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Copy pathinput.cpp
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87 lines (74 loc) · 1.93 KB
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#pragma once
#include <SDL3/SDL.h>
#include "input.h"
#define LKEY 0X00000002
#define RKEY 0X00000004
#define UKEY 0X00000008
#define DKEY 0X00000010
int getInput()
{
static int direction = RIGHT;
static bool leftPressed = false, rightPressed = false,
upPressed = false, downPressed = false;
static Uint32 keyMap = 0;
const bool *keystate = SDL_GetKeyboardState(NULL);
if (keystate[SDL_SCANCODE_Q])
return QUIT;
// check to see if a key has been released since it was last read as pressed.
// the point is to keep track of the last key pressed. that key
// rule should make for less rage inducement from pressing one key before
// releasing another when tring to make a quick turn
if (keystate[SDL_SCANCODE_LEFT] || keystate[SDL_SCANCODE_A])
{
if((keyMap & LKEY) == 0)
{
direction = LEFT;
keyMap |= LKEY;
}
}
else if((keyMap & LKEY) != 0)
keyMap = 0;
if (keystate[SDL_SCANCODE_RIGHT] || keystate[SDL_SCANCODE_D])
{
if((keyMap & RKEY) == 0)
{
direction = RIGHT;
keyMap |= RKEY;
}
}
else if((keyMap & RKEY) != 0)
keyMap = 0;
if (keystate[SDL_SCANCODE_UP] || keystate[SDL_SCANCODE_W])
{
if((keyMap & UKEY) == 0)
{
direction = UP;
keyMap |= UKEY;
}
}
else if((keyMap & UKEY) != 0)
keyMap = 0;
if (keystate[SDL_SCANCODE_DOWN] || keystate[SDL_SCANCODE_S])
{
if((keyMap & DKEY) == 0)
{
direction = DOWN;
keyMap |= DKEY;
}
}
else if((keyMap & DKEY) != 0)
keyMap = 0;
return direction;
}
bool quitcheck()
{
SDL_Event event;
SDL_PollEvent( &event );
static int dirx = 0, diry = 0;
switch( event.type ){
case SDL_EVENT_QUIT:
return true;
break;
}
return false;
}