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	simplifying input calls & state
This commit is contained in:
		@ -28,7 +28,6 @@
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#include "blah/images/image.h"
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#include "blah/images/packer.h"
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#include "blah/numerics/calc.h"
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#include "blah/numerics/circle.h"
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#include "blah/numerics/color.h"
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@ -275,22 +275,55 @@ namespace Blah
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	struct KeyboardState
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	{
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		// whether a key was pressed this frame
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		bool pressed[Input::max_keyboard_keys];
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		// whether a key is currently held
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		bool down[Input::max_keyboard_keys];
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		// whether a key was released this frame
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		bool released[Input::max_keyboard_keys];
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		// the timestamp for the key being pressed
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		u64 timestamp[Input::max_keyboard_keys];
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		// current text input this frame
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		String text;
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		// Checks if the Left or Right Ctrl Key is down
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		bool ctrl();
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		// Checks if the Left or Right Shift Key is down
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		bool shift();
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		// Checks if the Left or Right Alt Key is down
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		bool alt();
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	};
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	struct MouseState
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	{
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		// whether a button was pressed this frame
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		bool pressed[Input::max_mouse_buttons];
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		// whether a button was held this frame
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		bool down[Input::max_mouse_buttons];
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		// whether a button was released this frame
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		bool released[Input::max_mouse_buttons];
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		// the timestamp for the button being pressed
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		u64 timestamp[Input::max_mouse_buttons];
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		// mouse position in screen coordinates
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		Vec2 screen_position;
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		// mouse position in pixel coordinates
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		Vec2 draw_position;
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		// mouse position on the window
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		Vec2 position;
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		// mouse wheel value this frame
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		Point wheel;
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	};
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@ -306,48 +339,63 @@ namespace Blah
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		// The current Mouse state
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		MouseState mouse;
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	};
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	// Keyboard Keys
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	enum class Key
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	struct Keys
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	{
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	#define DEFINE_KEY(name, value) name = value,
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	BLAH_KEY_DEFINITIONS
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	#undef DEFINE_KEY
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		enum Enumeration
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		{
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			#define DEFINE_KEY(name, value) name = value,
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			BLAH_KEY_DEFINITIONS
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			#undef DEFINE_KEY
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		};
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	};
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	using Key = Keys::Enumeration;
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	// Game Controller Buttons
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	enum class Button
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	struct Buttons
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	{
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	#define DEFINE_BTN(name, value) name = value,
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	BLAH_BUTTON_DEFINITIONS
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	#undef DEFINE_BTN
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		enum Enumeration
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		{
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			#define DEFINE_BTN(name, value) name = value,
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			BLAH_BUTTON_DEFINITIONS
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			#undef DEFINE_BTN
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		};
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	};
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	using Button = Buttons::Enumeration;
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	// Game Controller Axes
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	enum class Axis
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	// Game Controller Axis
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	struct Axes
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	{
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		None = -1,
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		LeftX = 0,
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		LeftY = 1,
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		RightX = 2,
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		RightY = 3,
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		LeftTrigger = 4,
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		RightTrigger = 5
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		enum Enumeration
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		{
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			None = -1,
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			LeftX = 0,
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			LeftY = 1,
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			RightX = 2,
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			RightY = 3,
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			LeftTrigger = 4,
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			RightTrigger = 5,
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		};
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	};
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	using Axis = Axes::Enumeration;
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	// Mouse Buttons
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	enum class MouseButton
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	struct MouseButtons
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	{
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		None = -1,
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		Left = 0,
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		Middle = 1,
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		Right = 2,
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		enum Enumeration
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		{
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			None = -1,
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			Left = 0,
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			Middle = 1,
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			Right = 2,
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		};
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	};
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	using MouseButton = MouseButtons::Enumeration;
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	class InputBinding;
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	using InputBindingRef = Ref<InputBinding>;
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	class ButtonBinding;
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	using ButtonBindingRef = Ref<ButtonBinding>;
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	class AxisBinding;
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	using AxisBindingRef = Ref<AxisBinding>;
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@ -359,7 +407,7 @@ namespace Blah
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	// You must call Binding::update() every frame to poll the input state.
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	// Alternatively, bindings can be registered to Input which will
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	// automatically update them.
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	class InputBinding
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	class ButtonBinding
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	{
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	public:
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@ -418,16 +466,16 @@ namespace Blah
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		// List of bound Mouse buttons
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		StackVector<MouseButton, 16> mouse;
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		InputBinding() = default;
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		ButtonBinding() = default;
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		InputBinding(float press_buffer)
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		ButtonBinding(float press_buffer)
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			: press_buffer(press_buffer)
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		{
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		}
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		template<typename ... Args>
