breakhack/src/keyboardinput.c

84 lines
2.4 KiB
C

/*
* BreakHack - A dungeone crawler RPG
* Copyright (C) 2018 Linus Probert <linus.probert@gmail.com>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "keyboardinput.h"
#include "keyboard.h"
#include "vector2d.h"
void
keyboardinput_init(KeyboardInput *input)
{
input->currentState = 0;
input->lastState = 0;
}
void
keyboardinput_handle_event(KeyboardInput *input, SDL_Event *event)
{
if (keyboard_direction_press(UP, event)) {
input->currentState |= KEY_UP;
} else if (keyboard_direction_press(DOWN, event)) {
input->currentState |= KEY_DOWN;
} else if (keyboard_direction_press(LEFT, event)) {
input->currentState |= KEY_LEFT;
} else if (keyboard_direction_press(RIGHT, event)) {
input->currentState |= KEY_RIGHT;
} else if (keyboard_press(SDLK_0, event)) {
input->currentState |= KEY_NUM1;
}
for (int i = SDLK_0; i <= SDLK_9; ++i) {
if (keyboard_press(i, event))
input->currentState |= (1 << i);
}
if (keyboard_direction_release(UP, event)) {
input->currentState &= ~KEY_UP;
} else if (keyboard_direction_release(DOWN, event)) {
input->currentState &= ~KEY_DOWN;
} else if (keyboard_direction_release(LEFT, event)) {
input->currentState &= ~KEY_LEFT;
} else if (keyboard_direction_release(RIGHT, event)) {
input->currentState &= ~KEY_RIGHT;
} else if (keyboard_release(SDLK_0, event)) {
input->currentState &= ~KEY_NUM1;
}
for (int i = SDLK_0; i <= SDLK_9; ++i) {
if (keyboard_release(i, event))
input->currentState &= ~(1 << i);
}
}
bool
key_is_pressed(KeyboardInput *input, Uint64 key)
{
return (input->currentState & key) && !(input->lastState & key);
}
bool
key_is_released(KeyboardInput *input, Uint64 key)
{
return (input->lastState & key) && !(input->currentState & key);
}
bool
key_is_down(KeyboardInput *input, Uint64 key)
{
return input->currentState & key;
}