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

91
src/Input/Input.bf Normal file
View File

@ -0,0 +1,91 @@
using SDL2;
using System;
using System.Diagnostics;
namespace Strawberry
{
static public class Input
{
static private bool* keyboard;
static private bool[] previousKeyboard;
static private SDL.SDL_GameController*[] gamepads;
static public void Init(int gamepadLimit)
{
keyboard = SDL.GetKeyboardState(null);
previousKeyboard = new bool[(int)SDL.Scancode.NUMSCANCODES];
gamepads = new SDL.SDL_GameController*[gamepadLimit];
for (let i < gamepads.Count)
gamepads[i] = SDL.GameControllerOpen((int32)i);
}
static public void Dispose()
{
delete previousKeyboard;
delete gamepads;
}
static public void BeforeUpdate()
{
SDL.PumpEvents();
SDL.GameControllerUpdate();
}
static public void AfterUpdate()
{
for (let i < previousKeyboard.Count)
previousKeyboard[i] = keyboard[i];
}
static public bool KeyCheck(SDL.Scancode key)
{
if (keyboard == null)
Debug.FatalError("Polling keyboard before Input.Init");
return keyboard[(int)key];
}
static public bool KeyPressed(SDL.Scancode key)
{
if (keyboard == null)
Debug.FatalError("Polling keyboard before Input.Init");
return keyboard[(int)key] && !previousKeyboard[(int)key];
}
static public bool KeyReleased(SDL.Scancode key)
{
if (keyboard == null)
Debug.FatalError("Polling keyboard before Input.Init");
return !keyboard[(int)key] && previousKeyboard[(int)key];
}
static public bool GamepadButtonCheck(int gamepadID, SDL.SDL_GameControllerButton button)
{
if (gamepads == null)
Debug.FatalError("Polling gamepad before Input.Init");
if (gamepadID >= gamepads.Count)
Debug.FatalError("Gamepad index out of range (increase Game.gamepadLimit!");
return SDL.GameControllerGetButton(gamepads[gamepadID], button) == 1;
}
static public float GamepadAxisCheck(int gamepadID, SDL.SDL_GameControllerAxis axis)
{
if (gamepads == null)
Debug.FatalError("Polling gamepad before Input.Init");
if (gamepadID >= gamepads.Count)
Debug.FatalError("Gamepad index out of range (increase Game.gamepadLimit!");
let val = SDL.GameControllerGetAxis(gamepads[gamepadID], axis);
if (val == 0)
return 0;
else if (val > 0)
return val / 32767f;
else
return val / 32768f;
}
}
}

View File

@ -152,9 +152,9 @@ namespace Strawberry
public override void Update()
{
if (Game.KeyCheck(PositiveKeycode))
if (Input.KeyCheck(PositiveKeycode))
{
if (Game.KeyCheck(NegativeKeycode))
if (Input.KeyCheck(NegativeKeycode))
{
switch (OverlapBehavior)
{
@ -181,7 +181,7 @@ namespace Strawberry
value = 1;
}
}
else if (Game.KeyCheck(NegativeKeycode))
else if (Input.KeyCheck(NegativeKeycode))
{
turned = false;
value = -1;
@ -222,9 +222,9 @@ namespace Strawberry
public override void Update()
{
if (Game.GamepadButtonCheck(GamepadID, PositiveButton))
if (Input.GamepadButtonCheck(GamepadID, PositiveButton))
{
if (Game.GamepadButtonCheck(GamepadID, NegativeButton))
if (Input.GamepadButtonCheck(GamepadID, NegativeButton))
{
switch (OverlapBehavior)
{
@ -251,7 +251,7 @@ namespace Strawberry
value = 1;
}
}
else if (Game.GamepadButtonCheck(GamepadID, NegativeButton))
else if (Input.GamepadButtonCheck(GamepadID, NegativeButton))
{
turned = false;
value = -1;
@ -289,7 +289,7 @@ namespace Strawberry
{
get
{
let val = Game.GamepadAxisCheck(GamepadID, Axis);
let val = Input.GamepadAxisCheck(GamepadID, Axis);
if (Math.Abs(val) < Deadzone)
return 0;
else

View File

@ -142,7 +142,7 @@ namespace Strawberry
{
get
{
return Game.KeyCheck(Keycode);
return Input.KeyCheck(Keycode);
}
}
}
@ -162,7 +162,7 @@ namespace Strawberry
{
get
{
return Game.GamepadButtonCheck(GamepadID, Button);
return Input.GamepadButtonCheck(GamepadID, Button);
}
}
}
@ -187,9 +187,9 @@ namespace Strawberry
get
{
if (Condition == .GreaterThan)
return Game.GamepadAxisCheck(GamepadID, Axis) >= Threshold;
return Input.GamepadAxisCheck(GamepadID, Axis) >= Threshold;
else
return Game.GamepadAxisCheck(GamepadID, Axis) <= Threshold;
return Input.GamepadAxisCheck(GamepadID, Axis) <= Threshold;
}
}
}