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fixed tab problem
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parent
246544806a
commit
36cb10572a
2 changed files with 57 additions and 64 deletions
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@ -94,7 +94,7 @@ namespace MWInput
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// Write screenshot to file.
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void screenshot()
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{
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// Find the first unused filename with a do-while
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char buf[50];
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do
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@ -105,7 +105,7 @@ namespace MWInput
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ogre.screenshot(buf);
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}
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/* toggleInventory() is called when the user presses the button to toggle the inventory screen. */
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void toggleInventory()
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{
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@ -141,19 +141,19 @@ namespace MWInput
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mEngine.activate();
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}
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void toggleAutoMove()
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void toggleAutoMove()
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{
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if (player.getAutoMove() == false)
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{
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player.setAutoMove(true);
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} else {
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player.setAutoMove(false);
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}
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}
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if (player.getAutoMove() == false)
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{
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player.setAutoMove(true);
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} else {
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player.setAutoMove(false);
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}
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}
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void toggleWalking()
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void toggleWalking()
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{
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player.setisWalking(true);
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player.setisWalking(true);
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}
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// Exit program now button (which is disabled in GUI mode)
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@ -285,39 +285,38 @@ namespace MWInput
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// Disable movement in Gui mode
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if(windows.isGuiMode()) return true;
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float speed = 300 * evt.timeSinceLastFrame; //placeholder player speed?
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float speed = 300 * evt.timeSinceLastFrame; //placeholder player speed?
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//float TESTwalkSpeed = 100 * evt.timeSinceLastFrame; //How about another?
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float moveX = 0, moveY = 0, moveZ = 0;
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//execute Automove - condition checked in function
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player.executeAutoMove((float)evt.timeSinceLastFrame); //or since last frame?
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//Poll and execute movement keys - will disable automove if pressed.
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if(poller.isDown(A_MoveLeft))
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{
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player.setAutoMove(false);
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if(poller.isDown(A_MoveLeft))
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{
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player.setAutoMove(false);
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moveX -= speed;
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}
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if(poller.isDown(A_MoveRight))
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{
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player.setAutoMove(false);
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if(poller.isDown(A_MoveRight))
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{
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player.setAutoMove(false);
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moveX += speed;
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}
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if(poller.isDown(A_MoveForward))
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{
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{
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player.setAutoMove(false);
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moveZ -= speed;
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}
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}
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if(poller.isDown(A_MoveBackward))
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{
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player.setAutoMove(false);
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moveZ += speed;
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}
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{
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player.setAutoMove(false);
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moveZ += speed;
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}
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// TODO: These should be enabled for floating modes (like
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@ -31,8 +31,8 @@ namespace MWWorld
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ESM::Class *mClass;
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bool mCollisionMode;
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bool mAutoMove;
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bool misWalking; //Testing...
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bool mAutoMove;
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bool misWalking;//Testing...
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public:
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@ -112,44 +112,38 @@ namespace MWWorld
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mCollisionMode = !mCollisionMode;
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}
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bool getAutoMove()
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{
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return mAutoMove;
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}
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void setAutoMove(bool setMe)
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{
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mAutoMove = setMe;
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}
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//NOTE: we don't have speed being calculated yet, so for now this function only requires a frame duration.
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/// <param name="duration">float value representing time since last call</param>
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void executeAutoMove(float duration)
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bool getAutoMove()
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{
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float X_Val = 0.0f;
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float Y_Val = 0.0f;
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float Z_Val = 300.0f * duration * -1.0f;
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if (mAutoMove == true)
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{
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//if player is running
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//Make player go at full speed
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moveRel(X_Val, Y_Val, Z_Val);
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//else go forward at walk speed.
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}
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}
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return mAutoMove;
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}
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bool getisWalking()
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{
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return misWalking;
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}
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void setAutoMove(bool setMe)
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{
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mAutoMove = setMe;
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}
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void setisWalking(bool setMe)
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{
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misWalking = setMe;
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}
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//NOTE: we don't have speed being calculated yet, so for now this function only requires a frame duration.
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/// <param name="duration">float value representing time since last call</param>
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void executeAutoMove(float duration)
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{
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float X_Val = 0.0f;
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float Y_Val = 0.0f;
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float Z_Val = 300.0f * duration * -1.0f;
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if (mAutoMove == true)
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{
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moveRel(X_Val, Y_Val, Z_Val);
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}
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}
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bool getisWalking()
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{
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return misWalking;
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}
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};
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void setisWalking(bool setMe)
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{
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misWalking = setMe;
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}
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};
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}
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#endif
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