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// most applications will want to extend the SimpleGame class
import com.jme.app.SimpleGame;
// a vector containing three float numbers;
// used to store positions and translations
import com.jme.math.Vector3f;
// geometric shapes used in program
import com.jme.scene.shape.Box;
import com.jme.scene.shape.Sphere;
// use predefined colors and create custom colors
import com.jme.renderer.ColorRGBA;
// work with basic materials
import com.jme.scene.state.MaterialState;
// process user input
import com.jme.input.InputHandler;
import com.jme.input.KeyInput;
import com.jme.input.KeyBindingManager;
import com.jme.input.FirstPersonHandler;
/**
* User input is handled in two steps:
* (1) Bind a given keyboard/mouse action to a string
* (2) In the update method, check if that string has been activated
*/
public class InputDemo extends SimpleGame
{
// a geometric shape that will be rendered
Sphere mySphere;
public static void main(String[] args)
{
// create an instance of this program
InputDemo app = new InputDemo();
// before the main program starts, display the graphics configuration window
// where the user can choose among screen resolution, color depth, and full screen options
app.setConfigShowMode(ConfigShowMode.AlwaysShow);
// The start() method runs simpleInitGame(),
// then starts the game loop: simpleUpdate(), then simpleRender()
// To terminate game loop, call finish()
app.start();
}
protected void simpleInitGame()
{
// make the standard cursor visible.
org.lwjgl.input.Mouse.setGrabbed(false);
// SimpleGame class defaults mouse behavior to rotate view; here we disable this.
((FirstPersonHandler)input).getMouseLookHandler().setEnabled(false);
// create a material to apply to geometric objects, use objects' default color,
// apply to front and back, and assign rendering to root node
MaterialState customMaterial = display.getRenderer().createMaterialState();
customMaterial.setColorMaterial(MaterialState.ColorMaterial.AmbientAndDiffuse);
customMaterial.setMaterialFace(MaterialState.MaterialFace.FrontAndBack);
rootNode.setRenderState(customMaterial);
// Parameters for the Sphere constructor:
// Sphere( String name, Vector3f center, int zSamples, int radialSamples, float radius )
mySphere = new Sphere("s", new Vector3f(-2,2,6), 30, 30, 2 );
mySphere.setDefaultColor( ColorRGBA.gray );
rootNode.attachChild( mySphere );
// assign (bind) strings to keys
KeyBindingManager.getKeyBindingManager().set( "sphereRed", KeyInput.KEY_1 );
KeyBindingManager.getKeyBindingManager().set( "sphereGreen", KeyInput.KEY_2 );
KeyBindingManager.getKeyBindingManager().set( "sphereBlue", KeyInput.KEY_3 );
}
protected void simpleUpdate()
{
// process input entered since last update.
// boolean parameter:
// true - activate continuously when key is down;
// false - activate only once per key press
if (KeyBindingManager.getKeyBindingManager().isValidCommand("sphereRed", false))
{
mySphere.setDefaultColor( ColorRGBA.red );
// call updateRenderState() whenever appearance of an object changes
mySphere.updateRenderState();
}
if (KeyBindingManager.getKeyBindingManager().isValidCommand("sphereGreen", false))
{
mySphere.setDefaultColor( ColorRGBA.green );
mySphere.updateRenderState();
}
if (KeyBindingManager.getKeyBindingManager().isValidCommand("sphereBlue", false))
{
mySphere.setDefaultColor( ColorRGBA.blue );
mySphere.updateRenderState();
}
}
protected void simpleRender()
{
// nothing to add
}
}