-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathkey.cpp
195 lines (190 loc) · 4.92 KB
/
key.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
#include "key.h"
#include "gl_wrapper.h"
#include <iostream>
/***
* Key press callback
* TODO: define key mappings so I can switch kb layouts but
* not need if statements to determine which key is pressed
****/
void process_key(unsigned char key, int x, int y)
{
#ifdef DEBUG_KEY
cout << "Pressed " << key << "(" << (int)key << ")" << endl;
#endif
if (kb_layout == KB_QWERTY && game_mode == GAME_MODE) {
switch (key) {
case 27: // esc
load_mode(TITLE_MODE);
break;
case 'd':
// move right
translate_eye(speed,0.0,0.0);
break;
case 'a':
// move left
translate_eye(-speed,0.0,0.0);
break;
case 'w':
// move forward
translate_eye(0.0,0.0,-speed);
break;
case 's':
// move back
translate_eye(0.0,0.0,speed);
break;
case 'e':
// rotate right
rotate_eye(-angular_speed,0);
break;
case 'q':
// rotate left
rotate_eye(angular_speed,0);
break;
case 'W':
// rotate up
rotate_eye(0,angular_speed);
break;
case 'S':
// rotate down
rotate_eye(0,-angular_speed);
break;
case '+':
// speed up
speed += .25;
angular_speed += PI/12.0;
break;
case '-':
// slow down
speed = max(speed - 0.1, (GLdouble)0.0);
angular_speed = max(angular_speed - PI/24.0, (GLdouble)0.0);
break;
default: break;
}
} else if (kb_layout == KB_DVORAK && game_mode == GAME_MODE) {
switch (key) {
case 'q':
case 27: // esc
load_mode(TITLE_MODE);
break;
case 'e':
// move right
translate_eye(speed,0.0,0.0);
break;
case 'a':
// move left
translate_eye(-speed,0.0,0.0);
break;
case ',':
// move forward
translate_eye(0.0,0.0,-speed);
break;
case 'o':
// move back
translate_eye(0.0,0.0,speed);
break;
case '.':
// rotate right
rotate_eye(-angular_speed,0);
break;
case '\'':
// rotate left
rotate_eye(angular_speed,0);
break;
case '<':
// rotate up
rotate_eye(0,angular_speed);
break;
case 'O':
// rotate down
rotate_eye(0,-angular_speed);
break;
case '+':
// speed up
speed += .25;
angular_speed += PI/12.0;
break;
case '-':
// slow down
speed = max(speed - 0.1, (GLdouble)0.0);
angular_speed = max(angular_speed - PI/24.0, (GLdouble)0.0);
break;
default: break;
}
} else if (game_mode == DIAG_MODE) {
switch (key) {
case 27: // esc
load_mode(TITLE_MODE);
break;
case '\r': // enter
case '\n': // enter
case 32: // space
diag_message = "";
break;
default: break;
}
} else if (game_mode == TITLE_MODE) {
switch (key) {
case 27: // esc
exit_glut("Leaving game.");
break;
case '\r': // enter
case '\n': // enter
load_mode(GAME_MODE);
break;
default: break;
}
}
glutPostRedisplay();
}
/***
* Special Key press callback
****/
void process_special_key(int key, int x, int y)
{
#ifdef DEBUG_KEY
cout << "Pressed a special key" << endl;
#endif
if (game_mode == GAME_MODE) {
switch (key) {
case GLUT_KEY_RIGHT:
// move right
translate_eye(speed,0.0,0.0);
break;
case GLUT_KEY_LEFT:
// move left
translate_eye(-speed,0.0,0.0);
break;
case GLUT_KEY_UP:
// move up
translate_eye(0.0,0.0,-speed);
break;
case GLUT_KEY_DOWN:
// move down
translate_eye(0.0,0.0,speed);
break;
case GLUT_KEY_F2:
// TODO: set each Fn key to diff configurations of shapes/positions
init();
break;
case GLUT_KEY_F12:
if (kb_layout == KB_QWERTY) kb_layout = KB_DVORAK;
else kb_layout = KB_QWERTY;
break;
default: break;
}
}
glutPostRedisplay();
}
/***
* Mouse Action callback
****/
void process_mouse(int button, int state, int x, int y)
{
switch (button) {
case GLUT_LEFT_BUTTON:
if (state == GLUT_DOWN) { // mouse clicked
}
break;
default: break;
}
}