Browse Source

Prefer key constants instead of ascii codes in keydown/keypress checks. (AngelScript & C++)

Lasse Öörni 9 years ago
parent
commit
a794f9e59b
63 changed files with 256 additions and 256 deletions
  1. 4 4
      Source/Samples/04_StaticScene/StaticScene.cpp
  2. 4 4
      Source/Samples/05_AnimatingScene/AnimatingScene.cpp
  3. 4 4
      Source/Samples/06_SkeletalAnimation/SkeletalAnimation.cpp
  4. 4 4
      Source/Samples/07_Billboards/Billboards.cpp
  5. 4 4
      Source/Samples/08_Decals/Decals.cpp
  6. 4 4
      Source/Samples/09_MultipleViewports/MultipleViewports.cpp
  7. 4 4
      Source/Samples/10_RenderToTexture/RenderToTexture.cpp
  8. 4 4
      Source/Samples/11_Physics/Physics.cpp
  9. 4 4
      Source/Samples/12_PhysicsStressTest/PhysicsStressTest.cpp
  10. 4 4
      Source/Samples/13_Ragdolls/Ragdolls.cpp
  11. 4 4
      Source/Samples/15_Navigation/Navigation.cpp
  12. 4 4
      Source/Samples/17_SceneReplication/SceneReplication.cpp
  13. 4 4
      Source/Samples/18_CharacterDemo/CharacterDemo.cpp
  14. 4 4
      Source/Samples/19_VehicleDemo/VehicleDemo.cpp
  15. 4 4
      Source/Samples/20_HugeObjectCount/HugeObjectCount.cpp
  16. 4 4
      Source/Samples/21_AngelScriptIntegration/AngelScriptIntegration.cpp
  17. 4 4
      Source/Samples/22_LuaIntegration/LuaIntegration.cpp
  18. 4 4
      Source/Samples/23_Water/Water.cpp
  19. 4 4
      Source/Samples/24_Urho2DSprite/Urho2DSprite.cpp
  20. 4 4
      Source/Samples/27_Urho2DPhysics/Urho2DPhysics.cpp
  21. 4 4
      Source/Samples/28_Urho2DPhysicsRope/Urho2DPhysicsRope.cpp
  22. 4 4
      Source/Samples/30_LightAnimation/LightAnimation.cpp
  23. 4 4
      Source/Samples/31_MaterialAnimation/MaterialAnimation.cpp
  24. 4 4
      Source/Samples/32_Urho2DConstraints/Urho2DConstraints.cpp
  25. 4 4
      Source/Samples/33_Urho2DSpriterAnimation/Urho2DSpriterAnimation.cpp
  26. 4 4
      Source/Samples/34_DynamicGeometry/DynamicGeometry.cpp
  27. 4 4
      Source/Samples/35_SignedDistanceFieldText/SignedDistanceFieldText.cpp
  28. 4 4
      Source/Samples/36_Urho2DTileMap/Urho2DTileMap.cpp
  29. 4 4
      Source/Samples/38_SceneAndUILoad/SceneAndUILoad.cpp
  30. 4 4
      Source/Samples/39_CrowdNavigation/CrowdNavigation.cpp
  31. 4 4
      Source/Samples/42_PBRMaterials/PBRMaterials.cpp
  32. 4 4
      bin/Data/Scripts/04_StaticScene.as
  33. 4 4
      bin/Data/Scripts/05_AnimatingScene.as
  34. 4 4
      bin/Data/Scripts/06_SkeletalAnimation.as
  35. 4 4
      bin/Data/Scripts/07_Billboards.as
  36. 4 4
      bin/Data/Scripts/08_Decals.as
  37. 4 4
      bin/Data/Scripts/09_MultipleViewports.as
  38. 4 4
      bin/Data/Scripts/10_RenderToTexture.as
  39. 4 4
      bin/Data/Scripts/11_Physics.as
  40. 4 4
      bin/Data/Scripts/12_PhysicsStressTest.as
  41. 4 4
      bin/Data/Scripts/13_Ragdolls.as
  42. 4 4
      bin/Data/Scripts/15_Navigation.as
  43. 4 4
      bin/Data/Scripts/17_SceneReplication.as
  44. 4 4
      bin/Data/Scripts/18_CharacterDemo.as
  45. 4 4
      bin/Data/Scripts/19_VehicleDemo.as
  46. 4 4
      bin/Data/Scripts/20_HugeObjectCount.as
  47. 4 4
      bin/Data/Scripts/23_Water.as
  48. 4 4
      bin/Data/Scripts/24_Urho2DSprite.as
  49. 4 4
      bin/Data/Scripts/27_Urho2DPhysics.as
  50. 4 4
      bin/Data/Scripts/28_Urho2DPhysicsRope.as
  51. 5 5
      bin/Data/Scripts/30_LightAnimation.as
  52. 4 4
      bin/Data/Scripts/31_MaterialAnimation.as
  53. 4 4
      bin/Data/Scripts/32_Urho2DConstraints.as
  54. 4 4
      bin/Data/Scripts/33_Urho2DSpriterAnimation.as
  55. 4 4
      bin/Data/Scripts/34_DynamicGeometry.as
  56. 4 4
      bin/Data/Scripts/35_SignedDistanceFieldText.as
  57. 4 4
      bin/Data/Scripts/36_Urho2DTileMap.as
  58. 4 4
      bin/Data/Scripts/38_SceneAndUILoad.as
  59. 4 4
      bin/Data/Scripts/39_CrowdNavigation.as
  60. 4 4
      bin/Data/Scripts/42_PBRMaterials.as
  61. 1 1
      bin/Data/Scripts/Editor/EditorUI.as
  62. 6 6
      bin/Data/Scripts/Editor/EditorView.as
  63. 8 8
      bin/Data/Scripts/NinjaSnowWar.as

+ 4 - 4
Source/Samples/04_StaticScene/StaticScene.cpp

@@ -175,13 +175,13 @@ void StaticScene::MoveCamera(float timeStep)
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
     // Use the Translate() function (default local space) to move relative to the node's orientation.
-    if (input->GetKeyDown('W'))
+    if (input->GetKeyDown(KEY_W))
         cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('S'))
+    if (input->GetKeyDown(KEY_S))
         cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('A'))
+    if (input->GetKeyDown(KEY_A))
         cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('D'))
+    if (input->GetKeyDown(KEY_D))
         cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
 }
 

+ 4 - 4
Source/Samples/05_AnimatingScene/AnimatingScene.cpp

@@ -181,13 +181,13 @@ void AnimatingScene::MoveCamera(float timeStep)
     cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
-    if (input->GetKeyDown('W'))
+    if (input->GetKeyDown(KEY_W))
         cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('S'))
+    if (input->GetKeyDown(KEY_S))
         cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('A'))
+    if (input->GetKeyDown(KEY_A))
         cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('D'))
+    if (input->GetKeyDown(KEY_D))
         cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
 }
 

