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UserInput.h
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#pragma once
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#include <iostream>
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#include "glfw3.h"
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#include "glm.hpp"
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class
UserInput
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{
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public
:
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UserInput
(GLFWwindow* window);
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UserInput
();
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~
UserInput
();
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void
init(GLFWwindow* window,
bool
wire,
bool
frame,
bool
lin_tex,
int
mip,
bool
vf_cull,
bool
transp,
bool
bloom,
bool
count_down);
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bool
terminate();
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// Player related input
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glm::vec3 getMoveInput();
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glm::vec2 getLookInput();
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bool
getFireInput();
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void
switchModi();
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private
:
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GLFWwindow* window;
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glm::vec2 screen_center;
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float
lastButtonPress = 0;
//extra buttons (F2,F3,...)
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float
minDist = 0.4;
//minimum 0.4 seconds between 2 button presses
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// Extras
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void
switchFrameTimeMode();
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void
switchWireFrameMode();
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void
switchTexSamplingMode();
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void
switchMipMapMode();
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void
switchViewFrustumCullingMode();
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void
switchTransparencyMode();
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void
switchBloomMode();
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void
switchCountdownMode();
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void
toggleShowZBufferView();
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void
toggleUpdateZBufferView();
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void
doFreeMouse();
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};
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//global
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extern
bool
showFrameTime, useWireFrame, useLinearTexSampling, useViewFrustumCulling, useTransparency, useBloom, countDown, showZBufferView, updateZBufferView, freeMouse;
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extern
int
useMipMapping;
// 0: off, 1: nearest neighbour, 2: linear
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UserInput
Definition:
UserInput.h:13
VisPro
UserInput.h
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