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		InputBinding(float press_buffer, const Args&... args)
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		ButtonBinding(float press_buffer, const Args&... args)
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			: press_buffer(press_buffer)
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		{
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			add(args...);
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@ -461,20 +509,20 @@ namespace Blah
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		void consume_release();
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		// adds a key to the binding
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		InputBinding& add(Key key);
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		ButtonBinding& add(Key key);
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		// adds a button to the binding
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		InputBinding& add(ButtonBind button);
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		ButtonBinding& add(ButtonBind button);
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		// adds an trigger to the binding
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		InputBinding& add(TriggerBind trigger);
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		ButtonBinding& add(TriggerBind trigger);
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		// adds a mouse button to the binding
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		InputBinding& add(MouseButton mouse);
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		ButtonBinding& add(MouseButton mouse);
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		// adds an input to the binding
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		template<typename T, typename T2, typename ... Args>
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		InputBinding& add(T first, T2 second, const Args&... args)
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		ButtonBinding& add(T first, T2 second, const Args&... args)
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		{
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			add(first);
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			add(second, args...);
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@ -482,13 +530,13 @@ namespace Blah
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		}
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		// adds the left trigger to the binding
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		InputBinding& add_left_trigger(int controller, float threshold);
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		ButtonBinding& add_left_trigger(int controller, float threshold);
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		// adds the right trigger to the binding
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		InputBinding& add_right_trigger(int controller, float threshold);
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		ButtonBinding& add_right_trigger(int controller, float threshold);
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		// assigns all the bindings to the specific controller
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		InputBinding& set_controller(int index);
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		ButtonBinding& set_controller(int index);
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		// removes all bindings
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		void clear();
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@ -526,17 +574,17 @@ namespace Blah
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		};
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		// Negative Value Binding
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		InputBinding negative;
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		ButtonBinding negative;
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		// Positive Value Binding
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		InputBinding positive;
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		ButtonBinding positive;
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		// How to handle overlaps (ex. Left and Right are both held)
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		Overlap overlap = Overlap::Newer;
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		AxisBinding() = default;
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		AxisBinding(const InputBinding& negative, const InputBinding& positive, Overlap overlap = Overlap::Newer)
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		AxisBinding(const ButtonBinding& negative, const ButtonBinding& positive, Overlap overlap = Overlap::Newer)
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			: negative(negative)
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			, positive(positive)
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			, overlap(overlap)
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@ -648,13 +696,11 @@ namespace Blah
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	namespace Input
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	{
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		// Returns the Input State of the current frame.
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		// This pointer is only valid for the current frame and should not be stored.
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		const InputState* state();
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		// Input State for the current frame
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		extern InputState state;
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		// Returns the Input State of the previous frame.
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		// This pointer is only valid for the current frame and should not be stored.
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		const InputState* last_state();
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		// Input State for the previous frame
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		extern InputState last_state;
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		// Gets the Mouse Position
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		Vec2 mouse();
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@ -667,10 +713,10 @@ namespace Blah
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		// Checks if the given Mouse Button is pressed
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		bool pressed(MouseButton button);
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		// Checks if the given Mouse Button is down
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		bool down(MouseButton button);
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		// Checks if the given Mouse Button is released
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		bool released(MouseButton button);
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@ -695,42 +741,14 @@ namespace Blah
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		// Checks if the Left or Right Alt Key is down
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		bool alt();
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		// Get the current Text Input
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		const char* text();
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		// Gets the controller info for the current controller index.
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		// If the controller is not connected or the index it out of range, this will set an unconnected controller.
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		const ControllerState* controller(int controller_index);
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		// Checks if the button on the controller was pressed this frame.
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		// If the controller is not connected, or the index is out of range, this will return false.
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		bool pressed(int controller_index, Button button);
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		// Checks if the button on the controller was held this frame.
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		// If the controller is not connected, or the index is out of range, this will return false.
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		bool down(int controller_index, Button button);
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		// Checks if the button on the controller was released this frame.
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		// If the controller is not connected, or the index is out of range, this will return false.
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		bool released(int controller_index, Button button);
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		// returns the value of the given axis
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		float axis_check(int controller_index, Axis axis);
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		// checks the given virtual axis, described by 2 keys. `fallback` is returned if both keys are held
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		int axis_check(int fallback, Key negative, Key positive);
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		// checks the given virtual axis, described by 2 buttons. `fallback` is returned if both buttons are held
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		int axis_check(int fallback, int controller_index, Button negative, Button positive);
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		// returns a string name of the given key
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		// returns a string name of the key
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		const char* name_of(Key key);
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		// returns a string name of the given button
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		// returns a string name of the button
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		const char* name_of(Button button);
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		// registers a new binding
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		InputBindingRef register_binding(const InputBinding& binding);
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		ButtonBindingRef register_binding(const ButtonBinding& binding);
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		// registers a new axis binding
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		AxisBindingRef register_binding(const AxisBinding& binding);
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@ -295,4 +295,4 @@ namespace
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}
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extern const TargetRef App::backbuffer = TargetRef(new BackBuffer());
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const TargetRef App::backbuffer = TargetRef(new BackBuffer());
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		||||
							
