the center point than others. We'll use 5% of the
|
||
|
// range as the dead zone, but generally you would want to give the user the
|
||
|
// option to change this.
|
||
|
const f32 DEAD_ZONE = 0.05f;
|
||
|
|
||
|
moveHorizontal =
|
||
|
(f32)joystickData.Axis[SEvent::SJoystickEvent::AXIS_X] / 32767.f;
|
||
|
if(fabs(moveHorizontal) < DEAD_ZONE)
|
||
|
moveHorizontal = 0.f;
|
||
|
|
||
|
moveVertical =
|
||
|
(f32)joystickData.Axis[SEvent::SJoystickEvent::AXIS_Y] / -32767.f;
|
||
|
if(fabs(moveVertical) < DEAD_ZONE)
|
||
|
moveVertical = 0.f;
|
||
|
|
||
|
// POV hat info is only currently supported on Windows, but the value is
|
||
|
// guaranteed to be 65535 if it's not supported, so we can check its range.
|
||
|
const u16 povDegrees = joystickData.POV / 100;
|
||
|
if(povDegrees < 360)
|
||
|
{
|
||
|
if(povDegrees > 0 && povDegrees < 180)
|
||
|
moveHorizontal = 1.f;
|
||
|
else if(povDegrees > 180)
|
||
|
moveHorizontal = -1.f;
|
||
|
|
||
|
if(povDegrees > 90 && povDegrees < 270)
|
||
|
moveVertical = -1.f;
|
||
|
else if(povDegrees > 270 || povDegrees < 90)
|
||
|
moveVertical = +1.f;
|
||
|
}
|
||
|
|
||
|
if(!core::equals(moveHorizontal, 0.f) || !core::equals(moveVertical, 0.f))
|
||
|
{
|
||
|
nodePosition.X += MOVEMENT_SPEED * frameDeltaTime * moveHorizontal;
|
||
|
nodePosition.Y += MOVEMENT_SPEED * frameDeltaTime * moveVertical;
|
||
|
movedWithJoystick = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// If the arrow node isn't being moved with the joystick, then have it follow the mouse cursor.
|
||
|
if(!movedWithJoystick)
|
||
|
{
|
||
|
// Create a ray through the mouse cursor.
|
||
|
core::line3df ray = smgr->getSceneCollisionManager()->getRayFromScreenCoordinates(
|
||
|
receiver.GetMouseState().Position, camera);
|
||
|
|
||
|
// And intersect the ray with a plane around the node facing towards the camera.
|
||
|
core::plane3df plane(nodePosition, core::vector3df(0, 0, -1));
|
||
|
core::vector3df mousePosition;
|
||
|
if(plane.getIntersectionWithLine(ray.start, ray.getVector(), mousePosition))
|
||
|
{
|
||
|
// We now have a mouse position in 3d space; move towards it.
|
||
|
core::vector3df toMousePosition(mousePosition - nodePosition);
|
||
|
const f32 availableMovement = MOVEMENT_SPEED * frameDeltaTime;
|
||
|
|
||
|
if(toMousePosition.getLength() <= availableMovement)
|
||
|
nodePosition = mousePosition; // Jump to the final position
|
||
|
else
|
||
|
nodePosition += toMousePosition.normalize() * availableMovement; // Move towards it
|
||
|
}
|
||
|
}
|
||
|
|
||
|
node->setPosition(nodePosition);
|
||
|
|
||
|
// Turn lighting on and off depending on whether the left mouse button is down.
|
||
|
node->setMaterialFlag(video::EMF_LIGHTING, receiver.GetMouseState().LeftButtonDown);
|
||
|
|
||
|
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(255,113,113,133));
|
||
|
smgr->drawAll(); // draw the 3d scene
|
||
|
driver->endScene();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
In the end, delete the Irrlicht device.
|
||
|
*/
|
||
|
device->drop();
|
||
|
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
**/
|