Separated Input into its own static class

This commit is contained in:
Matt Thorson
2020-05-17 18:16:32 -07:00
parent 6bc89ac9d1
commit f9455366f0
4 changed files with 106 additions and 51 deletions

View File

@ -32,7 +32,6 @@ namespace Strawberry
private SDL.Window* window;
private SDL.Surface* screen;
private bool* keyboardState;
private SDL.SDL_GameController*[] gamepads;
private int32 updateCounter;
public this(String windowTitle, int32 width, int32 height, int32 windowScale, int gamepadLimit = 1)
@ -71,12 +70,8 @@ namespace Strawberry
screen = SDL.GetWindowSurface(window);
SDLImage.Init(.PNG | .JPG);
SDLMixer.OpenAudio(44100, SDLMixer.MIX_DEFAULT_FORMAT, 2, 4096);
SDLTTF.Init();
this.gamepads = new SDL.SDL_GameController*[gamepadLimit];
for (let i < this.gamepads.Count)
this.gamepads[i] = SDL.GameControllerOpen((int32)i);
Input.Init(gamepadLimit);
}
public ~this()
@ -96,7 +91,7 @@ namespace Strawberry
delete VirtualInputs;
}
delete gamepads;
Input.Dispose();
Game = null;
}
@ -126,16 +121,15 @@ namespace Strawberry
}
else
{
keyboardState = SDL.GetKeyboardState(null);
SDL.GameControllerUpdate();
addTicks = Math.Min(addTicks, 20); // Limit catchup
if (addTicks > 0)
{
for (int i < addTicks)
{
Input.BeforeUpdate();
updateCounter++;
Update();
Input.AfterUpdate();
}
Render();
}
@ -203,35 +197,5 @@ namespace Strawberry
switchToScene = value;
}
}
// Input
public bool KeyCheck(SDL.Scancode key)
{
if (keyboardState == null)
return false;
return keyboardState[(int)key];
}
public bool GamepadButtonCheck(int gamepadID, SDL.SDL_GameControllerButton button)
{
if (gamepads == null)
return false;
return SDL.GameControllerGetButton(gamepads[gamepadID], button) == 1;
}
public float GamepadAxisCheck(int gamepadID, SDL.SDL_GameControllerAxis axis)
{
if (gamepads == null)
return 0;
let val = SDL.GameControllerGetAxis(gamepads[gamepadID], axis);
if (val == 0)
return 0;
else if (val > 0)
return val / 32767f;
else
return val / 32768f;
}
}
}