+ 4 - 4
Source/Samples/06_SkeletalAnimation/SkeletalAnimation.cpp

@@ -221,13 +221,13 @@ void SkeletalAnimation::MoveCamera(float timeStep)
     cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
-    if (input->GetKeyDown('W'))
+    if (input->GetKeyDown(KEY_W))
         cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('S'))
+    if (input->GetKeyDown(KEY_S))
         cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('A'))
+    if (input->GetKeyDown(KEY_A))
         cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('D'))
+    if (input->GetKeyDown(KEY_D))
         cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
 
     // Toggle debug geometry with space

+ 4 - 4
Source/Samples/07_Billboards/Billboards.cpp

@@ -272,13 +272,13 @@ void Billboards::MoveCamera(float timeStep)
     cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
-    if (input->GetKeyDown('W'))
+    if (input->GetKeyDown(KEY_W))
         cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('S'))
+    if (input->GetKeyDown(KEY_S))
         cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('A'))
+    if (input->GetKeyDown(KEY_A))
         cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('D'))
+    if (input->GetKeyDown(KEY_D))
         cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
 
     // Toggle debug geometry with space

+ 4 - 4
Source/Samples/08_Decals/Decals.cpp

@@ -232,13 +232,13 @@ void Decals::MoveCamera(float timeStep)
     }
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
-    if (input->GetKeyDown('W'))
+    if (input->GetKeyDown(KEY_W))
         cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('S'))
+    if (input->GetKeyDown(KEY_S))
         cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('A'))
+    if (input->GetKeyDown(KEY_A))
         cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('D'))
+    if (input->GetKeyDown(KEY_D))
         cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
 
     // Toggle debug geometry with space

+ 4 - 4
Source/Samples/09_MultipleViewports/MultipleViewports.cpp

@@ -247,13 +247,13 @@ void MultipleViewports::MoveCamera(float timeStep)
     cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
-    if (input->GetKeyDown('W'))
+    if (input->GetKeyDown(KEY_W))
         cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('S'))
+    if (input->GetKeyDown(KEY_S))
         cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('A'))
+    if (input->GetKeyDown(KEY_A))
         cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('D'))
+    if (input->GetKeyDown(KEY_D))
         cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
 
     // Toggle post processing effects on the front viewport. Note that the rear viewport is unaffected

+ 4 - 4
Source/Samples/10_RenderToTexture/RenderToTexture.cpp

@@ -258,13 +258,13 @@ void RenderToTexture::MoveCamera(float timeStep)
     cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
-    if (input->GetKeyDown('W'))
+    if (input->GetKeyDown(KEY_W))
         cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('S'))
+    if (input->GetKeyDown(KEY_S))
         cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('A'))
+    if (input->GetKeyDown(KEY_A))
         cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('D'))
+    if (input->GetKeyDown(KEY_D))
         cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
 }
 

+ 4 - 4
Source/Samples/11_Physics/Physics.cpp

@@ -238,13 +238,13 @@ void Physics::MoveCamera(float timeStep)
     cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
-    if (input->GetKeyDown('W'))
+    if (input->GetKeyDown(KEY_W))
         cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('S'))
+    if (input->GetKeyDown(KEY_S))
         cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('A'))
+    if (input->GetKeyDown(KEY_A))
         cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('D'))
+    if (input->GetKeyDown(KEY_D))
         cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
 
     // "Shoot" a physics object with left mousebutton

+ 4 - 4
Source/Samples/12_PhysicsStressTest/PhysicsStressTest.cpp

@@ -244,13 +244,13 @@ void PhysicsStressTest::MoveCamera(float timeStep)
     cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
-    if (input->GetKeyDown('W'))
+    if (input->GetKeyDown(KEY_W))
         cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('S'))
+    if (input->GetKeyDown(KEY_S))
         cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('A'))
+    if (input->GetKeyDown(KEY_A))
         cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('D'))
+    if (input->GetKeyDown(KEY_D))
         cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
 
     // "Shoot" a physics object with left mousebutton

+ 4 - 4
Source/Samples/13_Ragdolls/Ragdolls.cpp

@@ -229,13 +229,13 @@ void Ragdolls::MoveCamera(float timeStep)
     cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
-    if (input->GetKeyDown('W'))
+    if (input->GetKeyDown(KEY_W))
         cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('S'))
+    if (input->GetKeyDown(KEY_S))
         cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('A'))
+    if (input->GetKeyDown(KEY_A))
         cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('D'))
+    if (input->GetKeyDown(KEY_D))
         cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
 
     // "Shoot" a physics object with left mousebutton

+ 4 - 4
Source/Samples/15_Navigation/Navigation.cpp

@@ -246,13 +246,13 @@ void Navigation::MoveCamera(float timeStep)
     }
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
-    if (input->GetKeyDown('W'))
+    if (input->GetKeyDown(KEY_W))
         cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('S'))
+    if (input->GetKeyDown(KEY_S))
         cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('A'))
+    if (input->GetKeyDown(KEY_A))
         cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('D'))
+    if (input->GetKeyDown(KEY_D))
         cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
 
     // Set destination or teleport with left mouse button

+ 4 - 4
Source/Samples/17_SceneReplication/SceneReplication.cpp

@@ -366,10 +366,10 @@ void SceneReplication::HandlePhysicsPreStep(StringHash eventType, VariantMap& ev
         // Only apply WASD controls if there is no focused UI element
         if (!ui->GetFocusElement())
         {
-            controls.Set(CTRL_FORWARD, input->GetKeyDown('W'));
-            controls.Set(CTRL_BACK, input->GetKeyDown('S'));
-            controls.Set(CTRL_LEFT, input->GetKeyDown('A'));
-            controls.Set(CTRL_RIGHT, input->GetKeyDown('D'));
+            controls.Set(CTRL_FORWARD, input->GetKeyDown(KEY_W));
+            controls.Set(CTRL_BACK, input->GetKeyDown(KEY_S));
+            controls.Set(CTRL_LEFT, input->GetKeyDown(KEY_A));
+            controls.Set(CTRL_RIGHT, input->GetKeyDown(KEY_D));
         }
 
         serverConnection->SetControls(controls);

