In file apps/walktest/walktest.h:

## class WalkTest : public SysSystemDriver

## Inheritance:

### Public Fields

csVector3 angle
  Camera angles. X and Y are user controllable, Z is not.
csVector3 angle_velocity
  Angular velocity: angle_velocity.x is constantly added to angle.x and so on.
char* auto_script
  A script to execute at startup.
float cfg_body_depth
  Body depth.
float cfg_body_height
  Body height.
float cfg_body_width
  Body width.
float cfg_eye_offset
  Eye offset.
float cfg_jumpspeed
  Initial speed of jumping.
float cfg_legs_depth
  Legs depth.
float cfg_legs_offset
  Legs offset.
float cfg_legs_width
  Legs width.
float cfg_look_accelerate
  Look acceleration.
float cfg_rotate_accelerate
  Rotate acceleration.
float cfg_rotate_brake
  Rotate brake deceleration.
float cfg_rotate_maxspeed
  Rotate maximum speed.
float cfg_walk_accelerate
  Walk acceleration.
float cfg_walk_brake
  Walk brake deceleration.
float cfg_walk_maxspeed
  Walk maximum speed.
csSprite2D* cslogo
  A sprite to display the Crystal Space Logo
bool do_edges
  If true we show edges around all polygons (debugging)
bool do_fps
  Some flags.
HugeRoom* huge_room
  Our huge room object if used.
InfiniteMaze* infinite_maze
  Our infinite maze object if used.
LanguageLayer* layer
  For scripting.
csCollider* legs
  Colliders for "legs" and "body". Intersections are handled differently.
int map_mode
  Map mode.
static bool move_3d
  If this flag is true we move in 3D (old system)
bool player_spawned
  Was player already spawned?..
csVector3 pos
  Player position, orientation, and velocity
csLight* selected_light
  The selected light.
csPolygon3D* selected_polygon
  The selected polygon.
float timeFPS
  Timing.
csView* view
  The view on the world.
csWireFrameCam* wf
  A WireFrame object for the map.
csSoundBuffer* wMissile_boom
  Some sounds.
csWorld* world
  The world.
static char world_file[100]
  The world file to load

### Public Methods

virtual void CreateColliders(void)
  Creates Colliders
void DrawFrame(long elapsed_time, long current_time)
void eatkeypress(int status, int key, bool shift, bool alt, bool ctrl)
virtual void EndWorld(void)
  Destroys all the collision detection stuff
void handle_key_backwards(float speed, bool shift, bool alt, bool ctrl)
void handle_key_forward(float speed, bool shift, bool alt, bool ctrl)
void handle_key_left(float speed, bool shift, bool alt, bool ctrl)
void handle_key_pgdn(float, bool shift, bool alt, bool ctrl)
void handle_key_pgup(float, bool shift, bool alt, bool ctrl)
void handle_key_right(float speed, bool shift, bool alt, bool ctrl)
virtual void Help()
  Override Help to show additional arguments help
void imm_forward(float speed, bool slow, bool fast)
  Immediate gravity incorrect movement functions.
virtual void InitWorld(csWorld* world, csCamera* )
  Inits all the collision detection stuff
void look(float speed, int keep_old)
  Gravity correct movement function: look().
virtual void NextFrame(long elapsed_time, long current_time)
virtual bool ParseArg(int argc, char* argv[], int& i)
  Override ParseArg to handle additional arguments
void PrepareFrame(long elapsed_time, long current_time)
void rotate(float speed, int keep_old)
  Gravity correct movement function: rotate().
void step(float speed, int keep_old)
  Gravity correct movement function: step().
void strafe(float speed, int keep_old)
  Gravity correct movement function: strafe().
WalkTest()
~WalkTest()

### Inherited from SysSystemDriver:

### Public Classes

class XBeLibSystemDriver: public IBeLibSystemDriver
class XDosSystemDriver: public IDosSystemDriver

STDMETHOD (SetMousePosition)(int x, int y)
  Set mouse position since mouse driver is part of system driver

### Inherited from csSystemDriver:

### Public Fields

IConfig* cfg_engine
csColOption* com_options
csConsole* Console
static int debug_level
static bool DemoReady
int Depth
csEventQueue* EventQueue
static bool ExitLoop
int FrameHeight
int FrameWidth
bool FullScreen
bool IsFocused
csKeyboardDriver* Keyboard
csMouseDriver* Mouse
IGraphics2D* piG2D
IGraphics3D* piG3D
IGraphicsInfo* piGI
INetworkDriver* piNetDrv
INetworkManager* piNetMan
ISoundRender* piSound
static bool Shutdown