								
								
									
										287
									
								
								src/input.cpp
									
									
									
									
									
								
							
							
						
						
									
										287
									
								
								src/input.cpp
									
									
									
									
									
								
							@ -11,26 +11,27 @@ using namespace Blah;
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namespace
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{
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	InputState g_last_state;
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	InputState g_curr_state;
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	InputState g_next_state;
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	InputState g_empty_state;
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	ControllerState g_empty_controller;
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	Vector<WeakRef<InputBinding>> g_bindings;
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	Vector<WeakRef<ButtonBinding>> g_buttons;
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	Vector<WeakRef<AxisBinding>> g_axes;
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	Vector<WeakRef<StickBinding>> g_sticks;
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}
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 | 
			
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InputState Blah::Input::state;
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InputState Blah::Input::last_state;
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void InputBackend::init()
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{
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	g_empty_controller.name = "Disconnected";
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	for (int i = 0; i < Blah::Input::max_controllers; i++)
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		g_empty_state.controllers[i].name = g_empty_controller.name;
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	g_last_state = g_empty_state;
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	g_curr_state = g_empty_state;
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	Input::last_state = g_empty_state;
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	Input::state = g_empty_state;
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	g_next_state = g_empty_state;
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	g_bindings.dispose();
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	g_buttons.dispose();
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	g_axes.dispose();
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	g_sticks.dispose();
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}
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@ -38,8 +39,8 @@ void InputBackend::init()
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void InputBackend::frame()
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{
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	// cycle states
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	g_last_state = g_curr_state;
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	g_curr_state = g_next_state;
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	Input::last_state = Input::state;
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	Input::state = g_next_state;
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	// copy state, clear pressed / released values
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	{
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@ -75,14 +76,14 @@ void InputBackend::frame()
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 | 
			
