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input.cpp
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169 lines (154 loc) · 4.58 KB
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#include "input.h"
namespace gameApp {
Input::KeyBoardInputMap Input::keyboard;
Input::MouseInputMap Input::mouse;
Input::KeyState Input::GetKeyState(uint32_t keycode) {
return keyboard.keys[keycode];
}
bool Input::isKeyPressed(uint32_t keycode) {
return keyboard.keys[keycode].isDown;
}
bool Input::isKeyReleased(uint32_t keycode) {
return !keyboard.keys[keycode].isDown;
}
//returns true if key has just been pressed
bool Input::wasKeyHit(uint32_t keycode) {
return (!keyboard.keys[keycode].wasDown && keyboard.keys[keycode].isDown);
}
void Input::processKeyboardInput(uint32_t VKCode, bool wasDown, bool isDown) {
if (wasDown == isDown) {
return;
}
if (VKCode >= 'A' && VKCode <= 'Z') {
uint32_t gameAppKeyCode = VKCode - 'A';
keyboard.keys[gameAppKeyCode].isDown = isDown;
keyboard.keys[gameAppKeyCode].wasDown = wasDown;
}
else if (VKCode == VK_UP)
{
keyboard.keys[DC_UP].isDown = isDown;
keyboard.keys[DC_UP].wasDown = wasDown;
}
else if (VKCode == VK_DOWN)
{
keyboard.keys[DC_DOWN].isDown = isDown;
keyboard.keys[DC_DOWN].wasDown = wasDown;
}
else if (VKCode == VK_LEFT)
{
keyboard.keys[DC_LEFT].isDown = isDown;
keyboard.keys[DC_LEFT].wasDown = wasDown;
}
else if (VKCode == VK_RIGHT)
{
keyboard.keys[DC_RIGHT].isDown = isDown;
keyboard.keys[DC_RIGHT].wasDown = wasDown;
}
else if (VKCode >= '0' && VKCode <= '9')
{
uint32_t dc_keycode = VKCode - '0' + DC_0;
keyboard.keys[dc_keycode].isDown = isDown;
keyboard.keys[dc_keycode].wasDown = wasDown;
}
else if (VKCode == VK_OEM_MINUS)
{
keyboard.keys[DC_MINUS].isDown = isDown;
keyboard.keys[DC_MINUS].wasDown = wasDown;
}
else if (VKCode == VK_OEM_PLUS)
{
keyboard.keys[DC_PLUS].isDown = isDown;
keyboard.keys[DC_PLUS].wasDown = wasDown;
}
else if (VKCode == VK_SHIFT)
{
keyboard.keys[DC_SHIFT].isDown = isDown;
keyboard.keys[DC_SHIFT].wasDown = wasDown;
}
else if (VKCode == VK_CONTROL)
{
keyboard.keys[DC_CONTROL].isDown = isDown;
keyboard.keys[DC_CONTROL].wasDown = wasDown;
}
else if (VKCode == VK_MENU)
{
keyboard.keys[DC_ALT].isDown = isDown;
keyboard.keys[DC_ALT].wasDown = wasDown;
}
else if (VKCode == VK_SPACE)
{
keyboard.keys[DC_SPACE].isDown = isDown;
keyboard.keys[DC_SPACE].wasDown = wasDown;
}
else if (VKCode == VK_ESCAPE)
{
keyboard.keys[DC_ESCAPE].isDown = isDown;
keyboard.keys[DC_ESCAPE].wasDown = wasDown;
}
else if (VKCode == VK_CAPITAL)
{
keyboard.keys[DC_CAPSLOCK].isDown = isDown;
keyboard.keys[DC_CAPSLOCK].wasDown = wasDown;
}
else if (VKCode == VK_TAB)
{
keyboard.keys[DC_TAB].isDown = isDown;
keyboard.keys[DC_TAB].wasDown = wasDown;
}
else if (VKCode == VK_RETURN)
{
keyboard.keys[DC_ENTER].isDown = isDown;
keyboard.keys[DC_ENTER].wasDown = wasDown;
}
else if (VKCode == VK_BACK)
{
keyboard.keys[DC_BACKSPACE].isDown = isDown;
keyboard.keys[DC_BACKSPACE].wasDown = wasDown;
}
else if (VKCode == VK_OEM_3)
{
keyboard.keys[DC_TILDE].isDown = isDown;
keyboard.keys[DC_TILDE].wasDown = wasDown;
}
else if (VKCode == VK_F11) {
keyboard.keys[DC_F11].isDown = isDown;
keyboard.keys[DC_F11].wasDown = wasDown;
}
}
Input::Position Input::getMousePosition()
{
return mouse.position;
}
bool Input::isMouseButtonPressed(unsigned int buttonCode)
{
return mouse.buttons[buttonCode].isDown;
}
bool Input::isMouseButtonReleased(unsigned int buttonCode)
{
return !mouse.buttons[buttonCode].isDown;
}
// returns true if the mouse button has just been pressed
bool Input::wasMouseButtonHit(unsigned int buttonCode)
{
return (!mouse.buttons[buttonCode].wasDown) && mouse.buttons[buttonCode].isDown;
}
void Input::processMouseInput(WPARAM wParam, LPARAM lParam)
{
mouse.buttons[DC_MOUSE_LEFT].wasDown = mouse.buttons[DC_MOUSE_LEFT].isDown;
mouse.buttons[DC_MOUSE_RIGHT].wasDown = mouse.buttons[DC_MOUSE_RIGHT].isDown;
mouse.buttons[DC_MOUSE_MIDDLE].wasDown = mouse.buttons[DC_MOUSE_MIDDLE].isDown;
mouse.buttons[DC_MOUSE_X1].wasDown = mouse.buttons[DC_MOUSE_X1].isDown;
mouse.buttons[DC_MOUSE_X2].wasDown = mouse.buttons[DC_MOUSE_X2].isDown;
mouse.buttons[DC_MOUSE_LEFT].isDown = wParam & MK_LBUTTON;
mouse.buttons[DC_MOUSE_RIGHT].isDown = wParam & MK_RBUTTON;
mouse.buttons[DC_MOUSE_MIDDLE].isDown = wParam & MK_MBUTTON;
mouse.buttons[DC_MOUSE_X1].isDown = wParam & MK_XBUTTON1;
mouse.buttons[DC_MOUSE_X2].isDown = wParam & MK_XBUTTON2;
updateMousePosition(lParam);
}
void Input::updateMousePosition(LPARAM lParam)
{
mouse.position.x = GET_X_LPARAM(lParam);
mouse.position.y = GET_Y_LPARAM(lParam);
}
}