Fixed the held keys, now occasionally a key will stick though

This commit is contained in:
MitchellHansen
2017-01-14 15:40:23 -08:00
parent 10e3ba43fa
commit 7d7ed5367c
3 changed files with 17 additions and 32 deletions

View File

@@ -93,31 +93,31 @@ void Camera::recieve_event(VrEventPublisher* publisher, std::unique_ptr<vr::Even
vr::KeyHeld *held_event = static_cast<vr::KeyHeld*>(event.get());
float speed = 1.0f;
default_impulse = 1.0f;
if (held_event->code == sf::Keyboard::LShift) {
speed = 0.2f;
default_impulse = 0.2f;
}
else if (held_event->code == sf::Keyboard::C) {
look_at_center();
}
else if (held_event->code == sf::Keyboard::Q) {
add_relative_impulse(Camera::DIRECTION::DOWN, speed);
add_relative_impulse(Camera::DIRECTION::DOWN, default_impulse);
}
else if (held_event->code == sf::Keyboard::E) {
add_relative_impulse(Camera::DIRECTION::UP, speed);
add_relative_impulse(Camera::DIRECTION::UP, default_impulse);
}
else if (held_event->code == sf::Keyboard::W) {
add_relative_impulse(Camera::DIRECTION::FORWARD, speed);
add_relative_impulse(Camera::DIRECTION::FORWARD, default_impulse);
}
else if (held_event->code == sf::Keyboard::S) {
add_relative_impulse(Camera::DIRECTION::REARWARD, speed);
add_relative_impulse(Camera::DIRECTION::REARWARD, default_impulse);
}
else if (held_event->code == sf::Keyboard::A) {
add_relative_impulse(Camera::DIRECTION::LEFT, speed);
add_relative_impulse(Camera::DIRECTION::LEFT, default_impulse);
}
else if (held_event->code == sf::Keyboard::D) {
add_relative_impulse(Camera::DIRECTION::RIGHT, speed);
add_relative_impulse(Camera::DIRECTION::RIGHT, default_impulse);
}
else if (held_event->code == sf::Keyboard::T) {
set_position(sf::Vector3f(50, 50, 50));