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	// update bindings
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	for (int i = 0; i < g_bindings.size(); i++)
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	for (int i = 0; i < g_buttons.size(); i++)
 | 
			
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	{
 | 
			
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		if (g_bindings[i].use_count() <= 0)
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		if (g_buttons[i].use_count() <= 0)
 | 
			
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		{
 | 
			
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			g_bindings.erase(i);
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			g_buttons.erase(i);
 | 
			
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			i--;
 | 
			
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		}
 | 
			
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		else if (auto binding = g_bindings[i].lock())
 | 
			
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		else if (auto binding = g_buttons[i].lock())
 | 
			
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		{
 | 
			
		||||
			binding->update();
 | 
			
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		}
 | 
			
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@ -245,184 +246,84 @@ void InputBackend::on_axis_move(int index, int axis, float value)
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
const InputState* Input::state()
 | 
			
		||||
bool KeyboardState::ctrl()
 | 
			
		||||
{
 | 
			
		||||
	return &g_curr_state;
 | 
			
		||||
	return down[Key::LeftControl] || down[Key::RightControl];
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
const InputState* Input::last_state()
 | 
			
		||||
bool KeyboardState::shift()
 | 
			
		||||
{
 | 
			
		||||
	return &g_last_state;
 | 
			
		||||
	return down[Key::LeftShift] || down[Key::RightShift];
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool KeyboardState::alt()
 | 
			
		||||
{
 | 
			
		||||
	return down[Key::LeftAlt] || down[Key::RightAlt];
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
Vec2 Input::mouse()
 | 
			
		||||
{
 | 
			
		||||
	return g_curr_state.mouse.position;
 | 
			
		||||
	return state.mouse.position;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
Vec2 Input::mouse_draw()
 | 
			
		||||
{
 | 
			
		||||
	return Vec2(g_curr_state.mouse.draw_position);
 | 
			
		||||
	return state.mouse.draw_position;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
Vec2 Input::mouse_screen()
 | 
			
		||||
{
 | 
			
		||||
	return Vec2(g_curr_state.mouse.screen_position);
 | 
			
		||||
	return state.mouse.screen_position;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool Input::pressed(MouseButton button)
 | 
			
		||||
{
 | 
			
		||||
	int i = (int)button;
 | 
			
		||||
	return i >= 0 && i < Blah::Input::max_mouse_buttons&& g_curr_state.mouse.pressed[i];
 | 
			
		||||
	return state.mouse.pressed[button];
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool Input::down(MouseButton button)
 | 
			
		||||
{
 | 
			
		||||
	int i = (int)button;
 | 
			
		||||
	return i >= 0 && i < Blah::Input::max_mouse_buttons&& g_curr_state.mouse.down[i];
 | 
			
		||||
	return state.mouse.down[button];
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool Input::released(MouseButton button)
 | 
			
		||||
{
 | 
			
		||||
	int i = (int)button;
 | 
			
		||||
	return i >= 0 && i < Blah::Input::max_mouse_buttons&& g_curr_state.mouse.released[i];
 | 
			
		||||
	return state.mouse.released[button];
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
Point Input::mouse_wheel()
 | 
			
		||||
{
 | 
			
		||||
	return g_curr_state.mouse.wheel;
 | 
			
		||||
	return state.mouse.wheel;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool Input::pressed(Key key)
 | 
			
		||||
{
 | 
			
		||||
	int i = (int)key;
 | 
			
		||||
	return i > 0 && i < Blah::Input::max_keyboard_keys&& g_curr_state.keyboard.pressed[i];
 | 
			
		||||
	return state.keyboard.pressed[key];
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool Input::down(Key key)
 | 
			
		||||
{
 | 
			
		||||
	int i = (int)key;
 | 
			
		||||
	return i > 0 && i < Blah::Input::max_keyboard_keys&& g_curr_state.keyboard.down[i];
 | 
			