### Public Methods

virtual void Close()
static void debugprintf(bool flush, const char* str, ...)
static FILE* fopen(const char* filename, const char* mode)
virtual bool InitGraphics()
virtual bool Initialize(int argc, char *argv[], IConfig* cfg_engine)
virtual bool InitKeyboard()
virtual bool InitMouse()
virtual bool InitNetwork()
virtual bool InitSound()
virtual void Loop()
virtual bool Open(char *Title)
bool ParseCmdLine(int argc, char* argv[])
bool ParseCmdLineDriver(int argc, char* argv[])
static void Printf(int mode, const char* str, ...)
static void printf_init()
virtual void SetSystemDefaults()
virtual void Sleep(int )
static long Time()

### Protected Methods

virtual void Alert(const char* msg)
csColOption* CollectOptions(IConfig* config, csColOption* already_collected)
virtual void DemoWrite(const char* msg)
void do_focus(int enable)
virtual bool ParseArgDriver(int argc, char* argv[], int& i)
void SetMode(const char* mode)
virtual void Warn(const char* msg)

## Documentation

`static char world_file[100]`
  The world file to load

`char* auto_script`
  A script to execute at startup.

`csVector3 pos`
  Player position, orientation, and velocity

`csVector3 angle`
  Camera angles. X and Y are user controllable, Z is not.

`csVector3 angle_velocity`
  Angular velocity: angle_velocity.x is constantly added to angle.x and so on.

`csCollider* legs`
  Colliders for "legs" and "body". Intersections are handled differently.

`float cfg_jumpspeed`
  Initial speed of jumping.

`float cfg_walk_accelerate`
  Walk acceleration.

`float cfg_walk_maxspeed`
  Walk maximum speed.

`float cfg_walk_brake`
  Walk brake deceleration.

`float cfg_rotate_accelerate`
  Rotate acceleration.

`float cfg_rotate_maxspeed`
  Rotate maximum speed.

`float cfg_rotate_brake`
  Rotate brake deceleration.

`float cfg_look_accelerate`
  Look acceleration.

`float cfg_body_height`
  Body height.

`float cfg_body_width`
  Body width.

`float cfg_body_depth`
  Body depth.

`float cfg_eye_offset`
  Eye offset.

`float cfg_legs_width`
  Legs width.

`float cfg_legs_depth`
  Legs depth.

`float cfg_legs_offset`
  Legs offset.

`bool player_spawned`
  Was player already spawned?..

`static bool move_3d`
  If this flag is true we move in 3D (old system). Otherwise we move more like common 3D games do.

`bool do_edges`
  If true we show edges around all polygons (debugging)

`csWorld* world`
  The world.

`LanguageLayer* layer`
  For scripting.

`csView* view`
  The view on the world.

`csSprite2D* cslogo`
  A sprite to display the Crystal Space Logo

`InfiniteMaze* infinite_maze`
  Our infinite maze object if used.

`HugeRoom* huge_room`
  Our huge room object if used.

`csSoundBuffer* wMissile_boom`
  Some sounds.

`bool do_fps`
  Some flags.

`csLight* selected_light`
  The selected light.

`csPolygon3D* selected_polygon`
  The selected polygon.

`csWireFrameCam* wf`
  A WireFrame object for the map.

`int map_mode`
  Map mode.

`float timeFPS`
  Timing.

`WalkTest()`

`~WalkTest()`

`virtual void NextFrame(long elapsed_time, long current_time)`

`void PrepareFrame(long elapsed_time, long current_time)`

`void DrawFrame(long elapsed_time, long current_time)`

`virtual bool ParseArg(int argc, char* argv[], int& i)`
  Override ParseArg to handle additional arguments

`virtual void Help()`
  Override Help to show additional arguments help

`virtual void InitWorld(csWorld* world, csCamera* )`
  Inits all the collision detection stuff

`virtual void EndWorld(void)`
  Destroys all the collision detection stuff

`virtual void CreateColliders(void)`
  Creates Colliders

`void strafe(float speed, int keep_old)`
  Gravity correct movement function: strafe().

`void step(float speed, int keep_old)`
  Gravity correct movement function: step().

`void rotate(float speed, int keep_old)`
  Gravity correct movement function: rotate().

`void look(float speed, int keep_old)`
  Gravity correct movement function: look().

`void imm_forward(float speed, bool slow, bool fast)`
  Immediate gravity incorrect movement functions.

`void handle_key_forward(float speed, bool shift, bool alt, bool ctrl)`

`void handle_key_backwards(float speed, bool shift, bool alt, bool ctrl)`

`void handle_key_left(float speed, bool shift, bool alt, bool ctrl)`

`void handle_key_right(float speed, bool shift, bool alt, bool ctrl)`

`void handle_key_pgup(float, bool shift, bool alt, bool ctrl)`

`void handle_key_pgdn(float, bool shift, bool alt, bool ctrl)`

`void eatkeypress(int status, int key, bool shift, bool alt, bool ctrl)`

This class has no child classes.

alphabetic index hierarchy of classes

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