/
InputManager.cpp
201 lines (184 loc) · 4.3 KB
/
InputManager.cpp
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#include "InputManager.hpp"
bool KeyHandler::is_up(KeyState key_state) {
return key_state == KeyState::STILL_UP || key_state == KeyState::JUST_RELEASED;
}
bool KeyHandler::is_down(KeyState key_state) {
return key_state == KeyState::STILL_DOWN || key_state == KeyState::JUST_PRESSED;
}
bool KeyHandler::just_up(KeyState key_state) {
return key_state == KeyState::JUST_RELEASED;
}
bool KeyHandler::just_down(KeyState key_state) {
return key_state == KeyState::JUST_PRESSED;
}
void KeyHandler::update(KeyUnion& key_union) {
for (uint8_t i = 0; i < KEY_COUNT; i++) {
if (key_union.key_array[i] == KeyState::JUST_PRESSED) {
key_union.key_array[i] = KeyState::STILL_DOWN;
}
else if (key_union.key_array[i] == KeyState::JUST_RELEASED) {
key_union.key_array[i] = KeyState::STILL_UP;
}
}
}
void KeyHandler::update_key(KeyUnion& key_handler, const SDL_Event& sdl_event) {
// Check to make sure key hasn't been auto-repeated by being held down
if (!sdl_event.key.repeat) {
// Is key pressed or released?
KeyState value = sdl_event.type == SDL_KEYDOWN ? KeyState::JUST_PRESSED : KeyState::JUST_RELEASED;
// Check which key is pressed
switch (sdl_event.key.keysym.sym) {
case SDLK_0:
key_handler.keys.NUM_0 = value;
break;
case SDLK_1:
key_handler.keys.NUM_1 = value;
break;
case SDLK_2:
key_handler.keys.NUM_2 = value;
break;
case SDLK_3:
key_handler.keys.NUM_3 = value;
break;
case SDLK_4:
key_handler.keys.NUM_4 = value;
break;
case SDLK_5:
key_handler.keys.NUM_5 = value;
break;
case SDLK_6:
key_handler.keys.NUM_6 = value;
break;
case SDLK_7:
key_handler.keys.NUM_7 = value;
break;
case SDLK_8:
key_handler.keys.NUM_8 = value;
break;
case SDLK_9:
key_handler.keys.NUM_9 = value;
break;
case SDLK_a:
key_handler.keys.A = value;
break;
case SDLK_b:
key_handler.keys.B = value;
break;
case SDLK_c:
key_handler.keys.C = value;
break;
case SDLK_d:
key_handler.keys.D = value;
break;
case SDLK_e:
key_handler.keys.E = value;
break;
case SDLK_f:
key_handler.keys.F = value;
break;
case SDLK_g:
key_handler.keys.H = value;
break;
case SDLK_h:
key_handler.keys.H = value;
break;
case SDLK_i:
key_handler.keys.I = value;
break;
case SDLK_j:
key_handler.keys.J = value;
break;
case SDLK_k:
key_handler.keys.K = value;
break;
case SDLK_l:
key_handler.keys.L = value;
break;
case SDLK_m:
key_handler.keys.M = value;
break;
case SDLK_n:
key_handler.keys.N = value;
break;
case SDLK_o:
key_handler.keys.O = value;
break;
case SDLK_p:
key_handler.keys.P = value;
break;
case SDLK_q:
key_handler.keys.Q = value;
break;
case SDLK_r:
key_handler.keys.R = value;
break;
case SDLK_s:
key_handler.keys.S = value;
break;
case SDLK_t:
key_handler.keys.T = value;
break;
case SDLK_u:
key_handler.keys.U = value;
break;
case SDLK_v:
key_handler.keys.V = value;
break;
case SDLK_w:
key_handler.keys.W = value;
break;
case SDLK_x:
key_handler.keys.X = value;
break;
case SDLK_y:
key_handler.keys.Y = value;
break;
case SDLK_z:
key_handler.keys.Z = value;
break;
case SDLK_SPACE:
key_handler.keys.SPACE = value;
break;
case SDLK_RETURN:
key_handler.keys.RETURN = value;
break;
case SDLK_ESCAPE:
key_handler.keys.ESCAPE = value;
break;
case SDLK_UP:
key_handler.keys.UP = value;
break;
case SDLK_DOWN:
key_handler.keys.DOWN = value;
break;
case SDLK_LEFT:
key_handler.keys.LEFT = value;
break;
case SDLK_RIGHT:
key_handler.keys.RIGHT = value;
break;
default:
break;
}
}
}
void KeyHandler::set_key(KeyUnion& key_handler, Key key, KeyState key_state) {
key_handler.key_array[(uint8_t)key] = key_state;
}
InputHandler::InputHandler() {
key_data.keys = { KeyHandler::KeyState::STILL_UP };
}
void InputHandler::update() {
KeyHandler::update(key_data);
}
void InputHandler::handle_sdl_event(const SDL_Event& sdl_event) {
if (sdl_event.type == SDL_KEYDOWN || sdl_event.type == SDL_KEYUP) {
KeyHandler::update_key(key_data, sdl_event);
}
}
void InputHandler::set_key(KeyHandler::Key key, KeyHandler::KeyState key_state) {
KeyHandler::set_key(key_data, key, key_state);
}
KeyHandler::KeyUnion InputHandler::get_key_union() {
return key_data;
}