+ 4 - 4
Source/Samples/18_CharacterDemo/CharacterDemo.cpp

@@ -274,10 +274,10 @@ void CharacterDemo::HandleUpdate(StringHash eventType, VariantMap& eventData)
         {
             if (!touch_ || !touch_->useGyroscope_)
             {
-                character_->controls_.Set(CTRL_FORWARD, input->GetKeyDown('W'));
-                character_->controls_.Set(CTRL_BACK, input->GetKeyDown('S'));
-                character_->controls_.Set(CTRL_LEFT, input->GetKeyDown('A'));
-                character_->controls_.Set(CTRL_RIGHT, input->GetKeyDown('D'));
+                character_->controls_.Set(CTRL_FORWARD, input->GetKeyDown(KEY_W));
+                character_->controls_.Set(CTRL_BACK, input->GetKeyDown(KEY_S));
+                character_->controls_.Set(CTRL_LEFT, input->GetKeyDown(KEY_A));
+                character_->controls_.Set(CTRL_RIGHT, input->GetKeyDown(KEY_D));
             }
             character_->controls_.Set(CTRL_JUMP, input->GetKeyDown(KEY_SPACE));
 

+ 4 - 4
Source/Samples/19_VehicleDemo/VehicleDemo.cpp

@@ -215,10 +215,10 @@ void VehicleDemo::HandleUpdate(StringHash eventType, VariantMap& eventData)
         // Get movement controls and assign them to the vehicle component. If UI has a focused element, clear controls
         if (!ui->GetFocusElement())
         {
-            vehicle_->controls_.Set(CTRL_FORWARD, input->GetKeyDown('W'));
-            vehicle_->controls_.Set(CTRL_BACK, input->GetKeyDown('S'));
-            vehicle_->controls_.Set(CTRL_LEFT, input->GetKeyDown('A'));
-            vehicle_->controls_.Set(CTRL_RIGHT, input->GetKeyDown('D'));
+            vehicle_->controls_.Set(CTRL_FORWARD, input->GetKeyDown(KEY_W));
+            vehicle_->controls_.Set(CTRL_BACK, input->GetKeyDown(KEY_S));
+            vehicle_->controls_.Set(CTRL_LEFT, input->GetKeyDown(KEY_A));
+            vehicle_->controls_.Set(CTRL_RIGHT, input->GetKeyDown(KEY_D));
 
             // Add yaw & pitch from the mouse motion or touch input. Used only for the camera, does not affect motion
             if (touchEnabled_)

+ 4 - 4
Source/Samples/20_HugeObjectCount/HugeObjectCount.cpp

@@ -221,13 +221,13 @@ void HugeObjectCount::MoveCamera(float timeStep)
     cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
-    if (input->GetKeyDown('W'))
+    if (input->GetKeyDown(KEY_W))
         cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('S'))
+    if (input->GetKeyDown(KEY_S))
         cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('A'))
+    if (input->GetKeyDown(KEY_A))
         cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('D'))
+    if (input->GetKeyDown(KEY_D))
         cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
 }
 

+ 4 - 4
Source/Samples/21_AngelScriptIntegration/AngelScriptIntegration.cpp

@@ -184,13 +184,13 @@ void AngelScriptIntegration::MoveCamera(float timeStep)
     cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
-    if (input->GetKeyDown('W'))
+    if (input->GetKeyDown(KEY_W))
         cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('S'))
+    if (input->GetKeyDown(KEY_S))
         cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('A'))
+    if (input->GetKeyDown(KEY_A))
         cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('D'))
+    if (input->GetKeyDown(KEY_D))
         cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
 }
 

+ 4 - 4
Source/Samples/22_LuaIntegration/LuaIntegration.cpp

@@ -193,13 +193,13 @@ void LuaIntegration::MoveCamera(float timeStep)
     cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
-    if (input->GetKeyDown('W'))
+    if (input->GetKeyDown(KEY_W))
         cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('S'))
+    if (input->GetKeyDown(KEY_S))
         cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('A'))
+    if (input->GetKeyDown(KEY_A))
         cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('D'))
+    if (input->GetKeyDown(KEY_D))
         cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
 }
 

+ 4 - 4
Source/Samples/23_Water/Water.cpp

@@ -256,13 +256,13 @@ void Water::MoveCamera(float timeStep)
     cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
-    if (input->GetKeyDown('W'))
+    if (input->GetKeyDown(KEY_W))
         cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('S'))
+    if (input->GetKeyDown(KEY_S))
         cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('A'))
+    if (input->GetKeyDown(KEY_A))
         cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('D'))
+    if (input->GetKeyDown(KEY_D))
         cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
 
     // In case resolution has changed, adjust the reflection camera aspect ratio

+ 4 - 4
Source/Samples/24_Urho2DSprite/Urho2DSprite.cpp

@@ -172,13 +172,13 @@ void Urho2DSprite::MoveCamera(float timeStep)
     const float MOVE_SPEED = 4.0f;
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
-    if (input->GetKeyDown('W'))
+    if (input->GetKeyDown(KEY_W))
         cameraNode_->Translate(Vector3::UP * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('S'))
+    if (input->GetKeyDown(KEY_S))
         cameraNode_->Translate(Vector3::DOWN * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('A'))
+    if (input->GetKeyDown(KEY_A))
         cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('D'))
+    if (input->GetKeyDown(KEY_D))
         cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
 
     if (input->GetKeyDown(KEY_PAGEUP))

+ 4 - 4
Source/Samples/27_Urho2DPhysics/Urho2DPhysics.cpp

@@ -198,13 +198,13 @@ void Urho2DPhysics::MoveCamera(float timeStep)
     const float MOVE_SPEED = 4.0f;
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
-    if (input->GetKeyDown('W'))
+    if (input->GetKeyDown(KEY_W))
         cameraNode_->Translate(Vector3::UP * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('S'))
+    if (input->GetKeyDown(KEY_S))
         cameraNode_->Translate(Vector3::DOWN * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('A'))
+    if (input->GetKeyDown(KEY_A))
         cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('D'))
+    if (input->GetKeyDown(KEY_D))
         cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
 
     if (input->GetKeyDown(KEY_PAGEUP))

+ 4 - 4
Source/Samples/28_Urho2DPhysicsRope/Urho2DPhysicsRope.cpp

@@ -187,13 +187,13 @@ void Urho2DPhysicsRope::MoveCamera(float timeStep)
     const float MOVE_SPEED = 4.0f;
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
-    if (input->GetKeyDown('W'))
+    if (input->GetKeyDown(KEY_W))
         cameraNode_->Translate(Vector3::UP * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('S'))
+    if (input->GetKeyDown(KEY_S))
         cameraNode_->Translate(Vector3::DOWN * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('A'))
+    if (input->GetKeyDown(KEY_A))
         cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('D'))
+    if (input->GetKeyDown(KEY_D))
         cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
 
     if (input->GetKeyDown(KEY_PAGEUP))

+ 4 - 4
Source/Samples/30_LightAnimation/LightAnimation.cpp

@@ -239,13 +239,13 @@ void LightAnimation::MoveCamera(float timeStep)
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
     // Use the Translate() function (default local space) to move relative to the node's orientation.
-    if (input->GetKeyDown('W'))
+    if (input->GetKeyDown(KEY_W))
         cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('S'))
+    if (input->GetKeyDown(KEY_S))
         cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('A'))
+    if (input->GetKeyDown(KEY_A))
         cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('D'))
+    if (input->GetKeyDown(KEY_D))
         cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
 }
 

