#include #include #include namespace RNR { IInputManager::IInputManager() { state.mouse_primary = false; state.mouse_secondary = false; state.mouse_middle = false; state.mouse_scroll = 0; } void IInputManager::keyDown(int scancode) { } void IInputManager::keyUp(int scancode) { } void IInputManager::mouseMoveAbsolute(float x, float y) { } void IInputManager::mouseMoveRelative(float x, float y) { if(m_world) { float xd = x * m_world->getLastDelta(); float yd = y * m_world->getLastDelta(); Workspace* workspace = m_world->getWorkspace(); Camera* camera = workspace->getCurrentCamera(); if(camera && state.mouse_secondary) { camera->cameraFrame(xd, yd); resetMouse(); } } } void IInputManager::mousePrimaryState(bool down) { state.mouse_primary = down; } void IInputManager::mouseSecondaryState(bool down) { state.mouse_secondary = down; } void IInputManager::mouseMiddleState(bool down) { state.mouse_middle = down; } void IInputManager::mouseScrollState(float scroll) { state.mouse_scroll = scroll; } }