		||||
	return state.keyboard.down[key];
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool Input::released(Key key)
 | 
			
		||||
{
 | 
			
		||||
	int i = (int)key;
 | 
			
		||||
	return i > 0 && i < Blah::Input::max_keyboard_keys&& g_curr_state.keyboard.released[i];
 | 
			
		||||
	return state.keyboard.released[key];
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool Input::ctrl()
 | 
			
		||||
{
 | 
			
		||||
	return down(Key::LeftControl) || down(Key::RightControl);
 | 
			
		||||
	return state.keyboard.ctrl();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool Input::shift()
 | 
			
		||||
{
 | 
			
		||||
	return down(Key::LeftShift) || down(Key::RightShift);
 | 
			
		||||
	return state.keyboard.shift();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool Input::alt()
 | 
			
		||||
{
 | 
			
		||||
	return down(Key::LeftAlt) || down(Key::RightAlt);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
const char* Input::text()
 | 
			
		||||
{
 | 
			
		||||
	return g_curr_state.keyboard.text;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
const ControllerState* Input::controller(int controllerIndex)
 | 
			
		||||
{
 | 
			
		||||
	if (controllerIndex >= Blah::Input::max_controllers)
 | 
			
		||||
	{
 | 
			
		||||
		Log::warn("Trying to access a out-of-range controller at %i", controllerIndex);
 | 
			
		||||
		return &g_empty_controller;
 | 
			
		||||
	}
 | 
			
		||||
	else if (!g_curr_state.controllers[controllerIndex].is_connected)
 | 
			
		||||
	{
 | 
			
		||||
		return &g_empty_controller;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		return &g_curr_state.controllers[controllerIndex];
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool Input::pressed(int controllerIndex, Button button)
 | 
			
		||||
{
 | 
			
		||||
	int i = (int)button;
 | 
			
		||||
	if (controllerIndex < Blah::Input::max_controllers && i >= 0 && i < Blah::Input::max_controller_buttons)
 | 
			
		||||
		return g_curr_state.controllers[controllerIndex].pressed[i];
 | 
			
		||||
	return false;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool Input::down(int controllerIndex, Button button)
 | 
			
		||||
{
 | 
			
		||||
	int i = (int)button;
 | 
			
		||||
	if (controllerIndex < Blah::Input::max_controllers && i >= 0 && i < Blah::Input::max_controller_buttons)
 | 
			
		||||
		return g_curr_state.controllers[controllerIndex].down[i];
 | 
			
		||||
	return false;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool Input::released(int controllerIndex, Button button)
 | 
			
		||||
{
 | 
			
		||||
	int i = (int)button;
 | 
			
		||||
	if (controllerIndex < Blah::Input::max_controllers && i >= 0 && i < Blah::Input::max_controller_buttons)
 | 
			
		||||
		return g_curr_state.controllers[controllerIndex].released[i];
 | 
			
		||||
	return false;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float Input::axis_check(int controllerIndex, Axis axis)
 | 
			
		||||
{
 | 
			
		||||
	int i = (int)axis;
 | 
			
		||||
	if (controllerIndex < Blah::Input::max_controllers && i >= 0 && i < Blah::Input::max_controller_axis)
 | 
			
		||||
		return g_curr_state.controllers[controllerIndex].axis[i];
 | 
			
		||||
	return 0;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
int Input::axis_check(int fallback, Key negative, Key positive)
 | 
			
		||||
{
 | 
			
		||||
	if (Input::pressed(positive))
 | 
			
		||||
		return 1;
 | 
			
		||||
	else if (Input::pressed(negative))
 | 
			
		||||
		return -1;
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		bool pos = Input::down(positive);
 | 
			