+ 4 - 4
Source/Samples/31_MaterialAnimation/MaterialAnimation.cpp

@@ -187,13 +187,13 @@ void MaterialAnimation::MoveCamera(float timeStep)
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
     // Use the Translate() function (default local space) to move relative to the node's orientation.
-    if (input->GetKeyDown('W'))
+    if (input->GetKeyDown(KEY_W))
         cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('S'))
+    if (input->GetKeyDown(KEY_S))
         cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('A'))
+    if (input->GetKeyDown(KEY_A))
         cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('D'))
+    if (input->GetKeyDown(KEY_D))
         cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
 }
 

+ 4 - 4
Source/Samples/32_Urho2DConstraints/Urho2DConstraints.cpp

@@ -442,13 +442,13 @@ void Urho2DConstraints::MoveCamera(float timeStep)
     const float MOVE_SPEED = 4.0f;
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
-    if (input->GetKeyDown('W'))
+    if (input->GetKeyDown(KEY_W))
         cameraNode_->Translate(Vector3::UP * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('S'))
+    if (input->GetKeyDown(KEY_S))
         cameraNode_->Translate(Vector3::DOWN * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('A'))
+    if (input->GetKeyDown(KEY_A))
         cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('D'))
+    if (input->GetKeyDown(KEY_D))
         cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
 
     if (input->GetKeyDown(KEY_PAGEUP))

+ 4 - 4
Source/Samples/33_Urho2DSpriterAnimation/Urho2DSpriterAnimation.cpp

@@ -134,13 +134,13 @@ void Urho2DSpriterAnimation::MoveCamera(float timeStep)
     const float MOVE_SPEED = 4.0f;
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
-    if (input->GetKeyDown('W'))
+    if (input->GetKeyDown(KEY_W))
         cameraNode_->Translate(Vector3::UP * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('S'))
+    if (input->GetKeyDown(KEY_S))
         cameraNode_->Translate(Vector3::DOWN * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('A'))
+    if (input->GetKeyDown(KEY_A))
         cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('D'))
+    if (input->GetKeyDown(KEY_D))
         cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
 
     if (input->GetKeyDown(KEY_PAGEUP))

+ 4 - 4
Source/Samples/34_DynamicGeometry/DynamicGeometry.cpp

@@ -315,13 +315,13 @@ void DynamicGeometry::MoveCamera(float timeStep)
     cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
-    if (input->GetKeyDown('W'))
+    if (input->GetKeyDown(KEY_W))
         cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('S'))
+    if (input->GetKeyDown(KEY_S))
         cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('A'))
+    if (input->GetKeyDown(KEY_A))
         cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('D'))
+    if (input->GetKeyDown(KEY_D))
         cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
 }
 

+ 4 - 4
Source/Samples/35_SignedDistanceFieldText/SignedDistanceFieldText.cpp

@@ -198,13 +198,13 @@ void SignedDistanceFieldText::MoveCamera(float timeStep)
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
     // Use the Translate() function (default local space) to move relative to the node's orientation.
-    if (input->GetKeyDown('W'))
+    if (input->GetKeyDown(KEY_W))
         cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('S'))
+    if (input->GetKeyDown(KEY_S))
         cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('A'))
+    if (input->GetKeyDown(KEY_A))
         cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('D'))
+    if (input->GetKeyDown(KEY_D))
         cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
 }
 

+ 4 - 4
Source/Samples/36_Urho2DTileMap/Urho2DTileMap.cpp

@@ -142,13 +142,13 @@ void Urho2DTileMap::MoveCamera(float timeStep)
     const float MOVE_SPEED = 4.0f;
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
-    if (input->GetKeyDown('W'))
+    if (input->GetKeyDown(KEY_W))
         cameraNode_->Translate(Vector3::UP * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('S'))
+    if (input->GetKeyDown(KEY_S))
         cameraNode_->Translate(Vector3::DOWN * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('A'))
+    if (input->GetKeyDown(KEY_A))
         cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('D'))
+    if (input->GetKeyDown(KEY_D))
         cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
 
     if (input->GetKeyDown(KEY_PAGEUP))

+ 4 - 4
Source/Samples/38_SceneAndUILoad/SceneAndUILoad.cpp

@@ -158,13 +158,13 @@ void SceneAndUILoad::MoveCamera(float timeStep)
     }
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
-    if (input->GetKeyDown('W'))
+    if (input->GetKeyDown(KEY_W))
         cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('S'))
+    if (input->GetKeyDown(KEY_S))
         cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('A'))
+    if (input->GetKeyDown(KEY_A))
         cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('D'))
+    if (input->GetKeyDown(KEY_D))
         cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
 }
 

+ 4 - 4
Source/Samples/39_CrowdNavigation/CrowdNavigation.cpp

@@ -433,13 +433,13 @@ void CrowdNavigation::MoveCamera(float timeStep)
     }
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
-    if (input->GetKeyDown('W'))
+    if (input->GetKeyDown(KEY_W))
         cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('S'))
+    if (input->GetKeyDown(KEY_S))
         cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('A'))
+    if (input->GetKeyDown(KEY_A))
         cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('D'))
+    if (input->GetKeyDown(KEY_D))
         cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
 
     // Set destination or spawn a new jack with left mouse button

+ 4 - 4
Source/Samples/42_PBRMaterials/PBRMaterials.cpp

@@ -161,13 +161,13 @@ void PBRMaterials::MoveCamera(float timeStep)
     }
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
-    if (input->GetKeyDown('W'))
+    if (input->GetKeyDown(KEY_W))
         cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('S'))
+    if (input->GetKeyDown(KEY_S))
         cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('A'))
+    if (input->GetKeyDown(KEY_A))
         cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
-    if (input->GetKeyDown('D'))
+    if (input->GetKeyDown(KEY_D))
         cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
 }
 

+ 4 - 4
bin/Data/Scripts/04_StaticScene.as

@@ -125,13 +125,13 @@ void MoveCamera(float timeStep)
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
     // Use the Translate() function (default local space) to move relative to the node's orientation.
-    if (input.keyDown['W'])
+    if (input.keyDown[KEY_W])
         cameraNode.Translate(Vector3(0.0f, 0.0f, 1.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['S'])
+    if (input.keyDown[KEY_S])
         cameraNode.Translate(Vector3(0.0f, 0.0f, -1.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['A'])
+    if (input.keyDown[KEY_A])
         cameraNode.Translate(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['D'])
+    if (input.keyDown[KEY_D])
         cameraNode.Translate(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
 }
 

