anchor.diff:  import com.jme3.input.controls.KeyTrigger;
   import com.jme3.input.controls.MouseButtonTrigger;
   
  -/** Sample 5 - how to map keys and mousebuttons to actions */
  +/**
  + * Sample 5 - how to map keys and mousebuttons to actions
  + */
   public class HelloInput extends SimpleApplication {
   
  -  public static void main(String[] args) {
  -    HelloInput app = new HelloInput();
  -    app.start();
  -  }
  -  protected Geometry player;
  -  Boolean isRunning=true;
  -
  -  @Override
  -  public void simpleInitApp() {
  -    Box b = new Box(1, 1, 1);
  -    player = new Geometry("Player", b);
  -    Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
  -    mat.setColor("Color", ColorRGBA.Blue);
  -    player.setMaterial(mat);
  -    rootNode.attachChild(player);
  -    initKeys(); // load my custom keybinding
  -  }
  -
  -  /** Custom Keybinding: Map named actions to inputs. */
  -  private void initKeys() {
  +    public static void main(String[] args) {
  +        HelloInput app = new HelloInput();
  +        app.start();
  +    }
  +    protected Geometry player;
  +    Boolean isRunning = true;
  +
  +    @Override
  +    public void simpleInitApp() {
  +        Box b = new Box(1, 1, 1);
  +        player = new Geometry("Player", b);
  +        Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
  +        mat.setColor("Color", ColorRGBA.Blue);
  +        player.setMaterial(mat);
  +        rootNode.attachChild(player);
  +        initKeys(); // load my custom keybinding
  +    }
  +
  +    /**
  +     * Custom Keybinding: Map named actions to inputs.
  +     */
  +    private void initKeys() {
  +        // You can map one or several inputs to one named action
  +        inputManager.addMapping("Pause",  new KeyTrigger(KeyInput.KEY_P));
  +        inputManager.addMapping("Left",   new KeyTrigger(KeyInput.KEY_J));
  +        inputManager.addMapping("Right",  new KeyTrigger(KeyInput.KEY_K));
  +        inputManager.addMapping("Rotate", new KeyTrigger(KeyInput.KEY_SPACE),
  +                                          new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
  +        // Add the names to the action listener.
  +        inputManager.addListener(actionListener, "Pause");
  +        inputManager.addListener(analogListener, "Left", "Right", "Rotate");
  +
  +    }
  +
  +    private final ActionListener actionListener = new ActionListener() {
  +        @Override
  +        public void onAction(String name, boolean keyPressed, float tpf) {
  +            if (name.equals("Pause") && !keyPressed) {
  +                isRunning = !isRunning;
  +            }
  +        }
  +    };
  +
  +    private final AnalogListener analogListener = new AnalogListener() {
  +        @Override
  +        public void onAnalog(String name, float value, float tpf) {
  +            if (isRunning) {
  +                if (name.equals("Rotate")) {
  +                    player.rotate(0, value * speed, 0);
  +                }
  +                if (name.equals("Right")) {
  +                    Vector3f v = player.getLocalTranslation();
  +                    player.setLocalTranslation(v.x + value * speed, v.y, v.z);
  +                }
  +                if (name.equals("Left")) {
  +                    Vector3f v = player.getLocalTranslation();
  +                    player.setLocalTranslation(v.x - value * speed, v.y, v.z);
  +                }
  +            } else {
  +                System.out.println("Press P to unpause.");
  +            }
  +        }
  +    };
  +}
  +
  +----
  +
  +Build and run the example.
  +
  +*  Press the Spacebar or click to rotate the cube.
  +*  Press the J and K keys to move the cube.
  +*  Press P to pause and unpause the game. While paused, the game should not respond to any input, other than `P`.
  +
  +
  +== Defining Mappings and Triggers
  +
  +First you register each mapping name with its trigger(s). Remember the following:
  +
  +*  An input trigger can be a key press or mouse action. +
  +For example a mouse movement, a mouse click, or pressing the letter “P.
  +*  The mapping name is a string that you can choose. +
  +The name should describe the action (e.g. “Rotate), and not the trigger. Because the trigger can change.
  +*  One named mapping can have several triggers. +
  +For example, the “Rotate action can be triggered by a click and by pressing the spacebar.
  +
  +Have a look at the code:
  +
  +.  You register the mapping named “Rotate to the Spacebar key trigger. +
  +`new KeyTrigger(KeyInput.KEY_SPACE)`).
  +.  In the same line, you also register “Rotate to an alternative mouse click trigger. +
  +`new MouseButtonTrigger(MouseInput.BUTTON_LEFT)`
  +.  You map the `Pause`, `Left`, `Right` mappings to the P, J, K keys, respectively.
  ++
  +[source,java]
  +----
  +
       // You can map one or several inputs to one named action
       inputManager.addMapping("Pause",  new KeyTrigger(KeyInput.KEY_P));
       inputManager.addMapping("Left",   new KeyTrigger(KeyInput.KEY_J));
       inputManager.addMapping("Right",  new KeyTrigger(KeyInput.KEY_K));
       inputManager.addMapping("Rotate", new KeyTrigger(KeyInput.KEY_SPACE),
                                         new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
  +
  +----
  +
  +Now you need to register your trigger mappings.
  +
  +.  You register the pause action to the ActionListener, because it is an “on/off action.
  +.  You register the movement actions to the AnalogListener, because they are gradual actions.
  ++
  +[source,java]
  +----
  +
       // Add the names to the action listener.
       inputManager.addListener(actionListener,"Pause");
       inputManager.addListener(analogListener,"Left", "Right", "Rotate");
  -    
  -  }
  +
  +----
  +
  +This code goes into the `simpleInitApp()` method. But since we will likely add many keybindings, we extract these lines and wrap them in an auxiliary method, `initKeys()`. The `initKeys()` method is not part of the Input Controls interface – you can name it whatever you like. Just don't forget to call your method from the `initSimpleApp()` method.
  +
  +
  +== Implementing the Actions
  +
  +You have mapped action names to input triggers. Now you specify the actions themselves.
  +
  +The two important methods here are the `ActionListener` with its `onAction()` method, and the `AnalogListener` with its `onAnalog()` method. In these two methods, you test for each named mapping, and call the game action you want to trigger.
  +
  +In this example, we trigger the following actions:
  +
  +.  The _Rotate_ mapping triggers the action `player.rotate(0, value, 0)`.
  +.  The _Left_ and _Right_ mappings increase and decrease the player's x coordinate.
  +.  The _Pause_ mapping flips a boolean `isRunning`.
  +.  We also want to check the boolean `isRunning` before any action (other than unpausing) is executed.
  +
  +[source,java]
  +----
   
