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test: port the btphystest and meshviewer tests to the new input API.

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Sam Hocevar 11 년 전
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7481fac29a
3개의 변경된 파일138개의 추가작업 그리고 94개의 파일을 삭제
  1. +24
    -26
      test/btphystest.cpp
  2. +14
    -0
      test/btphystest.h
  3. +100
    -68
      test/meshviewer.cpp

+ 24
- 26
test/btphystest.cpp 파일 보기

@@ -33,23 +33,26 @@ int gNumObjects = 64;
#define USE_WALL 1
#define USE_PLATFORM 1
#define USE_ROPE 0
#define USE_BODIES 1
#define USE_BODIES 1
#define USE_ROTATION 0
#define USE_CHARACTER 1
#define USE_STAIRS 1

#define IPT_MOVE_FORWARD "Move_Forward"
#define IPT_MOVE_BACKWARD "Move_Backward"
#define IPT_MOVE_LEFT "Move_Left"
#define IPT_MOVE_RIGHT "Move_Right"
#define IPT_MOVE_UP "Move_Up"
#define IPT_MOVE_DOWN "Move_Down"
#define IPT_MOVE_JUMP "Move_Jump"
#define USE_CHARACTER 1
#define USE_STAIRS 1

BtPhysTest::BtPhysTest(bool editor)
{
m_loop_value = .0f;

/* Register an input controller for the keyboard */
m_controller = new Controller(KEY_MAX, 0);
m_controller->GetKey(KEY_MOVE_FORWARD).Bind("Keyboard", "Up");
m_controller->GetKey(KEY_MOVE_BACK).Bind("Keyboard", "Down");
m_controller->GetKey(KEY_MOVE_LEFT).Bind("Keyboard", "Left");
m_controller->GetKey(KEY_MOVE_RIGHT).Bind("Keyboard", "Right");
m_controller->GetKey(KEY_MOVE_JUMP).Bind("Keyboard", "Space");
m_controller->GetKey(KEY_MOVE_UP).Bind("Keyboard", "PageUp");
m_controller->GetKey(KEY_MOVE_DOWN).Bind("Keyboard", "PageDown");
m_controller->GetKey(KEY_QUIT).Bind("Keyboard", "Escape");

/* Create a camera that matches the settings of XNA BtPhysTest */
m_camera = new Camera();
m_camera->SetView(vec3(50.f, 50.f, 0.f),
@@ -196,15 +199,6 @@ BtPhysTest::BtPhysTest(bool editor)
m_character_list << NewPhyobj;
Ticker::Ref(NewPhyobj);


Input::LinkActionToKey(IPT_MOVE_FORWARD, Key::Up);
Input::LinkActionToKey(IPT_MOVE_BACKWARD, Key::Down);
Input::LinkActionToKey(IPT_MOVE_LEFT, Key::Left);
Input::LinkActionToKey(IPT_MOVE_RIGHT, Key::Right);
Input::LinkActionToKey(IPT_MOVE_JUMP, Key::Space);
Input::LinkActionToKey(IPT_MOVE_UP, Key::PageUp);
Input::LinkActionToKey(IPT_MOVE_DOWN, Key::PageDown);

//NewPhyobj->GetCharacter()->AttachTo(BasePhyobj->GetPhysic(), true, true);
}

@@ -258,7 +252,7 @@ void BtPhysTest::TickGame(float seconds)
{
WorldEntity::TickGame(seconds);

if (Input::WasReleased(Key::Escape))
if (m_controller->GetKey(KEY_QUIT).IsReleased())
Ticker::Shutdown();

m_loop_value += seconds;
@@ -344,12 +338,16 @@ void BtPhysTest::TickGame(float seconds)
EasyCharacterController* Character = (EasyCharacterController*)PhysObj->GetCharacter();
mat4 CtlrMx = Character->GetTransform();