		||||
		bool neg = Input::down(negative);
 | 
			
		||||
 | 
			
		||||
		if (pos && neg)
 | 
			
		||||
			return fallback;
 | 
			
		||||
		else if (pos)
 | 
			
		||||
			return 1;
 | 
			
		||||
		else if (neg)
 | 
			
		||||
			return -1;
 | 
			
		||||
		else
 | 
			
		||||
			return 0;
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
int Input::axis_check(int fallback, int controllerIndex, Button negative, Button positive)
 | 
			
		||||
{
 | 
			
		||||
	if (Input::pressed(controllerIndex, positive))
 | 
			
		||||
		return 1;
 | 
			
		||||
	else if (Input::pressed(controllerIndex, negative))
 | 
			
		||||
		return -1;
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		bool pos = Input::down(controllerIndex, positive);
 | 
			
		||||
		bool neg = Input::down(controllerIndex, negative);
 | 
			
		||||
 | 
			
		||||
		if (pos && neg)
 | 
			
		||||
			return fallback;
 | 
			
		||||
		else if (pos)
 | 
			
		||||
			return 1;
 | 
			
		||||
		else if (neg)
 | 
			
		||||
			return -1;
 | 
			
		||||
		else
 | 
			
		||||
			return 0;
 | 
			
		||||
	}
 | 
			
		||||
	return state.keyboard.alt();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
const char* Input::name_of(Key key)
 | 
			
		||||
@ -449,10 +350,10 @@ const char* Input::name_of(Button button)
 | 
			
		||||
	return "Unknown";
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
InputBindingRef Input::register_binding(const InputBinding& binding)
 | 
			
		||||
ButtonBindingRef Input::register_binding(const ButtonBinding& binding)
 | 
			
		||||
{
 | 
			
		||||
	auto result = std::make_shared<InputBinding>(binding);
 | 
			
		||||
	g_bindings.push_back(WeakRef<InputBinding>(result));
 | 
			
		||||
	auto result = std::make_shared<ButtonBinding>(binding);
 | 
			
		||||
	g_buttons.push_back(WeakRef<ButtonBinding>(result));
 | 
			
		||||
	return result;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@ -471,19 +372,19 @@ StickBindingRef Input::register_binding(const StickBinding& binding)
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
InputBinding::TriggerBind::TriggerBind(Axis axis)
 | 
			
		||||
ButtonBinding::TriggerBind::TriggerBind(Axis axis)
 | 
			
		||||
	: axis(axis)
 | 
			
		||||
{
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
InputBinding::TriggerBind::TriggerBind(int controller, Axis axis, float threshold, bool positive)
 | 
			
		||||
ButtonBinding::TriggerBind::TriggerBind(int controller, Axis axis, float threshold, bool positive)
 | 
			
		||||
	: controller(controller), axis(axis), threshold(threshold), positive(positive)
 | 
			
		||||
{
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool InputBinding::TriggerBind::is_down(float axis_value) const
 | 
			
		||||
bool ButtonBinding::TriggerBind::is_down(float axis_value) const
 | 
			
		||||
{
 | 
			
		||||
	if ((axis_value > 0 && positive) || (axis_value < 0 && !positive))
 | 
			
		||||
	{
 | 
			
		||||
@ -494,13 +395,13 @@ bool InputBinding::TriggerBind::is_down(float axis_value) const
 | 
			
		||||
	return false;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
InputBinding::ButtonBind::ButtonBind(Button button)
 | 
			
		||||
ButtonBinding::ButtonBind::ButtonBind(Button button)
 | 
			
		||||
	: button(button) {}
 | 
			
		||||
 | 
			
		||||
InputBinding::ButtonBind::ButtonBind(int controller, Button button)
 | 
			
		||||
ButtonBinding::ButtonBind::ButtonBind(int controller, Button button)
 | 
			
		||||
	: controller(controller), button(button) {}
 | 
			
		||||
 | 
			
		||||
bool InputBinding::pressed() const
 | 
			
		||||
bool ButtonBinding::pressed() const
 | 
			
		||||
{
 | 
			
		||||
	if (m_press_consumed)
 | 
			
		||||
		return false;
 | 
			
		||||
@ -511,7 +412,7 @@ bool InputBinding::pressed() const
 | 
			
		||||
	return m_pressed;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool InputBinding::released() const
 | 
			
