MOIS        

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).

Setup


MOIS is included in the Mogre SDK and used by some Mogre-Samples like ExampleApplication.

If you need MOIS for VS2010/.NET 4.0, you can download the binaries here.

Set up the library...

  • In your bin/debug directory you need the file MOIS_d.dll.
  • In your bin/release directory you need the file MOIS.dll.
  • In your project add a link to the MOIS.dll library.


Note: In older releases additonally the file OIS.dll was needed, but now it's already embedded in the MOIS.dll file.

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);
   }


Note: For more info on the ParamList, see the OIS Wiki page

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

Alternatives