Use keycodes intead of hardcoded values

Signed-off-by: Laurent Carlier <lordheavym@gmail.com>
This commit is contained in:
Laurent Carlier 2016-08-11 13:15:49 +02:00
parent 92089fc98a
commit 6b259a22e8
20 changed files with 69 additions and 69 deletions

View file

@ -1113,15 +1113,15 @@ public:
{
switch (keyCode)
{
case 0x6B:
case KEY_KPADD:
case GAMEPAD_BUTTON_R1:
changeBlurScale(0.25f);
break;
case 0x6D:
case KEY_KPSUB:
case GAMEPAD_BUTTON_L1:
changeBlurScale(-0.25f);
break;
case 0x42:
case KEY_B:
case GAMEPAD_BUTTON_A:
toggleBloom();
break;

View file

@ -774,11 +774,11 @@ public:
{
switch (keyCode)
{
case 0x6B:
case KEY_KPADD:
case GAMEPAD_BUTTON_R1:
switchComputePipeline(1);
break;
case 0x6D:
case KEY_KPSUB:
case GAMEPAD_BUTTON_L1:
switchComputePipeline(-1);
break;

View file

@ -1221,7 +1221,7 @@ public:
{
switch (keyCode)
{
case 0x70:
case KEY_F1:
case GAMEPAD_BUTTON_A:
toggleDebugDisplay();
updateTextOverlay();

View file

@ -1208,12 +1208,12 @@ public:
{
switch (keyCode)
{
case 0x70:
case KEY_F1:
case GAMEPAD_BUTTON_A:
toggleDebugDisplay();
updateTextOverlay();
break;
case 0x71:
case KEY_F2:
case GAMEPAD_BUTTON_X:
toggleShadows();
updateTextOverlay();

View file

@ -557,19 +557,19 @@ public:
{
switch (keyCode)
{
case 0x6B:
case KEY_KPADD:
case GAMEPAD_BUTTON_R1:
changeTessellationStrength(0.025);
break;
case 0x6D:
case KEY_KPSUB:
case GAMEPAD_BUTTON_L1:
changeTessellationStrength(-0.025);
break;
case 0x44:
case KEY_D:
case GAMEPAD_BUTTON_A:
toggleDisplacement();
break;
case 0x53:
case KEY_S:
case GAMEPAD_BUTTON_X:
toggleSplitScreen();
break;

View file

@ -716,11 +716,11 @@ public:
{
switch (keyCode)
{
case 0x53:
case KEY_S:
case GAMEPAD_BUTTON_X:
toggleSplitScreen();
break;
case 0x4F:
case KEY_O:
case GAMEPAD_BUTTON_A:
toggleFontOutline();
break;

View file

@ -478,7 +478,7 @@ public:
{
switch (keyCode)
{
case 0x4E:
case KEY_N:
case GAMEPAD_BUTTON_A:
toggleNormals();
break;

View file

@ -996,7 +996,7 @@ public:
{
switch (keyCode)
{
case 0x44:
case KEY_D:
case GAMEPAD_BUTTON_A:
toggleDebugDisplay();
break;

View file

@ -583,15 +583,15 @@ public:
{
switch (keyCode)
{
case 0x4F:
case KEY_O:
case GAMEPAD_BUTTON_A:
toggleParallaxOffset();
break;
case 0x4E:
case KEY_N:
case GAMEPAD_BUTTON_X:
toggleNormalMapDisplay();
break;
case 0x53:
case KEY_S:
case GAMEPAD_BUTTON_Y:
toggleSplitScreen();
break;

View file

@ -980,11 +980,11 @@ public:
{
switch (keyCode)
{
case 0x42:
case KEY_B:
case GAMEPAD_BUTTON_A:
toggleBlur();
break;
case 0x54:
case KEY_T:
case GAMEPAD_BUTTON_X:
toggleTextureDisplay();
break;

