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History: MOIS

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            MOIS is the ((MOGRE|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).

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!!Setup
MOIS is included in the ((MOGRE|Mogre)) SDK and used by some Mogre-Samples like ExampleApplication.

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:
{CODE(wrap="1", colors="c#")}   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);
   }{CODE}

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()'':
{CODE(wrap="1", colors="c#")}   MOIS.MouseState_NativePtr mouseState = inputMouse.MouseState;
   mouseState.width = viewport.ActualWidth;
   mouseState.height = viewport.ActualHeight;{CODE}

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:
{CODE(wrap="1", colors="c#")}   // 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
   }{CODE}

!!!Buffered mode
Change these line in ''CreateInput()'':
{CODE(wrap="1", colors="c#")}      // 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);{CODE}
to:
{CODE(wrap="1", colors="c#")}      // 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);{CODE}

Capture input events in ''FrameStart()'' or ''FrameEnded()'':
{CODE(wrap="1", colors="c#")}   // Capture all key presses since last check.
   inputKeyboard.Capture();
   // Capture all mouse movements and button presses since last check.
   inputMouse.Capture();{CODE}

Add event handlers to your ''CreateEventHanlder()'' method. Mine looks like this:
{CODE(wrap="1", colors="c#")}        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);
            }
        }{CODE}

Create event handler methods:

{CODE(wrap="1", colors="c#")}        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;
        }{CODE}

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 [http://www.ogre3d.org/phpBB2/viewtopic.php?p=122212#122212|forum post]).

!!See Also
* ((OIS))
* ((Using OIS))
* ((Basic Tutorial 4)) - Unbuffered Input using OIS (see section ''Processing Input'')
* ((Basic Tutorial 5)) - Buffered input using OIS (note: this C++ tutorial has an other content than the ''Mogre Basic Tutorial 5'')
* [https://bitbucket.org/mogre/mogreaddons/src/tip/MOIS|MOIS source code]
* [http://www.ogre3d.org/phpBB2addons/viewtopic.php?t=8495|German keyboard layout] (remapped keys)
* [http://geeksden.sourceforge.net/OISAPI.zip|OIS API created with doxygen]
* [http://www.wreckedgames.com/forum/index.php?board=6.0|OIS User Forum]

!!Alternatives
* [http://www.ogre3d.org/forums/viewtopic.php?p=322494#p322494|Input handling by WinAPI] as alternative to OIS (a little bit more efficient; needed for multiple mice or keyboards)
* [http://www.codeplex.com/SharpInputSystem|SharpInputSystem] - an other input alternative (alpha status, latest code in SVN)
* [http://slimdx.org|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) You just need the file ''SlimDX.dll'' and the newest DirectX version.
* [http://blogs.msdn.com/michkap/archive/2006/03/23/558674.aspx|Getting all you can out of a keyboard layout] - an alternative how to get key inputs
** [http://www.ogre3d.org/addonforums/viewtopic.php?p=51195#p51195|modified code snippet for Mogre]
** [http://www.ogre3d.org/addonforums/viewtopic.php?p=67154#p67154|one more note]

        

History

Information Version
Mon 10 of Feb, 2014 18:00 GMT-0000 Beauty added and replaced links 18
Tue 24 of Apr, 2012 15:34 GMT-0000 Beauty added link to OISB 17
Tue 24 of Jan, 2012 06:51 GMT-0000 Aralox 16
Tue 24 of Jan, 2012 06:50 GMT-0000 Aralox Added note about paramlist explanation on OIS wiki page 15
Thu 03 of Feb, 2011 22:05 GMT-0000 Beauty added download link for VS2010/.NET4.0 14
Thu 03 of Feb, 2011 16:11 GMT-0000 Beauty mistype correction 13
Thu 03 of Feb, 2011 16:10 GMT-0000 Beauty added tutorial link 12
Wed 18 of Aug, 2010 15:00 GMT-0000 Beauty mistype correction 11
Wed 18 of Aug, 2010 14:59 GMT-0000 Beauty updated repository link 10
Wed 18 of Aug, 2010 14:55 GMT-0000 Beauty added note 9
Wed 18 of Aug, 2010 14:53 GMT-0000 Beauty 8
Wed 18 of Aug, 2010 14:52 GMT-0000 Beauty added subsection "alternatives" 7
Wed 18 of Aug, 2010 14:47 GMT-0000 Beauty updated setup section + added links 6
Thu 11 of Feb, 2010 23:26 GMT-0000 beauty added link to SlimDX (as input alternative) 5
Thu 31 of Dec, 2009 20:06 GMT-0000 jacmoe 4
Thu 31 of Dec, 2009 00:00 GMT-0000 jacmoe 3
Wed 30 of Dec, 2009 11:29 GMT-0000 Beauty See Also: added alternative how to get key inputs 2
Fri 20 of Nov, 2009 00:43 GMT-0000 Beauty added note - OIS.dll not needed 1