int HMovement = Input::GetStatus(IPT_MOVE_RIGHT) - Input::GetStatus(IPT_MOVE_LEFT);
int VMovement = Input::GetStatus(IPT_MOVE_FORWARD) - Input::GetStatus(IPT_MOVE_BACKWARD);
int RMovement = Input::GetStatus(IPT_MOVE_UP) - Input::GetStatus(IPT_MOVE_DOWN);
vec3 CharMove = vec3((float)VMovement * seconds * 4.f, (float)RMovement * seconds * 10.f, (float)HMovement * seconds * 4.f);
vec3 movement(0.f);
movement.z = (m_controller->GetKey(KEY_MOVE_RIGHT).IsDown() ? 1.f : 0.f)
- (m_controller->GetKey(KEY_MOVE_LEFT).IsDown() ? 1.f : 0.f);
movement.x = (m_controller->GetKey(KEY_MOVE_FORWARD).IsDown() ? 1.f : 0.f)
- (m_controller->GetKey(KEY_MOVE_BACK).IsDown() ? 1.f : 0.f);
movement.y = (m_controller->GetKey(KEY_MOVE_UP).IsDown() ? 1.f : 0.f)
- (m_controller->GetKey(KEY_MOVE_DOWN).IsDown() ? 1.f : 0.f);
vec3 CharMove = movement * seconds * vec3(4.f, 10.f, 4.f);

if (Input::WasReleased(IPT_MOVE_JUMP))
if (m_controller->GetKey(KEY_MOVE_JUMP).IsReleased())
Character->Jump();
Character->SetMovementForFrame(CharMove);



+ 14
- 0
test/btphystest.h 파일 보기

@@ -21,7 +21,21 @@ protected:
virtual void TickDraw(float seconds);

private:
enum
{
KEY_MOVE_FORWARD,
KEY_MOVE_BACK,
KEY_MOVE_LEFT,
KEY_MOVE_RIGHT,
KEY_MOVE_UP,
KEY_MOVE_DOWN,
KEY_MOVE_JUMP,
KEY_QUIT,
KEY_MAX,
};

Camera* m_camera;
Controller * m_controller;
Light * m_light1;
Light * m_light2;
bool m_ready;


+ 100
- 68
test/meshviewer.cpp 파일 보기

@@ -26,29 +26,41 @@ static int const TEXTURE_WIDTH = 256;
LOLFX_RESOURCE_DECLARE(shinyfur);
LOLFX_RESOURCE_DECLARE(shinymvtexture);

#define IPT_CAM_RESET "Cam_Center"
#define IPT_CAM_FORWARD "Cam_Forward"
#define IPT_CAM_BACKWARD "Cam_Backward"
#define IPT_CAM_ZOOM_OUT "Cam_Zoom_In"
#define IPT_CAM_ZOOM_IN "Cam_Zoom_Out"

#define IPT_MESH_UPDATE "Mesh_Update"
#define IPT_MESH_RESET "Mesh_Reset"
#define IPT_MESH_PREV "Mesh_Previous"
#define IPT_MESH_NEXT "Mesh_Next"

#define IPT_MESH_LEFT "Mesh_Left"
#define IPT_MESH_RIGHT "Mesh_Right"
#define IPT_MESH_UP "Mesh_Up"
#define IPT_MESH_DOWN "Mesh_Down"
#define IPT_MESH_SCALE_UP "Mesh_Scale_Up"
#define IPT_MESH_SCALE_DOWN "Mesh_Scale_Down"
#define IPT_MESH_OFFSET_UP "Mesh_Offset_Up"
#define IPT_MESH_OFFSET_DOWN "Mesh_Offset_Down"
#define IPT_MESH_ROT_LEFT "Mesh_Rot_Left"
#define IPT_MESH_ROT_RIGHT "Mesh_Rot_Right"
#define IPT_MESH_ROT_UP "Mesh_Rot_Up"
#define IPT_MESH_ROT_DOWN "Mesh_Rot_Down"
enum
{
KEY_CAM_RESET,
KEY_CAM_FORWARD,
KEY_CAM_BACKWARD,
KEY_CAM_ZOOM_OUT,
KEY_CAM_ZOOM_IN,

