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/*
The example shows how the physical buttons can be abstracted into logical
buttons used by the game.
For instance, the fire_button is the game's logical fire button. But
physically it is serveral buttons on the keyboards and the joystick.
*/
#include <ClanLib/core.h>
#include <ClanLib/application.h>
#include <ClanLib/display.h>
class InputDevApp : public CL_ClanApplication
{
public:
virtual char *get_title() { return "Input device application"; }
virtual int main(int, char **)
{
// Create a console window for text-output if not available
CL_ConsoleWindow console("Console");
console.redirect_stdio();
try
{
CL_SetupCore::init();
CL_SetupDisplay::init();
// Set mode: 320x240 16 bpp
CL_Display::set_videomode(320, 240, 16, false);
// Make sure the display is black at startup:
CL_Display::clear_display();
// Abstract game input from physical input:
CL_InputButton_Group *fire_button = new CL_InputButton_Group;
CL_InputAxis_Group *hori_axis = new CL_InputAxis_Group;
CL_InputAxis_Group *vert_axis = new CL_InputAxis_Group;
// Add keyboard input:
fire_button->add(
CL_Input::keyboards[0]->get_button(CL_KEY_ESCAPE));
fire_button->add(
CL_Input::keyboards[0]->get_button(CL_KEY_SPACE));
hori_axis->add(
new CL_InputButtonToAxis_Analog(
CL_Input::keyboards[0]->get_button(CL_KEY_LEFT),
CL_Input::keyboards[0]->get_button(CL_KEY_RIGHT)
));
vert_axis->add(
new CL_InputButtonToAxis_Analog(
CL_Input::keyboards[0]->get_button(CL_KEY_UP),
CL_Input::keyboards[0]->get_button(CL_KEY_DOWN)
));
// Add joystick input (if available):
if (CL_Input::joysticks.size())
{
fire_button->add(CL_Input::joysticks[0]->get_button(0));
fire_button->add(CL_Input::joysticks[0]->get_button(1));
hori_axis->add(CL_Input::joysticks[0]->get_axis(0));
vert_axis->add(CL_Input::joysticks[0]->get_axis(1));
}
// Loop until one of the fire buttons are down:
while (fire_button->is_pressed() == false)
{
// Clear display with alpha background:
CL_Display::clear_display(0.0f, 0.0f, 0.5f, 0.2f);
// Calculate box position:
int x = CL_Display::get_width()/2 +
(int) (hori_axis->get_pos()*CL_Display::get_width()/2);
int y = CL_Display::get_height()/2 +
(int) (vert_axis->get_pos()*CL_Display::get_height()/2);
// Draw a box where the axes are:
CL_Display::fill_rect(
x-5, y-5, x+5, y+5,
1.0f, 0.0f, 0.0f, 1.0f);
// Flip front and backbuffer. This makes the changes visible:
CL_Display::flip_display();
// Update keyboard input and handle system events:
CL_System::keep_alive();
}
delete fire_button;
delete hori_axis;
delete vert_axis;
CL_SetupDisplay::deinit();
CL_SetupCore::deinit();
}
catch (CL_Error err)
{
std::cout << "Error: " << err.message.c_str() << std::endl;
// Display console close message and wait for a key
console.display_close_message();
return 1;
}
return 0;
}
} app;
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