MinieExamples/src/main/java/jme3utilities/minie/test/TestDac.java
/**
     * Add application-specific hotkey bindings and override existing ones.
     */
Add application-specific hotkey bindings and override existing ones.
Add application - specific hotkey bindings and override existing ones .
@Override
    public void moreDefaultBindings() {
        InputMode dim = getDefaultInputMode();
        dim.bind("add", KeyInput.KEY_INSERT);
        dim.bind("amputate left elbow", KeyInput.KEY_DELETE);
        dim.bind("blend all to kinematic", KeyInput.KEY_K);
        dim.bind(AbstractDemo.asCollectGarbage, KeyInput.KEY_G);
        dim.bind("drop attachments", KeyInput.KEY_PGDN);
        dim.bind(AbstractDemo.asDumpScenes, KeyInput.KEY_P);
        dim.bind(AbstractDemo.asDumpSpace, KeyInput.KEY_O);
        dim.bind("freeze all", KeyInput.KEY_F);
        dim.bind("freeze upper body", KeyInput.KEY_U);
        dim.bind("ghost upper body", KeyInput.KEY_8);
        dim.bind("go anim pose", KeyInput.KEY_6);
        dim.bind("go bind pose", KeyInput.KEY_B);
        dim.bind("go dynamic bind pose", KeyInput.KEY_7);
        dim.bind("go floating", KeyInput.KEY_0);
        dim.bind("go frozen", KeyInput.KEY_MINUS);
        dim.bind("go limp", KeyInput.KEY_SPACE);
        dim.bind("limp left arm", KeyInput.KEY_LBRACKET);
        dim.bind("limp right arm", KeyInput.KEY_RBRACKET);
        dim.bind("load", KeyInput.KEY_L);
        dim.bind("load BaseMesh", KeyInput.KEY_F11);
        dim.bind("load Elephant", KeyInput.KEY_F3);
        dim.bind("load Jaime", KeyInput.KEY_F2);
        dim.bind("load MhGame", KeyInput.KEY_F9);
        dim.bind("load Ninja", KeyInput.KEY_F7);
        dim.bind("load Oto", KeyInput.KEY_F6);
        dim.bind("load Puppet", KeyInput.KEY_F8);
        dim.bind("load Sinbad", KeyInput.KEY_F1);
        dim.bind("load SinbadWith1Sword", KeyInput.KEY_F10);
        dim.bind("load SinbadWithSwords", KeyInput.KEY_F4);
        dim.bind("pin leftFemur", KeyInput.KEY_9);
        dim.bind("raise leftFoot", KeyInput.KEY_LCONTROL);
        dim.bind("raise leftHand", KeyInput.KEY_LSHIFT);
        dim.bind("raise rightFoot", KeyInput.KEY_RCONTROL);
        dim.bind("raise rightHand", KeyInput.KEY_RSHIFT);
        dim.bind("reset model transform", KeyInput.KEY_HOME);
        dim.bind("save", KeyInput.KEY_COMMA);
        dim.bind("set height 1", KeyInput.KEY_1);
        dim.bind("set height 2", KeyInput.KEY_2);
        dim.bind("set height 3", KeyInput.KEY_3);
        dim.bindSignal(CameraInput.FLYCAM_LOWER, KeyInput.KEY_DOWN);
        dim.bindSignal(CameraInput.FLYCAM_RISE, KeyInput.KEY_UP);
        dim.bindSignal("rotateLeft", KeyInput.KEY_LEFT);
        dim.bindSignal("rotateRight", KeyInput.KEY_RIGHT);
        dim.bindSignal("shower", KeyInput.KEY_I);
        dim.bind(AbstractDemo.asToggleAabbs, KeyInput.KEY_APOSTROPHE);
        dim.bind(AbstractDemo.asToggleDebug, KeyInput.KEY_SLASH);
        dim.bind(AbstractDemo.asToggleHelp, KeyInput.KEY_H);
        dim.bind("toggle meshes", KeyInput.KEY_M);
        dim.bind(AbstractDemo.asTogglePause, KeyInput.KEY_PAUSE,
                KeyInput.KEY_PERIOD);
        dim.bind(AbstractDemo.asTogglePcoAxes, KeyInput.KEY_SEMICOLON);
        dim.bind("toggle skeleton", KeyInput.KEY_V);
        float margin = 10f; 
        float width = cam.getWidth() - 2f * margin;
        float height = cam.getHeight() - (2f * margin + 20f);
        float leftX = margin;
        float topY = margin + height;
        Rectangle rectangle = new Rectangle(leftX, topY, width, height);
