MOIS
From Ogre Wiki
MOIS is the Mogre .NET wrapper for OIS (Object Oriented Input System). It is an object oriented input library and supports many different devices in three basic device categories (keyboards, mice, and joysticks).
Contents |
Setup
MOIS is included in the Mogre SDK and used by some Mogre-Samples like ExampleApplication.
Set up the library...
- You need the files OIS_d.dll and MOIS.dll in your debug directory. For the release version it's 'OIS.dl and MOIS.dll.
- Update: for Mogre 1.6 you only need MOIS.dll (OIS.dll is included?)
- In your project add a link to the MOIS.dll library.
Using
In your code...
- Initialize the MOIS.InputManager and the used devices.
- Capture your devices and respond to button/key presses.
An example for initializing MOIS can be found in the ExampleApplication from the Mogre-Samples.
Here's a snippet from it:
protected MOIS.InputManager inputManager;
protected MOIS.Keyboard inputKeyboard;
protected MOIS.Mouse inputMouse;
public void CreateInput()
{
MOIS.ParamList pl = new MOIS.ParamList();
IntPtr windowHnd;
window.GetCustomAttribute("WINDOW", out windowHnd); // window is your RenderWindow!
pl.Insert("WINDOW", windowHnd.ToString());
inputManager = MOIS.InputManager.CreateInputSystem(pl);
// Create all devices (except joystick, as most people have Keyboard/Mouse) using unbuffered input.
inputKeyboard = (MOIS.Keyboard)inputManager.CreateInputObject(MOIS.Type.OISKeyboard, false);
inputMouse = (MOIS.Mouse)inputManager.CreateInputObject(MOIS.Type.OISMouse, false);
}
What I found useful is to adjust the mouse range to the dimensions of the viewport to get the actual mouse position in pixels.
The default mouseState.width and .height values are 50, which are obviously too low to get a smooth mouse movement.
Add this at the end of CreateInput():
MOIS.MouseState_NativePtr mouseState = inputMouse.MouseState; mouseState.width = viewport.ActualWidth; mouseState.height = viewport.ActualHeight;
If you are using Visual Studio the Object Browser is good to see which members are available in MOIS.
Unbuffered mode
In FrameStarted() or FrameEnded() do something like this:
// Capture all key presses since last check.
inputKeyboard.Capture();
// Capture all mouse movements and button presses since last check.
inputMouse.Capture();
// Get current mouse position (e.g. to inject into GUI).
mouseState As MOIS.MouseState_NativePtr = _Mouse.MouseState
int screenx = mouseState.X.abs;
int screeny = mouseState.Y.abs;
if (inputKeyboard.IsKeyDown(MOIS.KeyCode.KC_BACK))
{
// ... do something when BACK key is down
}
if (inputKeyboard.IsKeyDown(MOIS.KeyCode.KC_1))
{
// ... do something when 1 key is down
}
if (mouseState.ButtonDown(MOIS.MouseButtonID.MB_Left))
{
// ... do something when left mouse button is pressed
}
Buffered mode
Change these line in CreateInput():
// Create all devices (except joystick, as most people have Keyboard/Mouse) using unbuffered input.
inputKeyboard = (MOIS.Keyboard)inputManager.CreateInputObject(MOIS.Type.OISKeyboard, false);
inputMouse = (MOIS.Mouse)inputManager.CreateInputObject(MOIS.Type.OISMouse, false);
to:
// Create all devices (except joystick, as most people have Keyboard/Mouse) using buffered input.
inputKeyboard = (MOIS.Keyboard)inputManager.CreateInputObject(MOIS.Type.OISKeyboard, true);
inputMouse = (MOIS.Mouse)inputManager.CreateInputObject(MOIS.Type.OISMouse, true);
Capture input events in FrameStart() or FrameEnded():
// Capture all key presses since last check. inputKeyboard.Capture(); // Capture all mouse movements and button presses since last check. inputMouse.Capture();
Add event handlers to your CreateEventHanlder() method. Mine looks like this:
public void CreateEventHandler()
{
mRoot.FrameStarted += new FrameListener.FrameStartedHandler(FrameStarted);
mRoot.FrameEnded += new FrameListener.FrameEndedHandler(FrameEnded);
if (inputKeyboard != null)
{
LogManager.Singleton.LogMessage("Setting up keyboard listeners");
inputKeyboard.KeyPressed += new MOIS.KeyListener.KeyPressedHandler(KeyPressed);
inputKeyboard.KeyReleased += new MOIS.KeyListener.KeyReleasedHandler(KeyReleased);
}
if (inputMouse != null)
{
LogManager.Singleton.LogMessage("Setting up mouse listeners");
inputMouse.MousePressed += new MOIS.MouseListener.MousePressedHandler(MousePressed);
inputMouse.MouseReleased += new MOIS.MouseListener.MouseReleasedHandler(MouseReleased);
inputMouse.MouseMoved += new MOIS.MouseListener.MouseMovedHandler(MouseMotion);
}
}
Create event handler methods:
public bool MouseMotion(MOIS.MouseEvent e)
{
// you can use e.state.Y.rel for reltive position, and e.state.Y.abs for absolute
return true;
}
public bool MousePressed(MOIS.MouseEvent e, MOIS.MouseButtonID button)
{
switch (button)
{
case MOIS.MouseButtonID.MB_Left:
break;
}
return true;
}
public bool MouseReleased(MOIS.MouseEvent e, MOIS.MouseButtonID button)
{
return true;
}
public bool KeyPressed(MOIS.KeyEvent e)
{
switch (e.key)
{
case MOIS.KeyCode.KC_ESCAPE:
break;
}
return true;
}
public bool KeyReleased(MOIS.KeyEvent e)
{
switch (e.key)
{
case MOIS.KeyCode.KC_ESCAPE:
break;
}
return true;
}
You can still use the isKeyDown() function to determine the state of your keyboard, just as if you were using immediate/unbuffered mode (more information in this forum post).
See Also
- OIS
- Using OIS
- MOIS sources in SVN
- German keyboard layout (remapped keys)
- OIS API created with doxygen
- OIS User Forum
- Input handling by WinAPI as alternative to OIS (a little bit more efficient; needed for multiple mice or keyboards)
- SharpInputSystem - an other input alternative (alpha status, latest code in SVN)
- SlimDX - an open source framework for easy use of DirectX by C# (e.g. inputs from keyboard, mouse, gamepad - see tutorials in the SlimDX SDK)
- Getting all you can out of a keyboard layout - an alternative how to get key inputs