KEY_MESH_UPDATE,
KEY_MESH_RESET,
KEY_MESH_PREV,
KEY_MESH_NEXT,

KEY_MESH_LEFT,
KEY_MESH_RIGHT,
KEY_MESH_UP,
KEY_MESH_DOWN,
KEY_MESH_SCALE_UP,
KEY_MESH_SCALE_DOWN,
KEY_MESH_OFFSET_UP,
KEY_MESH_OFFSET_DOWN,
KEY_MESH_ROT_LEFT,
KEY_MESH_ROT_RIGHT,
KEY_MESH_ROT_UP,
KEY_MESH_ROT_DOWN,

KEY_F1,
KEY_F2,
KEY_F3,
KEY_F4,
KEY_F5,
KEY_ESC,

KEY_MAX,
};

#define MIN_FOV 0.1f

@@ -69,31 +81,41 @@ public:
MeshViewer(char const *file_name = "data/mesh-buffer.txt")
: m_file_name(file_name)
{
//Input setup
Input::LinkActionToKey(IPT_CAM_RESET, Key::Return);
Input::LinkActionToKey(IPT_CAM_ZOOM_IN, Key::PageUp);
Input::LinkActionToKey(IPT_CAM_ZOOM_OUT, Key::PageDown);

Input::LinkActionToKey(IPT_MESH_LEFT, Key::Left);
Input::LinkActionToKey(IPT_MESH_RIGHT, Key::Right);
Input::LinkActionToKey(IPT_MESH_UP, Key::Up);
Input::LinkActionToKey(IPT_MESH_DOWN, Key::Down);

Input::LinkActionToKey(IPT_MESH_UPDATE, Key::Space);
Input::LinkActionToKey(IPT_MESH_RESET, Key::KP0);
Input::LinkActionToKey(IPT_MESH_PREV, Key::KPPlus);
Input::LinkActionToKey(IPT_MESH_NEXT, Key::KPMinus);

Input::LinkActionToKey(IPT_MESH_OFFSET_DOWN, Key::KP1);
Input::LinkActionToKey(IPT_MESH_OFFSET_UP, Key::KP3);
Input::LinkActionToKey(IPT_MESH_SCALE_DOWN, Key::KP7);
Input::LinkActionToKey(IPT_MESH_SCALE_UP, Key::KP9);

Input::LinkActionToKey(IPT_MESH_ROT_LEFT, Key::KP4);
Input::LinkActionToKey(IPT_MESH_ROT_RIGHT, Key::KP6);
Input::LinkActionToKey(IPT_MESH_ROT_UP, Key::KP8);
Input::LinkActionToKey(IPT_MESH_ROT_DOWN, Key::KP5);

/* Register an input controller for the keyboard */
m_controller = new Controller(KEY_MAX, 0);

m_controller->GetKey(KEY_CAM_RESET).Bind("Keyboard", "Return");
m_controller->GetKey(KEY_CAM_ZOOM_IN).Bind("Keyboard", "PageUp");
m_controller->GetKey(KEY_CAM_ZOOM_OUT).Bind("Keyboard", "PageDown");

m_controller->GetKey(KEY_MESH_LEFT).Bind("Keyboard", "Left");
m_controller->GetKey(KEY_MESH_RIGHT).Bind("Keyboard", "Right");
m_controller->GetKey(KEY_MESH_UP).Bind("Keyboard", "Up");
m_controller->GetKey(KEY_MESH_DOWN).Bind("Keyboard", "Down");

m_controller->GetKey(KEY_MESH_UPDATE).Bind("Keyboard", "Space");
m_controller->GetKey(KEY_MESH_RESET).Bind("Keyboard", "KP0");
m_controller->GetKey(KEY_MESH_PREV).Bind("Keyboard", "KPPlus");
m_controller->GetKey(KEY_MESH_NEXT).Bind("Keyboard", "KPMinus");

m_controller->GetKey(KEY_MESH_OFFSET_DOWN).Bind("Keyboard", "KP1");
m_controller->GetKey(KEY_MESH_OFFSET_UP).Bind("Keyboard", "KP3");
m_controller->GetKey(KEY_MESH_SCALE_DOWN).Bind("Keyboard", "KP7");
m_controller->GetKey(KEY_MESH_SCALE_UP).Bind("Keyboard", "KP9");