     private ActionListener actionListener = new ActionListener() {
       public void onAction(String name, boolean keyPressed, float tpf) {
  
positive.code: 
  .  Add mappings for moving the player (box) up and down with the H and L keys!
  .  Switch off the flyCam and override the WASD keys.
  **  Tip: Use <<jme3/faq#how-do-i-switch-between-third-person-and-first-person-view,flyCam.setEnabled(false);>> 
  
  .  Modify the mappings so that you can also trigger the up an down motion with the mouse scroll wheel!
  **  Tip: Use `new MouseAxisTrigger(MouseInput.AXIS_WHEEL, true)`
  
  .  In which situation would it be better to use variables instead of literals for the MouseInput/KeyInput definitions? 
  [source,java]
  ----
  int usersPauseKey = KeyInput.KEY_P; 
  ...
  inputManager.addMapping("Pause",  new KeyTrigger(usersPauseKey));
  
  
negative.code: = jMonkeyEngine 3 Tutorial (5) - Hello Input System
  :author:
  :revnumber:
  :revdate: 2016/03/17 20:48
  :keywords: input, intro, beginner, documentation, keyinput, click
  :relfileprefix: ../../
  :imagesdir: ../..
  :experimental:
  ifdef::env-github,env-browser[:outfilesuffix: .adoc]
  
  
  Previous: <<jme3/beginner/hello_main_event_loop#,Hello Update Loop>>,
  Next: <<jme3/beginner/hello_material#,Hello Material>>
  
  By default, SimpleApplication sets up a camera control that allows you to steer the camera with the kbd:[W] kbd:[A] kbd:[S] kbd:[D] keys, the arrow keys, and the mouse. You can use it as a flying first-person camera right away. But what if you need a third-person camera, or you want keys to trigger special game actions?
  
  Every game has its custom keybindings, and this tutorial explains how you define them. We first define the key presses and mouse events, and then we define the actions they should trigger.
  
  