KeyEventReceiver equals true from execution.
Posted: Mon Jan 09, 2012 3:05 pm
As the topic states.. My event receiver equals true from the start. Originally this created a problem with movement code I had. But I decided to leave this out as it wasn't too important.
And now I need some Key Presses for things like exit the screen and switching between two different cameras.
Heres my EventReceiver code.. (Mostly created from the terrain tutorial).
I'm sure someone more experienced than me could point out the issue straight away. I don't know whether it's because I'm using the same event receiver as the one linked with the terrain, skybox, etc?
Thanks
And now I need some Key Presses for things like exit the screen and switching between two different cameras.
Heres my EventReceiver code.. (Mostly created from the terrain tutorial).
Code: Select all
class MyEventReceiver : public IEventReceiver
{
public:
MyEventReceiver(scene::ISceneNode* terrain, scene::ISceneNode* skybox, scene::ISceneNode* skydome) :
Terrain(terrain), Skybox(skybox), Skydome(skydome), showBox(true)
{
Skybox->setVisible(true);
Skydome->setVisible(false);
}
// This is the one method that we have to implement
virtual bool OnEvent(const SEvent& event)
{
// Remember whether each key is down or up
if (event.EventType == irr::EET_KEY_INPUT_EVENT)
KeyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;
return false;
}
/*// check if user presses the key 'W' or 'D'
if (event.EventType == irr::EET_KEY_INPUT_EVENT && !event.KeyInput.PressedDown)
{
switch (event.KeyInput.Key)
{
case irr::KEY_KEY_W: // switch wire frame mode
Terrain->setMaterialFlag(video::EMF_WIREFRAME,
!Terrain->getMaterial(0).Wireframe);
Terrain->setMaterialFlag(video::EMF_POINTCLOUD, false);
return true;
case irr::KEY_KEY_P: // switch wire frame mode
Terrain->setMaterialFlag(video::EMF_POINTCLOUD,
!Terrain->getMaterial(0).PointCloud);
Terrain->setMaterialFlag(video::EMF_WIREFRAME, false);
return true;
case irr::KEY_KEY_D: // toggle detail map
Terrain->setMaterialType(
Terrain->getMaterial(0).MaterialType == video::EMT_SOLID ?
video::EMT_DETAIL_MAP : video::EMT_SOLID);
return true;
case irr::KEY_KEY_S: // toggle skies
showBox=!showBox;
Skybox->setVisible(showBox);
Skydome->setVisible(!showBox);
return true;
default:
break;
}
}*/
// return false;
// }
// This is used to check whether a key is being held down
virtual bool IsKeyDown(EKEY_CODE keyCode) const
{
return KeyIsDown[keyCode];
}
MyEventReceiver()
{
for (u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)
KeyIsDown[i] = false;
}
private:
bool KeyIsDown[KEY_KEY_CODES_COUNT];
scene::ISceneNode* Terrain;
scene::ISceneNode* Skybox;
scene::ISceneNode* Skydome;
bool showBox;
};
Thanks