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Basically behavior about that is back to how it was in Irrlicht 1.8 - not perfect, but useable. So window still jumps a bit when dragging toolbar, but no longer outside the sreen. And it's possible again to alt+tab to other windows. The problem was caused by a combination of FPS camera changes and that we stopped doing mouse-coordinate clipping in the Linux device in r5593. Basically that clipping had the side-effect that the fps-camera never considered a mouse "outside" on Linux. Now on Linux we only update after we get a mouse-event (which we still get when the mouse is outside the window). On Windows we still grab the mouse in the camera, thought that's likely _not_ the best way to do that. Windows has some mouse-grabbing support, and I suppose we could use that (or camera should check if that is used as it also can be set by users I think). So maybe in future this can be further improved. Other operating systems (OSX) should behave like in 1.8 I hope, but as usual I can't test. Also did a few minor cleanups in the camera. - Back to using animateNode time instead of real-time. That's because that was not causing the problems I thought back then it might cause as time is only used for keyboard input and not mouse input. - Moved updating CursorPos to the rest of the code checking CursorControl Note: A future improvement would be to add support for systems without CursorControl object (could still use mouse-events to get it working usually). git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6142 dfc29bdd-3216-0410-991c-e03cc46cb475
146 lines
4.4 KiB
C++
146 lines
4.4 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __C_SCENE_NODE_ANIMATOR_CAMERA_FPS_H_INCLUDED__
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#define __C_SCENE_NODE_ANIMATOR_CAMERA_FPS_H_INCLUDED__
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#include "ISceneNodeAnimatorCameraFPS.h"
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#include "vector2d.h"
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#include "position2d.h"
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#include "SKeyMap.h"
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#include "irrArray.h"
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namespace irr
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{
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namespace gui
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{
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class ICursorControl;
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}
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namespace scene
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{
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//! Special scene node animator for FPS cameras
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class CSceneNodeAnimatorCameraFPS : public ISceneNodeAnimatorCameraFPS
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{
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public:
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//! Constructor
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CSceneNodeAnimatorCameraFPS(gui::ICursorControl* cursorControl,
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f32 rotateSpeed = 100.0f, f32 moveSpeed = .5f, f32 jumpSpeed=0.f,
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SKeyMap* keyMapArray=0, u32 keyMapSize=0, bool noVerticalMovement=false,
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bool invertY=false, float rotateSpeedKeyboard = 0.3f);
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//! Destructor
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virtual ~CSceneNodeAnimatorCameraFPS();
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//! Animates the scene node, currently only works on cameras
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virtual void animateNode(ISceneNode* node, u32 timeMs) _IRR_OVERRIDE_;
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//! Event receiver
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virtual bool OnEvent(const SEvent& event) _IRR_OVERRIDE_;
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//! Returns the speed of movement in units per second
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virtual f32 getMoveSpeed() const _IRR_OVERRIDE_;
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//! Sets the speed of movement in units per second
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virtual void setMoveSpeed(f32 moveSpeed) _IRR_OVERRIDE_;
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//! Returns the rotation speed when moving mouse
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virtual f32 getRotateSpeed() const _IRR_OVERRIDE_;
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//! Set the rotation speed when moving mouse
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virtual void setRotateSpeed(f32 rotateSpeed) _IRR_OVERRIDE_;
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//! Returns the rotation speed when using keyboard
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virtual f32 getRotateSpeedKeyboard() const _IRR_OVERRIDE_
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{
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return RotateSpeedKeyboard;
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}
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//! Set the rotation speed when using keyboard
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virtual void setRotateSpeedKeyboard(f32 rotateSpeed) _IRR_OVERRIDE_
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{
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RotateSpeedKeyboard = rotateSpeed;
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}
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//! Sets the keyboard mapping for this animator (old style)
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//! \param keymap: an array of keyboard mappings, see SKeyMap
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//! \param count: the size of the keyboard map array
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virtual void setKeyMap(SKeyMap *map, u32 count) _IRR_OVERRIDE_;
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//! Sets the keyboard mapping for this animator
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//! \param keymap The new keymap array
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virtual void setKeyMap(const core::array<SKeyMap>& keymap) _IRR_OVERRIDE_;
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//! Gets the keyboard mapping for this animator
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virtual const core::array<SKeyMap>& getKeyMap() const _IRR_OVERRIDE_;
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//! Sets whether vertical movement should be allowed.
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virtual void setVerticalMovement(bool allow) _IRR_OVERRIDE_;
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//! Sets whether the Y axis of the mouse should be inverted.
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/** If enabled then moving the mouse down will cause
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the camera to look up. It is disabled by default. */
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virtual void setInvertMouse(bool invert) _IRR_OVERRIDE_;
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//! This animator will receive events when attached to the active camera
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virtual bool isEventReceiverEnabled() const _IRR_OVERRIDE_
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{
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return true;
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}
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//! Returns the type of this animator
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virtual ESCENE_NODE_ANIMATOR_TYPE getType() const _IRR_OVERRIDE_
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{
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return ESNAT_CAMERA_FPS;
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}
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//! Creates a clone of this animator.
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/** Please note that you will have to drop
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(IReferenceCounted::drop()) the returned pointer once you're
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done with it. */
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virtual ISceneNodeAnimator* createClone(ISceneNode* node, ISceneManager* newManager=0) _IRR_OVERRIDE_;
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//! Writes attributes of the scene node animator.
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virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const _IRR_OVERRIDE_;
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//! Reads attributes of the scene node animator.
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virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0) _IRR_OVERRIDE_;
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private:
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void allKeysUp();
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gui::ICursorControl *CursorControl;
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bool GrabMouse;
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f32 MaxVerticalAngle;
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bool NoVerticalMovement;
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f32 MoveSpeed;
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f32 RotateSpeedKeyboard;
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f32 RotateSpeed;
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f32 JumpSpeed;
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// -1.0f for inverted mouse, defaults to 1.0f
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f32 MouseYDirection;
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s32 LastAnimationTime;
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core::array<SKeyMap> KeyMap;
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core::position2d<f32> CenterCursor, CursorPos;
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bool HadMouseEvent;
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bool CursorKeys[EKA_COUNT];
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bool firstUpdate;
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bool firstInput;
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};
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} // end namespace scene
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} // end namespace irr
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#endif // __C_SCENE_NODE_ANIMATOR_CAMERA_FPS_H_INCLUDED__
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