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interaction [2020/05/26 12:53] – [Gesture Interaction] admininteraction [2020/05/26 12:55] – [GamePad Interaction] admin
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 In the example below it is described, how to rotate and zoom a model. Therefor we use the interactive gestures: ZOOM and PAN. In the example below it is described, how to rotate and zoom a model. Therefor we use the interactive gestures: ZOOM and PAN.
-In the //OnGesture// event of our GorillaViewport1 we setup a callback procedure to handle gesture input. Simple check for the supplied interactive gesture event: //igiZoom// or //igiPan// +In the //OnGesture// event of our GorillaViewport1 we setup a callback procedure to handle gesture input. Simple check for the supplied interactive gesture event: //igiZoom// or //igiPan// and execute the very simple //DoZoom// and //DoRotate// sub-routines.
-And execute the very simple //DoZoom// and //DoRotate// sub-routines.+
  
 <file pascal> <file pascal>
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 Interacting with gamepads in Firemonkey is not possible out of the box. But of course you can build your own component. Interacting with gamepads in Firemonkey is not possible out of the box. But of course you can build your own component.
-Gorilla3D already provides support for gamepads in the TGorillaInputController and is very easy to use. Also combination of mouse and keyboard input is managable. 
  
 +But before bothering, have a look at the TGorillaInputController of Gorilla3D, which already provides support for gamepads. It is very easy to use and allows combinations of mouse and keyboard input.
 +
 +[[inputpolling|Input Polling]]
 ===== Input-Controller ===== ===== Input-Controller =====
 Because most games and applications use hotkeys and sequences to interact with the 3D world. Because most games and applications use hotkeys and sequences to interact with the 3D world.