		||||
bool ButtonBinding::released() const
 | 
			
		||||
{
 | 
			
		||||
	if (m_release_consumed)
 | 
			
		||||
		return false;
 | 
			
		||||
@ -522,27 +423,27 @@ bool InputBinding::released() const
 | 
			
		||||
	return m_released;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool InputBinding::down() const
 | 
			
		||||
bool ButtonBinding::down() const
 | 
			
		||||
{
 | 
			
		||||
	return m_down;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float InputBinding::value() const
 | 
			
		||||
float ButtonBinding::value() const
 | 
			
		||||
{
 | 
			
		||||
	return m_value;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
int InputBinding::sign() const
 | 
			
		||||
int ButtonBinding::sign() const
 | 
			
		||||
{
 | 
			
		||||
	return (int)Calc::sign(m_value);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
double InputBinding::timestamp() const
 | 
			
		||||
double ButtonBinding::timestamp() const
 | 
			
		||||
{
 | 
			
		||||
	return m_last_timestamp;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void InputBinding::update()
 | 
			
		||||
void ButtonBinding::update()
 | 
			
		||||
{
 | 
			
		||||
	m_press_consumed = false;
 | 
			
		||||
	m_release_consumed = false;
 | 
			
		||||
@ -572,55 +473,55 @@ void InputBinding::update()
 | 
			
		||||
	m_value = get_value();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void InputBinding::consume_press()
 | 
			
		||||
void ButtonBinding::consume_press()
 | 
			
		||||
{
 | 
			
		||||
	m_press_consumed = true;
 | 
			
		||||
	m_last_press_time = -1;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void InputBinding::consume_release()
 | 
			
		||||
void ButtonBinding::consume_release()
 | 
			
		||||
{
 | 
			
		||||
	m_release_consumed = true;
 | 
			
		||||
	m_last_release_time = -1;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
InputBinding& InputBinding::add(Key key)
 | 
			
		||||
ButtonBinding& ButtonBinding::add(Key key)
 | 
			
		||||
{
 | 
			
		||||
	keys.push_back(key);
 | 
			
		||||
	return *this;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
InputBinding& InputBinding::add(ButtonBind button)
 | 
			
		||||
ButtonBinding& ButtonBinding::add(ButtonBind button)
 | 
			
		||||
{
 | 
			
		||||
	buttons.push_back(button);
 | 
			
		||||
	return *this;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
InputBinding& InputBinding::add(TriggerBind trigger)
 | 
			
		||||
ButtonBinding& ButtonBinding::add(TriggerBind trigger)
 | 
			
		||||
{
 | 
			
		||||
	triggers.push_back(trigger);
 | 
			
		||||
	return *this;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
InputBinding& InputBinding::add(MouseButton button)
 | 
			
		||||
ButtonBinding& ButtonBinding::add(MouseButton button)
 | 
			
		||||
{
 | 
			
		||||
	mouse.push_back(button);
 | 
			
		||||
	return *this;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
InputBinding& InputBinding::add_left_trigger(int controller, float threshold)
 | 
			
		||||
ButtonBinding& ButtonBinding::add_left_trigger(int controller, float threshold)
 | 
			
		||||
{
 | 
			
		||||
	triggers.push_back(TriggerBind(controller, Axis::LeftTrigger, threshold, true));
 | 
			
		||||
	return *this;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
InputBinding& InputBinding::add_right_trigger(int controller, float threshold)
 | 
			
		||||
ButtonBinding& ButtonBinding::add_right_trigger(int controller, float threshold)
 | 
			
		||||
{
 | 
			
		||||
	triggers.push_back(TriggerBind(controller, Axis::RightTrigger, threshold, true));
 | 
			