m_controller->GetKey(KEY_MESH_ROT_LEFT).Bind("Keyboard", "KP4");
m_controller->GetKey(KEY_MESH_ROT_RIGHT).Bind("Keyboard", "KP6");
m_controller->GetKey(KEY_MESH_ROT_UP).Bind("Keyboard", "KP8");
m_controller->GetKey(KEY_MESH_ROT_DOWN).Bind("Keyboard", "KP5");

m_controller->GetKey(KEY_F1).Bind("Keyboard", "F1");
m_controller->GetKey(KEY_F2).Bind("Keyboard", "F2");
m_controller->GetKey(KEY_F3).Bind("Keyboard", "F3");
m_controller->GetKey(KEY_F4).Bind("Keyboard", "F4");
m_controller->GetKey(KEY_F5).Bind("Keyboard", "F5");
m_controller->GetKey(KEY_ESC).Bind("Keyboard", "Escape");

// State
m_mesh_shown = 0;
m_angle = 0;
m_default_texture = NULL;
@@ -163,7 +185,7 @@ public:
//TODO : This should probably be "standard LoL behaviour"
{
//Shutdown logic
if (Input::WasReleased(Key::Escape))
if (m_controller->GetKey(KEY_ESC).IsReleased())
Ticker::Shutdown();
}

@@ -226,7 +248,7 @@ public:
//--
//Camera movement handling
//--
if (Input::WasReleased(IPT_CAM_RESET))
if (m_controller->GetKey(KEY_CAM_RESET).IsReleased())
SetFov();

//Auto Fov
@@ -263,7 +285,9 @@ public:
float fov_ratio = max(max(lol::abs(screen_min_max[0].x), lol::abs(screen_min_max[0].y)),
max(lol::abs(screen_min_max[1].x), lol::abs(screen_min_max[1].y)));

float fov_zoom = (float)(Input::GetStatus(IPT_CAM_ZOOM_OUT) - Input::GetStatus(IPT_CAM_ZOOM_IN));
float fov_zoom = 0.f;
fov_zoom += m_controller->GetKey(KEY_CAM_ZOOM_OUT).IsDown() ? 1.f : 0.f;
fov_zoom -= m_controller->GetKey(KEY_CAM_ZOOM_IN).IsDown() ? 1.f : 0.f;
m_fov_zoom_damp = damp(m_fov_zoom_damp, fov_zoom, (fov_zoom == .0f)?(.15f):(0.5f), seconds);
m_fov = max(.0f, m_fov + seconds * 10.0f * m_fov_zoom_damp);
m_fov_damp = damp(m_fov_damp, m_fov, .2f, seconds);
@@ -291,26 +315,33 @@ public:
//--
//Mesh movement handling
//--
if (Input::WasReleased(IPT_MESH_RESET))
if (m_controller->GetKey(KEY_MESH_RESET).IsReleased())
SetDefaultMeshTransform();

m_mesh_shown += ((int)Input::WasReleased(IPT_MESH_NEXT)) - ((int)Input::WasReleased(IPT_MESH_PREV));
m_mesh_shown += m_controller->GetKey(KEY_MESH_NEXT).IsReleased() ? 1 : 0;
m_mesh_shown -= m_controller->GetKey(KEY_MESH_PREV).IsReleased() ? 1 : 0;
m_mesh_shown = clamp(m_mesh_shown, 0, max(m_meshes.Count(), 1) - 1);

vec2 new_move = vec2(.0f);
new_move.x += m_controller->GetKey(KEY_MESH_RIGHT).IsDown() ? 1.f : 0.f;
new_move.x -= m_controller->GetKey(KEY_MESH_LEFT).IsDown() ? 1.f : 0.f;
new_move.y += m_controller->GetKey(KEY_MESH_UP).IsDown() ? 1.f : 0.f;
new_move.y -= m_controller->GetKey(KEY_MESH_DOWN).IsDown() ? 1.f : 0.f;

new_move = vec2((float)(Input::GetStatus(IPT_MESH_RIGHT) - Input::GetStatus(IPT_MESH_LEFT)),
(float)(Input::GetStatus(IPT_MESH_UP) - Input::GetStatus(IPT_MESH_DOWN)));
m_mesh_screen_move_damp = vec2(damp(m_mesh_screen_move_damp.x, new_move.x, (new_move.x == .0f)?(.15f):(0.5f), seconds),
damp(m_mesh_screen_move_damp.y, new_move.y, (new_move.y == .0f)?(.15f):(0.5f), seconds));