        attachHelpNode(rectangle);
    }
@ Override public void moreDefaultBindings ( ) { InputMode dim = getDefaultInputMode ( ) ; dim . bind ( "add" , KeyInput . KEY_INSERT ) ; dim . bind ( "amputate left elbow" , KeyInput . KEY_DELETE ) ; dim . bind ( "blend all to kinematic" , KeyInput . KEY_K ) ; dim . bind ( AbstractDemo . asCollectGarbage , KeyInput . KEY_G ) ; dim . bind ( "drop attachments" , KeyInput . KEY_PGDN ) ; dim . bind ( AbstractDemo . asDumpScenes , KeyInput . KEY_P ) ; dim . bind ( AbstractDemo . asDumpSpace , KeyInput . KEY_O ) ; dim . bind ( "freeze all" , KeyInput . KEY_F ) ; dim . bind ( "freeze upper body" , KeyInput . KEY_U ) ; dim . bind ( "ghost upper body" , KeyInput . KEY_8 ) ; dim . bind ( "go anim pose" , KeyInput . KEY_6 ) ; dim . bind ( "go bind pose" , KeyInput . KEY_B ) ; dim . bind ( "go dynamic bind pose" , KeyInput . KEY_7 ) ; dim . bind ( "go floating" , KeyInput . KEY_0 ) ; dim . bind ( "go frozen" , KeyInput . KEY_MINUS ) ; dim . bind ( "go limp" , KeyInput . KEY_SPACE ) ; dim . bind ( "limp left arm" , KeyInput . KEY_LBRACKET ) ; dim . bind ( "limp right arm" , KeyInput . KEY_RBRACKET ) ; dim . bind ( "load" , KeyInput . KEY_L ) ; dim . bind ( "load BaseMesh" , KeyInput . KEY_F11 ) ; dim . bind ( "load Elephant" , KeyInput . KEY_F3 ) ; dim . bind ( "load Jaime" , KeyInput . KEY_F2 ) ; dim . bind ( "load MhGame" , KeyInput . KEY_F9 ) ; dim . bind ( "load Ninja" , KeyInput . KEY_F7 ) ; dim . bind ( "load Oto" , KeyInput . KEY_F6 ) ; dim . bind ( "load Puppet" , KeyInput . KEY_F8 ) ; dim . bind ( "load Sinbad" , KeyInput . KEY_F1 ) ; dim . bind ( "load SinbadWith1Sword" , KeyInput . KEY_F10 ) ; dim . bind ( "load SinbadWithSwords" , KeyInput . KEY_F4 ) ; dim . bind ( "pin leftFemur" , KeyInput . KEY_9 ) ; dim . bind ( "raise leftFoot" , KeyInput . KEY_LCONTROL ) ; dim . bind ( "raise leftHand" , KeyInput . KEY_LSHIFT ) ; dim . bind ( "raise rightFoot" , KeyInput . KEY_RCONTROL ) ; dim . bind ( "raise rightHand" , KeyInput . KEY_RSHIFT ) ; dim . bind ( "reset model transform" , KeyInput . KEY_HOME ) ; dim . bind ( "save" , KeyInput . KEY_COMMA ) ; dim . bind ( "set height 1" , KeyInput . KEY_1 ) ; dim . bind ( "set height 2" , KeyInput . KEY_2 ) ; dim . bind ( "set height 3" , KeyInput . KEY_3 ) ; dim . bindSignal ( CameraInput . FLYCAM_LOWER , KeyInput . KEY_DOWN ) ; dim . bindSignal ( CameraInput . FLYCAM_RISE , KeyInput . KEY_UP ) ; dim . bindSignal ( "rotateLeft" , KeyInput . KEY_LEFT ) ; dim . bindSignal ( "rotateRight" , KeyInput . KEY_RIGHT ) ; dim . bindSignal ( "shower" , KeyInput . KEY_I ) ; dim . bind ( AbstractDemo . asToggleAabbs , KeyInput . KEY_APOSTROPHE ) ; dim . bind ( AbstractDemo . asToggleDebug , KeyInput . KEY_SLASH ) ; dim . bind ( AbstractDemo . asToggleHelp , KeyInput . KEY_H ) ; dim . bind ( "toggle meshes" , KeyInput . KEY_M ) ; dim . bind ( AbstractDemo . asTogglePause , KeyInput . KEY_PAUSE , KeyInput . KEY_PERIOD ) ; dim . bind ( AbstractDemo . asTogglePcoAxes , KeyInput . KEY_SEMICOLON ) ; dim . bind ( "toggle skeleton" , KeyInput . KEY_V ) ; float margin = 10f ; float width = cam . getWidth ( ) - 2f * margin ; float height = cam . getHeight ( ) - ( 2f * margin + 20f ) ; float leftX = margin ; float topY = margin + height ; Rectangle rectangle = new Rectangle ( leftX , topY , width , height ) ; attachHelpNode ( rectangle ) ; }
Add application-specific hotkey bindings and override existing ones.
Add application - specific hotkey bindings and override existing ones .
// in pixels