View file

@ -832,27 +832,27 @@ public:
{
switch (keyCode)
{
case 0x20:
case KEY_SPACE:
case GAMEPAD_BUTTON_A:
wireframe = !wireframe;
reBuildCommandBuffers();
break;
case 0x50:
case KEY_P:
scene->renderSingleScenePart = !scene->renderSingleScenePart;
reBuildCommandBuffers();
updateTextOverlay();
break;
case 0x6B:
case KEY_KPADD:
scene->scenePartIndex = (scene->scenePartIndex < static_cast<uint32_t>(scene->meshes.size())) ? scene->scenePartIndex + 1 : 0;
reBuildCommandBuffers();
updateTextOverlay();
break;
case 0x6D:
case KEY_KPSUB:
scene->scenePartIndex = (scene->scenePartIndex > 0) ? scene->scenePartIndex - 1 : static_cast<uint32_t>(scene->meshes.size()) - 1;
updateTextOverlay();
reBuildCommandBuffers();
break;
case 0x4C:
case KEY_L:
attachLight = !attachLight;
updateUniformBuffers();
break;

View file

@ -1019,11 +1019,11 @@ public:
{
switch (keyCode)
{
case 0x53:
case KEY_S:
case GAMEPAD_BUTTON_A:
toggleShadowMapDisplay();
break;
case 0x4C:
case KEY_L:
case GAMEPAD_BUTTON_X:
toogleLightPOV();
break;

View file

@ -1068,7 +1068,7 @@ public:
{
switch (keyCode)
{
case 0x44:
case KEY_D:
case GAMEPAD_BUTTON_A:
toggleCubeMapDisplay();
break;

View file

@ -1036,11 +1036,11 @@ public:
{
switch (keyCode)
{
case 0x6B:
case KEY_KPADD:
case GAMEPAD_BUTTON_R1:
changeAnimationSpeed(0.1f);
break;
case 0x6D:
case KEY_KPSUB:
case GAMEPAD_BUTTON_L1:
changeAnimationSpeed(-0.1f);
break;

View file

@ -452,12 +452,12 @@ public:
{
switch (keyCode)
{
case 0x6B:
case 0x20:
case KEY_KPADD:
case KEY_SPACE:
case GAMEPAD_BUTTON_A:
changeMatCapIndex(1);
break;
case 0x6D:
case KEY_KPSUB:
case GAMEPAD_BUTTON_X:
changeMatCapIndex(-1);
break;

View file

@ -939,19 +939,19 @@ public:
{
switch (keyCode)
{
case 0x6B:
case KEY_KPADD:
case GAMEPAD_BUTTON_R1:
changeTessellationFactor(0.05f);
break;
case 0x6D:
case KEY_KPSUB:
case GAMEPAD_BUTTON_L1:
changeTessellationFactor(-0.05f);
break;
case 0x46:
case KEY_F:
case GAMEPAD_BUTTON_A:
toggleWireframe();
break;
case 0x54:
case KEY_T:
case GAMEPAD_BUTTON_X:
toggleTessellation();
break;

View file

@ -533,19 +533,19 @@ public:
{
switch (keyCode)
{
case 0x6B:
case KEY_KPADD:
case GAMEPAD_BUTTON_R1:
changeTessellationLevel(0.25);
break;
case 0x6D:
case KEY_KPSUB:
case GAMEPAD_BUTTON_L1:
changeTessellationLevel(-0.25);
break;
case 0x57:
case KEY_W:
case GAMEPAD_BUTTON_A:
togglePipelines();
break;
case 0x53:
case KEY_S:
case GAMEPAD_BUTTON_X:
toggleSplitScreen();
break;

View file

@ -1198,8 +1198,8 @@ public:
{
switch (keyCode)
{
case 0x6B:
case 0x20:
case KEY_KPADD:
case KEY_SPACE:
textOverlay->visible = !textOverlay->visible;
}
}

View file

@ -875,11 +875,11 @@ public:
{
switch (keyCode)
{
case 0x6B:
case KEY_KPADD:
case GAMEPAD_BUTTON_R1:
changeLodBias(0.1f);
break;
case 0x6D:
case KEY_KPSUB:
case GAMEPAD_BUTTON_L1:
changeLodBias(-0.1f);
break;

View file

@ -737,19 +737,19 @@ public:
{
switch (keyCode)
{
case 0x53:
case KEY_S:
case GAMEPAD_BUTTON_A:
toggleSkyBox();
break;
case 0x20:
case KEY_SPACE:
case GAMEPAD_BUTTON_X:
toggleObject();
break;
case 0x6B:
case KEY_KPADD:
case GAMEPAD_BUTTON_R1:
changeLodBias(0.1f);
break;
case 0x6D:
case KEY_KPSUB:
case GAMEPAD_BUTTON_L1:
changeLodBias(-0.1f);
break;