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fixed tab problem

This commit is contained in:
Marc Zinnschlag 2011-01-18 15:20:36 +01:00
parent 246544806a
commit 36cb10572a
2 changed files with 57 additions and 64 deletions

View file

@ -94,7 +94,7 @@ namespace MWInput
// Write screenshot to file.
void screenshot()
{
// Find the first unused filename with a do-while
char buf[50];
do
@ -105,7 +105,7 @@ namespace MWInput
ogre.screenshot(buf);
}
/* toggleInventory() is called when the user presses the button to toggle the inventory screen. */
void toggleInventory()
{
@ -141,19 +141,19 @@ namespace MWInput
mEngine.activate();
}
void toggleAutoMove()
void toggleAutoMove()
{
if (player.getAutoMove() == false)
{
player.setAutoMove(true);
} else {
player.setAutoMove(false);
}
}
if (player.getAutoMove() == false)
{
player.setAutoMove(true);
} else {
player.setAutoMove(false);
}
}
void toggleWalking()
void toggleWalking()
{
player.setisWalking(true);
player.setisWalking(true);
}
// Exit program now button (which is disabled in GUI mode)
@ -285,39 +285,38 @@ namespace MWInput
// Disable movement in Gui mode
if(windows.isGuiMode()) return true;
float speed = 300 * evt.timeSinceLastFrame; //placeholder player speed?
float speed = 300 * evt.timeSinceLastFrame; //placeholder player speed?
//float TESTwalkSpeed = 100 * evt.timeSinceLastFrame; //How about another?
float moveX = 0, moveY = 0, moveZ = 0;
//execute Automove - condition checked in function
player.executeAutoMove((float)evt.timeSinceLastFrame); //or since last frame?
//Poll and execute movement keys - will disable automove if pressed.
if(poller.isDown(A_MoveLeft))
{
player.setAutoMove(false);
if(poller.isDown(A_MoveLeft))
{
player.setAutoMove(false);
moveX -= speed;
}
if(poller.isDown(A_MoveRight))
{
player.setAutoMove(false);
if(poller.isDown(A_MoveRight))
{
player.setAutoMove(false);
moveX += speed;
}
if(poller.isDown(A_MoveForward))
{
{
player.setAutoMove(false);
moveZ -= speed;
}
}
if(poller.isDown(A_MoveBackward))
{
player.setAutoMove(false);
moveZ += speed;
}
{
player.setAutoMove(false);
moveZ += speed;
}
// TODO: These should be enabled for floating modes (like

View file

@ -31,8 +31,8 @@ namespace MWWorld
ESM::Class *mClass;
bool mCollisionMode;
bool mAutoMove;
bool misWalking; //Testing...
bool mAutoMove;
bool misWalking;//Testing...
public:
@ -112,44 +112,38 @@ namespace MWWorld
mCollisionMode = !mCollisionMode;
}
bool getAutoMove()
{
return mAutoMove;
}
void setAutoMove(bool setMe)
{
mAutoMove = setMe;
}
//NOTE: we don't have speed being calculated yet, so for now this function only requires a frame duration.
/// <param name="duration">float value representing time since last call</param>
void executeAutoMove(float duration)
bool getAutoMove()
{
float X_Val = 0.0f;
float Y_Val = 0.0f;
float Z_Val = 300.0f * duration * -1.0f;
if (mAutoMove == true)
{
//if player is running
//Make player go at full speed
moveRel(X_Val, Y_Val, Z_Val);
//else go forward at walk speed.
}
}
return mAutoMove;
}
bool getisWalking()
{
return misWalking;
}
void setAutoMove(bool setMe)
{
mAutoMove = setMe;
}
void setisWalking(bool setMe)
{
misWalking = setMe;
}
//NOTE: we don't have speed being calculated yet, so for now this function only requires a frame duration.
/// <param name="duration">float value representing time since last call</param>
void executeAutoMove(float duration)
{
float X_Val = 0.0f;
float Y_Val = 0.0f;
float Z_Val = 300.0f * duration * -1.0f;
if (mAutoMove == true)
{
moveRel(X_Val, Y_Val, Z_Val);
}
}
bool getisWalking()
{
return misWalking;
}
};
void setisWalking(bool setMe)
{
misWalking = setMe;
}
};
}
#endif