+ 4 - 4
bin/Data/Scripts/05_AnimatingScene.as

@@ -126,13 +126,13 @@ void MoveCamera(float timeStep)
     cameraNode.rotation = Quaternion(pitch, yaw, 0.0f);
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
-    if (input.keyDown['W'])
+    if (input.keyDown[KEY_W])
         cameraNode.Translate(Vector3(0.0f, 0.0f, 1.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['S'])
+    if (input.keyDown[KEY_S])
         cameraNode.Translate(Vector3(0.0f, 0.0f, -1.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['A'])
+    if (input.keyDown[KEY_A])
         cameraNode.Translate(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['D'])
+    if (input.keyDown[KEY_D])
         cameraNode.Translate(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
 }
 

+ 4 - 4
bin/Data/Scripts/06_SkeletalAnimation.as

@@ -162,13 +162,13 @@ void MoveCamera(float timeStep)
     cameraNode.rotation = Quaternion(pitch, yaw, 0.0f);
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
-    if (input.keyDown['W'])
+    if (input.keyDown[KEY_W])
         cameraNode.Translate(Vector3(0.0f, 0.0f, 1.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['S'])
+    if (input.keyDown[KEY_S])
         cameraNode.Translate(Vector3(0.0f, 0.0f, -1.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['A'])
+    if (input.keyDown[KEY_A])
         cameraNode.Translate(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['D'])
+    if (input.keyDown[KEY_D])
         cameraNode.Translate(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
 
     // Toggle debug geometry with space

+ 4 - 4
bin/Data/Scripts/07_Billboards.as

@@ -216,13 +216,13 @@ void MoveCamera(float timeStep)
     cameraNode.rotation = Quaternion(pitch, yaw, 0.0f);
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
-    if (input.keyDown['W'])
+    if (input.keyDown[KEY_W])
         cameraNode.Translate(Vector3(0.0f, 0.0f, 1.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['S'])
+    if (input.keyDown[KEY_S])
         cameraNode.Translate(Vector3(0.0f, 0.0f, -1.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['A'])
+    if (input.keyDown[KEY_A])
         cameraNode.Translate(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['D'])
+    if (input.keyDown[KEY_D])
         cameraNode.Translate(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
 
     // Toggle debug geometry with space

+ 4 - 4
bin/Data/Scripts/08_Decals.as

@@ -182,13 +182,13 @@ void MoveCamera(float timeStep)
     }
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
-    if (input.keyDown['W'])
+    if (input.keyDown[KEY_W])
         cameraNode.Translate(Vector3(0.0f, 0.0f, 1.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['S'])
+    if (input.keyDown[KEY_S])
         cameraNode.Translate(Vector3(0.0f, 0.0f, -1.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['A'])
+    if (input.keyDown[KEY_A])
         cameraNode.Translate(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['D'])
+    if (input.keyDown[KEY_D])
         cameraNode.Translate(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
 
     // Toggle debug geometry with space

+ 4 - 4
bin/Data/Scripts/09_MultipleViewports.as

@@ -191,13 +191,13 @@ void MoveCamera(float timeStep)
     cameraNode.rotation = Quaternion(pitch, yaw, 0.0f);
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
-    if (input.keyDown['W'])
+    if (input.keyDown[KEY_W])
         cameraNode.Translate(Vector3(0.0f, 0.0f, 1.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['S'])
+    if (input.keyDown[KEY_S])
         cameraNode.Translate(Vector3(0.0f, 0.0f, -1.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['A'])
+    if (input.keyDown[KEY_A])
         cameraNode.Translate(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['D'])
+    if (input.keyDown[KEY_D])
         cameraNode.Translate(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
 
     // Toggle post processing effects on the front viewport. Note that the rear viewport is unaffected

+ 4 - 4
bin/Data/Scripts/10_RenderToTexture.as

@@ -203,13 +203,13 @@ void MoveCamera(float timeStep)
     cameraNode.rotation = Quaternion(pitch, yaw, 0.0f);
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
-    if (input.keyDown['W'])
+    if (input.keyDown[KEY_W])
         cameraNode.Translate(Vector3(0.0f, 0.0f, 1.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['S'])
+    if (input.keyDown[KEY_S])
         cameraNode.Translate(Vector3(0.0f, 0.0f, -1.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['A'])
+    if (input.keyDown[KEY_A])
         cameraNode.Translate(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['D'])
+    if (input.keyDown[KEY_D])
         cameraNode.Translate(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
 }
 

+ 4 - 4
bin/Data/Scripts/11_Physics.as

@@ -179,13 +179,13 @@ void MoveCamera(float timeStep)
     cameraNode.rotation = Quaternion(pitch, yaw, 0.0f);
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
-    if (input.keyDown['W'])
+    if (input.keyDown[KEY_W])
         cameraNode.Translate(Vector3(0.0f, 0.0f, 1.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['S'])
+    if (input.keyDown[KEY_S])
         cameraNode.Translate(Vector3(0.0f, 0.0f, -1.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['A'])
+    if (input.keyDown[KEY_A])
         cameraNode.Translate(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['D'])
+    if (input.keyDown[KEY_D])
         cameraNode.Translate(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
 
     // "Shoot" a physics object with left mousebutton

+ 4 - 4
bin/Data/Scripts/12_PhysicsStressTest.as

@@ -186,13 +186,13 @@ void MoveCamera(float timeStep)
     cameraNode.rotation = Quaternion(pitch, yaw, 0.0f);
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
-    if (input.keyDown['W'])
+    if (input.keyDown[KEY_W])
         cameraNode.Translate(Vector3(0.0f, 0.0f, 1.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['S'])
+    if (input.keyDown[KEY_S])
         cameraNode.Translate(Vector3(0.0f, 0.0f, -1.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['A'])
+    if (input.keyDown[KEY_A])
         cameraNode.Translate(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['D'])
+    if (input.keyDown[KEY_D])
         cameraNode.Translate(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
 
     // "Shoot" a physics object with left mousebutton

+ 4 - 4
bin/Data/Scripts/13_Ragdolls.as

@@ -177,13 +177,13 @@ void MoveCamera(float timeStep)
     cameraNode.rotation = Quaternion(pitch, yaw, 0.0f);
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
-    if (input.keyDown['W'])
+    if (input.keyDown[KEY_W])
         cameraNode.Translate(Vector3(0.0f, 0.0f, 1.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['S'])
+    if (input.keyDown[KEY_S])
         cameraNode.Translate(Vector3(0.0f, 0.0f, -1.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['A'])
+    if (input.keyDown[KEY_A])
         cameraNode.Translate(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['D'])
+    if (input.keyDown[KEY_D])
         cameraNode.Translate(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
 