new_move = vec2((float)(Input::GetStatus(IPT_MESH_OFFSET_UP) - Input::GetStatus(IPT_MESH_OFFSET_DOWN)),
(float)(Input::GetStatus(IPT_MESH_SCALE_UP) - Input::GetStatus(IPT_MESH_SCALE_DOWN)));
new_move.x = m_controller->GetKey(KEY_MESH_OFFSET_UP).IsDown() ? 1.f : 0.f;
new_move.x -= m_controller->GetKey(KEY_MESH_OFFSET_DOWN).IsDown() ? 1.f : 0.f;
new_move.y = m_controller->GetKey(KEY_MESH_SCALE_UP).IsDown() ? 1.f : 0.f;
new_move.y -= m_controller->GetKey(KEY_MESH_SCALE_DOWN).IsDown() ? 1.f : 0.f;
m_mesh_move_damp = vec2(damp(m_mesh_move_damp.x, new_move.x, (new_move.x == .0f)?(.15f):(0.5f), seconds),
damp(m_mesh_move_damp.y, new_move.y, (new_move.y == .0f)?(.15f):(0.5f), seconds));

new_move = vec2((float)(Input::GetStatus(IPT_MESH_ROT_UP) - Input::GetStatus(IPT_MESH_ROT_DOWN)),
(float)(Input::GetStatus(IPT_MESH_ROT_RIGHT) - Input::GetStatus(IPT_MESH_ROT_LEFT)));
new_move.x = m_controller->GetKey(KEY_MESH_ROT_UP).IsDown() ? 1.f : 0.f;
new_move.x -= m_controller->GetKey(KEY_MESH_ROT_DOWN).IsDown() ? 1.f : 0.f;
new_move.y = m_controller->GetKey(KEY_MESH_ROT_RIGHT).IsDown() ? 1.f : 0.f;
new_move.y -= m_controller->GetKey(KEY_MESH_ROT_LEFT).IsDown() ? 1.f : 0.f;
m_mesh_rotate_damp = vec2(damp(m_mesh_rotate_damp.x, new_move.x, (new_move.x == .0f)?(.15f):(0.5f), seconds),
damp(m_mesh_rotate_damp.y, new_move.y, (new_move.y == .0f)?(.15f):(0.5f), seconds));

@@ -340,7 +371,7 @@ public:
//--
//File management
//--
if (Input::WasReleased(IPT_MESH_UPDATE))
if (m_controller->GetKey(KEY_MESH_UPDATE).IsReleased())
m_stream_update_time = m_stream_update_timer + 1.0f;
m_stream_update_time += seconds;

@@ -392,15 +423,15 @@ public:

//TODO : This should probably be "standard LoL behaviour"
{
if (Input::WasReleased(Key::F1))
if (m_controller->GetKey(KEY_F1).IsReleased())
Video::SetDebugRenderMode(DebugRenderMode::Default);
if (Input::WasReleased(Key::F2))
if (m_controller->GetKey(KEY_F2).IsReleased())
Video::SetDebugRenderMode(DebugRenderMode::Wireframe);
if (Input::WasReleased(Key::F3))
if (m_controller->GetKey(KEY_F3).IsReleased())
Video::SetDebugRenderMode(DebugRenderMode::Lighting);
if (Input::WasReleased(Key::F4))
if (m_controller->GetKey(KEY_F4).IsReleased())
Video::SetDebugRenderMode(DebugRenderMode::Normal);
if (Input::WasReleased(Key::F5))
if (m_controller->GetKey(KEY_F5).IsReleased())
Video::SetDebugRenderMode(DebugRenderMode::UV);
}

@@ -479,9 +510,10 @@ public:
}

private:
Camera * m_camera;
float m_angle;
mat4 m_mat;
Controller *m_controller;
Camera *m_camera;
float m_angle;
mat4 m_mat;

//Mesh infos
//Move damping


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