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https://github.com/minetest/irrlicht.git
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3035e27e67
Added that one accidentally in my last commit (leftover from a failed experiment) git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6309 dfc29bdd-3216-0410-991c-e03cc46cb475
313 lines
9.7 KiB
C++
313 lines
9.7 KiB
C++
/** Example 019 Mouse and Joystick
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This tutorial builds on example 04.Movement which showed how to
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handle keyboard events in Irrlicht. Here we'll handle mouse events
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and joystick events, if you have a joystick connected and a device
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that supports joysticks. These are currently Windows, Linux and SDL
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devices.
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*/
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#ifdef _MSC_VER
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#pragma comment(lib, "Irrlicht.lib")
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#endif
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#include <irrlicht.h>
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#include "driverChoice.h"
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using namespace irr;
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/*
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Just as we did in example 04.Movement with keys, we'll store the latest state of the
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mouse and the first joystick, updating them as we receive events.
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Note that instead of working with events we could work with CursorControl, aka
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device->getCursorControl(), to get the current mouse state.
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With events you get every mouse movement since the last device->run(),
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while CursorControl will always return the current state at the moment you check it.
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CursorControl will be able to get cursor positions even if the mouse is outside the
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active Window, while the behavior of mouse-events for this is a bit system dependent
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and also can be influenced by system calls for mouse-grabbing.
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Events tend to work on more devices (especially mobile devices) where CursorControl might
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not be available. Also on some systems (X11) checking the mouse position with CursorControl
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can be rather slow compared to events.
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Often it depends a bit on the type of game which solution is preferable, just be aware
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that you have some choice for this.
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*/
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class MyEventReceiver : public IEventReceiver
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{
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public:
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// We'll create a struct to record info on the mouse state
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struct SMouseState
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{
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core::position2di Position;
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bool LeftButtonDown;
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bool WasMouseMoved;
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SMouseState() : LeftButtonDown(false), WasMouseMoved(false) { }
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} MouseState;
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// This is the one method that we have to implement
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virtual bool OnEvent(const SEvent& event)
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{
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// Remember the mouse state
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if (event.EventType == irr::EET_MOUSE_INPUT_EVENT)
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{
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switch(event.MouseInput.Event)
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{
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case EMIE_LMOUSE_PRESSED_DOWN:
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MouseState.LeftButtonDown = true;
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break;
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case EMIE_LMOUSE_LEFT_UP:
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MouseState.LeftButtonDown = false;
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break;
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case EMIE_MOUSE_MOVED:
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MouseState.Position.X = event.MouseInput.X;
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MouseState.Position.Y = event.MouseInput.Y;
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MouseState.WasMouseMoved = true;
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break;
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default:
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// We won't use the wheel
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break;
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}
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}
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// The state of each connected joystick is sent to us
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// once every run() of the Irrlicht device. Store the
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// state of the first joystick, ignoring other joysticks.
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if (event.EventType == irr::EET_JOYSTICK_INPUT_EVENT
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&& event.JoystickEvent.Joystick == 0)
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{
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JoystickState = event.JoystickEvent;
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}
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return false;
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}
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const SEvent::SJoystickEvent & GetJoystickState(void) const
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{
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return JoystickState;
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}
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const SMouseState & GetMouseState(void) const
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{
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return MouseState;
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}
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void ResetMouseMoved()
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{
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MouseState.WasMouseMoved = false;
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}
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private:
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SEvent::SJoystickEvent JoystickState;
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};
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/*
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The event receiver for remembering the events is ready, the actual responses
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will be made inside the render loop, right before drawing the scene. So lets
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just create an irr::IrrlichtDevice and the scene node we want to move.
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*/
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int main()
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{
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// ask user for driver
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video::E_DRIVER_TYPE driverType=driverChoiceConsole();
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if (driverType==video::EDT_COUNT)
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return 1;
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// create device
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MyEventReceiver receiver;
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IrrlichtDevice* device = createDevice(driverType,
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core::dimension2d<u32>(640, 480), 16, false, false, false, &receiver);
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if (device == 0)
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return 1; // could not create selected driver.
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/*
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Joysticks have to be activated to generate events.
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So lets's do that and also print out some info to the console
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about all the joysticks we found and can use.
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*/
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core::array<SJoystickInfo> joystickInfo;
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if(device->activateJoysticks(joystickInfo))
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{
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std::cout << "Joystick support is enabled and " << joystickInfo.size() << " joystick(s) are present." << std::endl;
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for(u32 joystick = 0; joystick < joystickInfo.size(); ++joystick)
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{
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std::cout << "Joystick " << joystick << ":" << std::endl;
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std::cout << "\tName: '" << joystickInfo[joystick].Name.c_str() << "'" << std::endl;
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std::cout << "\tAxes: " << joystickInfo[joystick].Axes << std::endl;
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std::cout << "\tButtons: " << joystickInfo[joystick].Buttons << std::endl;
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std::cout << "\tHat is: ";
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switch(joystickInfo[joystick].PovHat)
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{
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case SJoystickInfo::POV_HAT_PRESENT:
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std::cout << "present" << std::endl;
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break;
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case SJoystickInfo::POV_HAT_ABSENT:
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std::cout << "absent" << std::endl;
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break;
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case SJoystickInfo::POV_HAT_UNKNOWN:
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default:
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std::cout << "unknown" << std::endl;
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break;
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}
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}
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}
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else
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{
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std::cout << "Joystick support is not enabled." << std::endl;
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}
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// Set some window caption text
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core::stringw tmp = L"Irrlicht Joystick Example (";
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tmp += joystickInfo.size();
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tmp += " joysticks)";
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device->setWindowCaption(tmp.c_str());
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video::IVideoDriver* driver = device->getVideoDriver();
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scene::ISceneManager* smgr = device->getSceneManager();
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/*
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We'll create an arrow mesh and move it around either with the joystick axis/hat,
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or make it follow the mouse pointer. */
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scene::ISceneNode * node = smgr->addMeshSceneNode(
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smgr->addArrowMesh( "Arrow",
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video::SColor(255, 255, 0, 0),
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video::SColor(255, 0, 255, 0),
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16,16,
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2.f, 1.3f,
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0.1f, 0.6f
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)
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);
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node->setMaterialFlag(video::EMF_LIGHTING, false);
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scene::ICameraSceneNode * camera = smgr->addCameraSceneNode();
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camera->setPosition(core::vector3df(0, 0, -10));
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// As in example 04, we'll use framerate independent movement.