     // "Shoot" a physics object with left mousebutton

+ 4 - 4
bin/Data/Scripts/15_Navigation.as

@@ -202,13 +202,13 @@ void MoveCamera(float timeStep)
     }
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
-    if (input.keyDown['W'])
+    if (input.keyDown[KEY_W])
         cameraNode.Translate(Vector3(0.0f, 0.0f, 1.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['S'])
+    if (input.keyDown[KEY_S])
         cameraNode.Translate(Vector3(0.0f, 0.0f, -1.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['A'])
+    if (input.keyDown[KEY_A])
         cameraNode.Translate(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['D'])
+    if (input.keyDown[KEY_D])
         cameraNode.Translate(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
 
     // Set destination or teleport with left mouse button

+ 4 - 4
bin/Data/Scripts/17_SceneReplication.as

@@ -310,10 +310,10 @@ void HandlePhysicsPreStep(StringHash eventType, VariantMap& eventData)
         // Only apply WASD controls if there is no focused UI element
         if (ui.focusElement is null)
         {
-            controls.Set(CTRL_FORWARD, input.keyDown['W']);
-            controls.Set(CTRL_BACK, input.keyDown['S']);
-            controls.Set(CTRL_LEFT, input.keyDown['A']);
-            controls.Set(CTRL_RIGHT, input.keyDown['D']);
+            controls.Set(CTRL_FORWARD, input.keyDown[KEY_W]);
+            controls.Set(CTRL_BACK, input.keyDown[KEY_S]);
+            controls.Set(CTRL_LEFT, input.keyDown[KEY_A]);
+            controls.Set(CTRL_RIGHT, input.keyDown[KEY_D]);
         }
 
         serverConnection.controls = controls;

+ 4 - 4
bin/Data/Scripts/18_CharacterDemo.as

@@ -224,10 +224,10 @@ void HandleUpdate(StringHash eventType, VariantMap& eventData)
     {
         if (touchEnabled || !useGyroscope)
         {
-            character.controls.Set(CTRL_FORWARD, input.keyDown['W']);
-            character.controls.Set(CTRL_BACK, input.keyDown['S']);
-            character.controls.Set(CTRL_LEFT, input.keyDown['A']);
-            character.controls.Set(CTRL_RIGHT, input.keyDown['D']);
+            character.controls.Set(CTRL_FORWARD, input.keyDown[KEY_W]);
+            character.controls.Set(CTRL_BACK, input.keyDown[KEY_S]);
+            character.controls.Set(CTRL_LEFT, input.keyDown[KEY_A]);
+            character.controls.Set(CTRL_RIGHT, input.keyDown[KEY_D]);
         }
         character.controls.Set(CTRL_JUMP, input.keyDown[KEY_SPACE]);
 

+ 4 - 4
bin/Data/Scripts/19_VehicleDemo.as

@@ -165,10 +165,10 @@ void HandleUpdate(StringHash eventType, VariantMap& eventData)
     // Get movement controls and assign them to the vehicle component. If UI has a focused element, clear controls
     if (ui.focusElement is null)
     {
-        vehicle.controls.Set(CTRL_FORWARD, input.keyDown['W']);
-        vehicle.controls.Set(CTRL_BACK, input.keyDown['S']);
-        vehicle.controls.Set(CTRL_LEFT, input.keyDown['A']);
-        vehicle.controls.Set(CTRL_RIGHT, input.keyDown['D']);
+        vehicle.controls.Set(CTRL_FORWARD, input.keyDown[KEY_W]);
+        vehicle.controls.Set(CTRL_BACK, input.keyDown[KEY_S]);
+        vehicle.controls.Set(CTRL_LEFT, input.keyDown[KEY_A]);
+        vehicle.controls.Set(CTRL_RIGHT, input.keyDown[KEY_D]);
 
         // Add yaw & pitch from the mouse motion. Used only for the camera, does not affect motion
         if (touchEnabled)

+ 4 - 4
bin/Data/Scripts/20_HugeObjectCount.as

@@ -171,13 +171,13 @@ void MoveCamera(float timeStep)
     cameraNode.rotation = Quaternion(pitch, yaw, 0.0f);
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
-    if (input.keyDown['W'])
+    if (input.keyDown[KEY_W])
         cameraNode.Translate(Vector3(0.0f, 0.0f, 1.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['S'])
+    if (input.keyDown[KEY_S])
         cameraNode.Translate(Vector3(0.0f, 0.0f, -1.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['A'])
+    if (input.keyDown[KEY_A])
         cameraNode.Translate(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['D'])
+    if (input.keyDown[KEY_D])
         cameraNode.Translate(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
 }
 

+ 4 - 4
bin/Data/Scripts/23_Water.as

@@ -202,13 +202,13 @@ void MoveCamera(float timeStep)
     cameraNode.rotation = Quaternion(pitch, yaw, 0.0);
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
-    if (input.keyDown['W'])
+    if (input.keyDown[KEY_W])
         cameraNode.Translate(Vector3(0.0f, 0.0f, 1.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['S'])
+    if (input.keyDown[KEY_S])
         cameraNode.Translate(Vector3(0.0f, 0.0f, -1.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['A'])
+    if (input.keyDown[KEY_A])
         cameraNode.Translate(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['D'])
+    if (input.keyDown[KEY_D])
         cameraNode.Translate(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
 
     // In case resolution has changed, adjust the reflection camera aspect ratio

+ 4 - 4
bin/Data/Scripts/24_Urho2DSprite.as

@@ -125,13 +125,13 @@ void MoveCamera(float timeStep)
     const float MOVE_SPEED = 4.0f;
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
-    if (input.keyDown['W'])
+    if (input.keyDown[KEY_W])
         cameraNode.Translate(Vector3(0.0f, 1.0f, 0.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['S'])
+    if (input.keyDown[KEY_S])
         cameraNode.Translate(Vector3(0.0f, -1.0f, 0.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['A'])
+    if (input.keyDown[KEY_A])
         cameraNode.Translate(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['D'])
+    if (input.keyDown[KEY_D])
         cameraNode.Translate(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
 
     if (input.keyDown[KEY_PAGEUP])

+ 4 - 4
bin/Data/Scripts/27_Urho2DPhysics.as

@@ -149,13 +149,13 @@ void MoveCamera(float timeStep)
     const float MOVE_SPEED = 4.0f;
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
-    if (input.keyDown['W'])
+    if (input.keyDown[KEY_W])
         cameraNode.Translate(Vector3(0.0f, 1.0f, 0.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['S'])
+    if (input.keyDown[KEY_S])
         cameraNode.Translate(Vector3(0.0f, -1.0f, 0.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['A'])
+    if (input.keyDown[KEY_A])
         cameraNode.Translate(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['D'])
+    if (input.keyDown[KEY_D])
         cameraNode.Translate(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
 
     if (input.keyDown[KEY_PAGEUP])

