updated input manager for controllers, scripting API updates

This commit is contained in:
turanszkij
2019-05-03 21:01:22 +01:00
parent 16ee39c0e4
commit 0b40949ae0
18 changed files with 345 additions and 151 deletions
+6 -8
View File
@@ -48,8 +48,6 @@ void Editor::Initialize()
wiRenderer::GetDevice()->SetVSyncEnabled(true);
wiRenderer::SetOcclusionCullingEnabled(true);
wiInputManager::addXInput(new wiXInput());
renderComponent = new EditorComponent;
renderComponent->Initialize();
loader = new EditorLoadingScreen;
@@ -793,12 +791,12 @@ void EditorComponent::Update(float dt)
if (!wiInputManager::down(VK_CONTROL))
{
// Only move camera if control not pressed
if (wiInputManager::down('A')) { moveNew += XMVectorSet(-1, 0, 0, 0); }
if (wiInputManager::down('D')) { moveNew += XMVectorSet(1, 0, 0, 0); }
if (wiInputManager::down('W')) { moveNew += XMVectorSet(0, 0, 1, 0); }
if (wiInputManager::down('S')) { moveNew += XMVectorSet(0, 0, -1, 0); }
if (wiInputManager::down('E')) { moveNew += XMVectorSet(0, 1, 0, 0); }
if (wiInputManager::down('Q')) { moveNew += XMVectorSet(0, -1, 0, 0); }
if (wiInputManager::down('A') || wiInputManager::down(GAMEPAD_BUTTON_LEFT, INPUT_TYPE_GAMEPAD)) { moveNew += XMVectorSet(-1, 0, 0, 0); }
if (wiInputManager::down('D') || wiInputManager::down(GAMEPAD_BUTTON_RIGHT, INPUT_TYPE_GAMEPAD)) { moveNew += XMVectorSet(1, 0, 0, 0); }
if (wiInputManager::down('W') || wiInputManager::down(GAMEPAD_BUTTON_UP, INPUT_TYPE_GAMEPAD)) { moveNew += XMVectorSet(0, 0, 1, 0); }
if (wiInputManager::down('S') || wiInputManager::down(GAMEPAD_BUTTON_DOWN, INPUT_TYPE_GAMEPAD)) { moveNew += XMVectorSet(0, 0, -1, 0); }
if (wiInputManager::down('E') || wiInputManager::down(GAMEPAD_BUTTON_2, INPUT_TYPE_GAMEPAD)) { moveNew += XMVectorSet(0, 1, 0, 0); }
if (wiInputManager::down('Q') || wiInputManager::down(GAMEPAD_BUTTON_1, INPUT_TYPE_GAMEPAD)) { moveNew += XMVectorSet(0, -1, 0, 0); }
moveNew = XMVector3Normalize(moveNew) * speed;
}