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u32 then = device->getTimer()->getRealTime();
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const f32 MOVEMENT_SPEED = 5.f;
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// Ignore all events which happened until now.
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// Like mouse events triggered while we chose our driver.
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device->clearSystemMessages();
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while(device->run())
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{
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// Work out a frame delta time.
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const u32 now = device->getTimer()->getRealTime();
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const f32 frameDeltaTime = (f32)(now - then) / 1000.f; // Time in seconds
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then = now;
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bool movedWithJoystick = false;
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core::vector3df nodePosition = node->getPosition();
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if(joystickInfo.size() > 0) // if we have at least one joystick
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{
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f32 moveHorizontal = 0.f; // Range is -1.f for full left to +1.f for full right
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f32 moveVertical = 0.f; // -1.f for full down to +1.f for full up.
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const SEvent::SJoystickEvent & joystickData = receiver.GetJoystickState();
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// We receive the full analog range of the axes, and so have to implement our
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// own dead zone. This is an empirical value, since some joysticks have more
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// jitter or creep around the center point than others. We'll use 5% of the
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// range as the dead zone, but generally you would want to give the user the
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// option to change this.
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const f32 DEAD_ZONE = 0.05f;
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moveHorizontal =
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(f32)joystickData.Axis[SEvent::SJoystickEvent::AXIS_X] / 32767.f;
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if(fabs(moveHorizontal) < DEAD_ZONE)
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moveHorizontal = 0.f;
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moveVertical =
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(f32)joystickData.Axis[SEvent::SJoystickEvent::AXIS_Y] / -32767.f;
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if(fabs(moveVertical) < DEAD_ZONE)
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moveVertical = 0.f;
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// POV hat info is only currently supported on Windows, but the value is
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// guaranteed to be 65535 if it's not supported, so we can check its range.
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const u16 povDegrees = joystickData.POV / 100;
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if(povDegrees < 360)
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{
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if(povDegrees > 0 && povDegrees < 180)
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moveHorizontal = 1.f;
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else if(povDegrees > 180)
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moveHorizontal = -1.f;
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if(povDegrees > 90 && povDegrees < 270)
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moveVertical = -1.f;
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else if(povDegrees > 270 || povDegrees < 90)
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moveVertical = +1.f;
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}
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if(!core::equals(moveHorizontal, 0.f) || !core::equals(moveVertical, 0.f))
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{
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nodePosition.X += MOVEMENT_SPEED * frameDeltaTime * moveHorizontal;
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nodePosition.Y += MOVEMENT_SPEED * frameDeltaTime * moveVertical;
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movedWithJoystick = true;
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// We only go back to following mouse when it moves again
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receiver.ResetMouseMoved();
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}
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}
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// If the arrow node isn't being moved with the joystick, then have it follow the mouse cursor.
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if (!movedWithJoystick && receiver.GetMouseState().WasMouseMoved)
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{
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// Create a ray through the mouse cursor.
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core::line3df ray = smgr->getSceneCollisionManager()->getRayFromScreenCoordinates(
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receiver.GetMouseState().Position, camera);
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// And intersect the ray with a plane around the node facing towards the camera.
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core::plane3df plane(nodePosition, core::vector3df(0, 0, -1));
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core::vector3df mousePosition;
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if(plane.getIntersectionWithLine(ray.start, ray.getVector(), mousePosition))
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{
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// We now have a mouse position in 3d space; move towards it.
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core::vector3df toMousePosition(mousePosition - nodePosition);
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const f32 availableMovement = MOVEMENT_SPEED * frameDeltaTime;
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if(toMousePosition.getLength() <= availableMovement)
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{
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nodePosition = mousePosition; // Jump to the final position
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}
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else
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{
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nodePosition += toMousePosition.normalize() * availableMovement; // Move towards it
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}
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}
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}
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node->setPosition(nodePosition);
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// Turn lighting on and off depending on whether the left mouse button is down.
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node->setMaterialFlag(video::EMF_LIGHTING, receiver.GetMouseState().LeftButtonDown);
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driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(255,113,113,133));
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smgr->drawAll(); // draw the 3d scene
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driver->endScene();
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}
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/*
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In the end, delete the Irrlicht device.
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*/
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device->drop();
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return 0;
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}
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/*
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**/
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