+ 4 - 4
bin/Data/Scripts/28_Urho2DPhysicsRope.as

@@ -141,13 +141,13 @@ void MoveCamera(float timeStep)
     const float MOVE_SPEED = 4.0f;
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
-    if (input.keyDown['W'])
+    if (input.keyDown[KEY_W])
         cameraNode.Translate(Vector3(0.0f, 1.0f, 0.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['S'])
+    if (input.keyDown[KEY_S])
         cameraNode.Translate(Vector3(0.0f, -1.0f, 0.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['A'])
+    if (input.keyDown[KEY_A])
         cameraNode.Translate(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['D'])
+    if (input.keyDown[KEY_D])
         cameraNode.Translate(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
 
     if (input.keyDown[KEY_PAGEUP])

+ 5 - 5
bin/Data/Scripts/30_LightAnimation.as

@@ -138,7 +138,7 @@ void CreateInstructions()
     text.horizontalAlignment = HA_CENTER;
     text.verticalAlignment = VA_CENTER;
     text.SetPosition(0, ui.root.height / 4 + 20);
-    
+
     // Animating sprite in the top left corner
     Sprite@ sprite = ui.root.CreateChild("Sprite", "animatingSprite");
     sprite.SetPosition(8, 8);
@@ -176,13 +176,13 @@ void MoveCamera(float timeStep)
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
     // Use the Translate() function (default local space) to move relative to the node's orientation.
-    if (input.keyDown['W'])
+    if (input.keyDown[KEY_W])
         cameraNode.Translate(Vector3(0.0f, 0.0f, 1.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['S'])
+    if (input.keyDown[KEY_S])
         cameraNode.Translate(Vector3(0.0f, 0.0f, -1.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['A'])
+    if (input.keyDown[KEY_A])
         cameraNode.Translate(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['D'])
+    if (input.keyDown[KEY_D])
         cameraNode.Translate(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
 }
 

+ 4 - 4
bin/Data/Scripts/31_MaterialAnimation.as

@@ -134,13 +134,13 @@ void MoveCamera(float timeStep)
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
     // Use the Translate() function (default local space) to move relative to the node's orientation.
-    if (input.keyDown['W'])
+    if (input.keyDown[KEY_W])
         cameraNode.Translate(Vector3(0.0f, 0.0f, 1.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['S'])
+    if (input.keyDown[KEY_S])
         cameraNode.Translate(Vector3(0.0f, 0.0f, -1.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['A'])
+    if (input.keyDown[KEY_A])
         cameraNode.Translate(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['D'])
+    if (input.keyDown[KEY_D])
         cameraNode.Translate(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
 }
 

+ 4 - 4
bin/Data/Scripts/32_Urho2DConstraints.as

@@ -349,10 +349,10 @@ void MoveCamera(float timeStep)
     uint MOVE_SPEED = 4; // Movement speed as world units per second
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
-    if (input.keyDown['W']) cameraNode.Translate(Vector3(0.0f, 1.0f, 0.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['S']) cameraNode.Translate(Vector3(0.0f, -1.0f, 0.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['A']) cameraNode.Translate(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['D']) cameraNode.Translate(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
+    if (input.keyDown[KEY_W]) cameraNode.Translate(Vector3(0.0f, 1.0f, 0.0f) * MOVE_SPEED * timeStep);
+    if (input.keyDown[KEY_S]) cameraNode.Translate(Vector3(0.0f, -1.0f, 0.0f) * MOVE_SPEED * timeStep);
+    if (input.keyDown[KEY_A]) cameraNode.Translate(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
+    if (input.keyDown[KEY_D]) cameraNode.Translate(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
 
     if (input.keyDown[KEY_PAGEUP]) camera.zoom = camera.zoom * 1.01f; // Zoom In
     if (input.keyDown[KEY_PAGEDOWN]) camera.zoom = camera.zoom * 0.99f; // Zoom Out

+ 4 - 4
bin/Data/Scripts/33_Urho2DSpriterAnimation.as

@@ -94,13 +94,13 @@ void MoveCamera(float timeStep)
     const float MOVE_SPEED = 4.0f;
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
-    if (input.keyDown['W'])
+    if (input.keyDown[KEY_W])
         cameraNode.Translate(Vector3(0.0f, 1.0f, 0.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['S'])
+    if (input.keyDown[KEY_S])
         cameraNode.Translate(Vector3(0.0f, -1.0f, 0.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['A'])
+    if (input.keyDown[KEY_A])
         cameraNode.Translate(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['D'])
+    if (input.keyDown[KEY_D])
         cameraNode.Translate(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
 
     if (input.keyDown[KEY_PAGEUP])

+ 4 - 4
bin/Data/Scripts/34_DynamicGeometry.as

@@ -260,13 +260,13 @@ void MoveCamera(float timeStep)
     cameraNode.rotation = Quaternion(pitch, yaw, 0.0f);
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
-    if (input.keyDown['W'])
+    if (input.keyDown[KEY_W])
         cameraNode.Translate(Vector3(0.0, 0.0, 1.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['S'])
+    if (input.keyDown[KEY_S])
         cameraNode.Translate(Vector3(0.0, 0.0, -1.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['A'])
+    if (input.keyDown[KEY_A])
         cameraNode.Translate(Vector3(-1.0, 0.0, 0.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['D'])
+    if (input.keyDown[KEY_D])
         cameraNode.Translate(Vector3(1.0, 0.0, 0.0f) * MOVE_SPEED * timeStep);
 }
 

+ 4 - 4
bin/Data/Scripts/35_SignedDistanceFieldText.as

@@ -148,13 +148,13 @@ void MoveCamera(float timeStep)
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
     // Use the Translate() function (default local space) to move relative to the node's orientation.
-    if (input.keyDown['W'])
+    if (input.keyDown[KEY_W])
         cameraNode.Translate(Vector3(0.0f, 0.0f, 1.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['S'])
+    if (input.keyDown[KEY_S])
         cameraNode.Translate(Vector3(0.0f, 0.0f, -1.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['A'])
+    if (input.keyDown[KEY_A])
         cameraNode.Translate(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['D'])
+    if (input.keyDown[KEY_D])
         cameraNode.Translate(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
 }
 

+ 4 - 4
bin/Data/Scripts/36_Urho2DTileMap.as

@@ -98,13 +98,13 @@ void MoveCamera(float timeStep)
     const float MOVE_SPEED = 4.0f;
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
-    if (input.keyDown['W'])
+    if (input.keyDown[KEY_W])
         cameraNode.Translate(Vector3(0.0f, 1.0f, 0.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['S'])
+    if (input.keyDown[KEY_S])
         cameraNode.Translate(Vector3(0.0f, -1.0f, 0.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['A'])
+    if (input.keyDown[KEY_A])
         cameraNode.Translate(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['D'])
+    if (input.keyDown[KEY_D])
         cameraNode.Translate(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
 
     if (input.keyDown[KEY_PAGEUP])

+ 4 - 4
bin/Data/Scripts/38_SceneAndUILoad.as

@@ -140,13 +140,13 @@ void MoveCamera(float timeStep)
     }
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
-    if (input.keyDown['W'])
+    if (input.keyDown[KEY_W])
         cameraNode.Translate(Vector3(0.0f, 0.0f, 1.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['S'])
+    if (input.keyDown[KEY_S])
         cameraNode.Translate(Vector3(0.0f, 0.0f, -1.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['A'])
+    if (input.keyDown[KEY_A])
         cameraNode.Translate(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['D'])
+    if (input.keyDown[KEY_D])
         cameraNode.Translate(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
 }
 

+ 4 - 4
bin/Data/Scripts/39_CrowdNavigation.as

@@ -374,13 +374,13 @@ void MoveCamera(float timeStep)
     }
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
-    if (input.keyDown['W'])
+    if (input.keyDown[KEY_W])
         cameraNode.Translate(Vector3(0.0f, 0.0f, 1.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['S'])
+    if (input.keyDown[KEY_S])
         cameraNode.Translate(Vector3(0.0f, 0.0f, -1.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['A'])
+    if (input.keyDown[KEY_A])
         cameraNode.Translate(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['D'])
+    if (input.keyDown[KEY_D])
         cameraNode.Translate(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
 
     // Set destination or spawn a jack with left mouse button

+ 4 - 4
bin/Data/Scripts/42_PBRMaterials.as

@@ -116,13 +116,13 @@ void MoveCamera(float timeStep)
     }
 
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
-    if (input.keyDown['W'])
+    if (input.keyDown[KEY_W])
         cameraNode.Translate(Vector3(0.0f, 0.0f, 1.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['S'])
+    if (input.keyDown[KEY_S])
         cameraNode.Translate(Vector3(0.0f, 0.0f, -1.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['A'])
+    if (input.keyDown[KEY_A])
         cameraNode.Translate(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
-    if (input.keyDown['D'])
+    if (input.keyDown[KEY_D])
         cameraNode.Translate(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
 }
 

+ 1 - 1
bin/Data/Scripts/Editor/EditorUI.as

@@ -1590,7 +1590,7 @@ void HandleHotKeysStandard(VariantMap& eventData)
             if (pickMode >= MAX_PICK_MODES)
                 pickMode = PICK_GEOMETRIES;
         }
-        else if (key == 'W')
+        else if (key == KEY_W)
         {
             fillMode = FillMode(fillMode + 1);
             if (fillMode > FILL_POINT)

+ 6 - 6
bin/Data/Scripts/Editor/EditorView.as

@@ -1236,32 +1236,32 @@ void UpdateView(float timeStep)
     {
         if (hotKeyMode == HOTKEYS_MODE_STANDARD || (hotKeyMode == HOTKEYS_MODE_BLENDER && cameraFlyMode && !input.keyDown[KEY_LSHIFT])) 
         {
-            if (input.keyDown['W'] || input.keyDown[KEY_UP])
+            if (input.keyDown[KEY_W] || input.keyDown[KEY_UP])
             {
                 cameraNode.Translate(Vector3(0, 0, cameraBaseSpeed) * timeStep * speedMultiplier);
                 FadeUI();
             }
-            if (input.keyDown['S'] || input.keyDown[KEY_DOWN])
+            if (input.keyDown[KEY_S] || input.keyDown[KEY_DOWN])
             {
                 cameraNode.Translate(Vector3(0, 0, -cameraBaseSpeed) * timeStep * speedMultiplier);
                 FadeUI();
             }
-            if (input.keyDown['A'] || input.keyDown[KEY_LEFT])
+            if (input.keyDown[KEY_A] || input.keyDown[KEY_LEFT])
             {
                 cameraNode.Translate(Vector3(-cameraBaseSpeed, 0, 0) * timeStep * speedMultiplier);
                 FadeUI();
             }
-            if (input.keyDown['D'] || input.keyDown[KEY_RIGHT])
+            if (input.keyDown[KEY_D] || input.keyDown[KEY_RIGHT])
             {
                 cameraNode.Translate(Vector3(cameraBaseSpeed, 0, 0) * timeStep * speedMultiplier);
                 FadeUI();
             }
-            if (input.keyDown['E'] || input.keyDown[KEY_PAGEUP])
+            if (input.keyDown[KEY_E] || input.keyDown[KEY_PAGEUP])
             {
                 cameraNode.Translate(Vector3(0, cameraBaseSpeed, 0) * timeStep * speedMultiplier, TS_WORLD);
                 FadeUI();
             }
-            if (input.keyDown['Q'] || input.keyDown[KEY_PAGEDOWN])
+            if (input.keyDown[KEY_Q] || input.keyDown[KEY_PAGEDOWN])
             {
                 cameraNode.Translate(Vector3(0, -cameraBaseSpeed, 0) * timeStep * speedMultiplier, TS_WORLD);
                 FadeUI();

+ 8 - 8
bin/Data/Scripts/NinjaSnowWar.as

@@ -958,13 +958,13 @@ void UpdateControls()
         // and the key was already released
         if (console is null || !console.visible)
         {
-            if (input.keyDown['W'])
+            if (input.keyDown[KEY_W])
                 playerControls.Set(CTRL_UP, true);
-            if (input.keyDown['S'])
+            if (input.keyDown[KEY_S])
                 playerControls.Set(CTRL_DOWN, true);
-            if (input.keyDown['A'])
+            if (input.keyDown[KEY_A])
                 playerControls.Set(CTRL_LEFT, true);
-            if (input.keyDown['D'])
+            if (input.keyDown[KEY_D])
                 playerControls.Set(CTRL_RIGHT, true);
             if (input.keyDown[KEY_LCTRL] || input.keyPress[KEY_LCTRL])
                 playerControls.Set(CTRL_FIRE, true);
@@ -1077,13 +1077,13 @@ void UpdateFreelookCamera()
         if (input.keyDown[KEY_LCTRL])
             speedMultiplier = 0.1;
 
-        if (input.keyDown['W'])
+        if (input.keyDown[KEY_W])
             gameCameraNode.Translate(Vector3(0, 0, 10) * timeStep * speedMultiplier);
-        if (input.keyDown['S'])
+        if (input.keyDown[KEY_S])
             gameCameraNode.Translate(Vector3(0, 0, -10) * timeStep * speedMultiplier);
-        if (input.keyDown['A'])
+        if (input.keyDown[KEY_A])
             gameCameraNode.Translate(Vector3(-10, 0, 0) * timeStep * speedMultiplier);
-        if (input.keyDown['D'])
+        if (input.keyDown[KEY_D])
             gameCameraNode.Translate(Vector3(10, 0, 0) * timeStep * speedMultiplier);
 
         playerControls.yaw += mouseSensitivity * input.mouseMoveX;