		||||
	return *this;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
InputBinding& InputBinding::set_controller(int index)
 | 
			
		||||
ButtonBinding& ButtonBinding::set_controller(int index)
 | 
			
		||||
{
 | 
			
		||||
	for (auto& it : buttons)
 | 
			
		||||
		it.controller = index;
 | 
			
		||||
@ -630,7 +531,7 @@ InputBinding& InputBinding::set_controller(int index)
 | 
			
		||||
	return *this;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void InputBinding::clear()
 | 
			
		||||
void ButtonBinding::clear()
 | 
			
		||||
{
 | 
			
		||||
	keys.clear();
 | 
			
		||||
	buttons.clear();
 | 
			
		||||
@ -638,18 +539,18 @@ void InputBinding::clear()
 | 
			
		||||
	mouse.clear();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool InputBinding::get_pressed() const
 | 
			
		||||
bool ButtonBinding::get_pressed() const
 | 
			
		||||
{
 | 
			
		||||
	for (auto& it : keys)
 | 
			
		||||
		if (Input::pressed(it))
 | 
			
		||||
		if (Input::state.keyboard.pressed[it])
 | 
			
		||||
			return true;
 | 
			
		||||
 | 
			
		||||
	for (auto& it : mouse)
 | 
			
		||||
		if (Input::pressed(it))
 | 
			
		||||
		if (Input::state.mouse.pressed[it])
 | 
			
		||||
			return true;
 | 
			
		||||
 | 
			
		||||
	for (auto& it : buttons)
 | 
			
		||||
		if (Input::pressed(it.controller, it.button))
 | 
			
		||||
		if (Input::state.controllers[it.controller].pressed[it.button])
 | 
			
		||||
			return true;
 | 
			
		||||
 | 
			
		||||
	for (auto& it : triggers)
 | 
			
		||||
@ -660,26 +561,26 @@ bool InputBinding::get_pressed() const
 | 
			
		||||
		if ((int)it.axis < 0 || (int)it.axis >= Input::max_controller_axis)
 | 
			
		||||
			continue;
 | 
			
		||||
 | 
			
		||||
		if (it.is_down(Input::state()->controllers[it.controller].axis[(int)it.axis]) &&
 | 
			
		||||
			!it.is_down(Input::last_state()->controllers[it.controller].axis[(int)it.axis]))
 | 
			
		||||
		if (it.is_down(Input::state.controllers[it.controller].axis[(int)it.axis]) &&
 | 
			
		||||
			!it.is_down(Input::last_state.controllers[it.controller].axis[(int)it.axis]))
 | 
			
		||||
			return true;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	return false;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool InputBinding::get_released() const
 | 
			
		||||
bool ButtonBinding::get_released() const
 | 
			
		||||
{
 | 
			
		||||
	for (auto& it : keys)
 | 
			
		||||
		if (Input::released(it))
 | 
			
		||||
		if (Input::state.keyboard.released[it])
 | 
			
		||||
			return true;
 | 
			
		||||
 | 
			
		||||
	for (auto& it : mouse)
 | 
			
		||||
		if (Input::released(it))
 | 
			
		||||
		if (Input::state.mouse.released[it])
 | 
			
		||||
			return true;
 | 
			
		||||
 | 
			
		||||
	for (auto& it : buttons)
 | 
			
		||||
		if (Input::released(it.controller, it.button))
 | 
			
		||||
		if (Input::state.controllers[it.controller].released[it.button])
 | 
			
		||||
			return true;
 | 
			
		||||
 | 
			
		||||
	for (auto& it : triggers)
 | 
			
		||||
@ -690,26 +591,26 @@ bool InputBinding::get_released() const
 | 
			
		||||
		if ((int)it.axis < 0 || (int)it.axis >= Input::max_controller_axis)
 | 
			
		||||
			continue;
 | 
			
		||||
 | 
			
		||||
		if (!it.is_down(Input::state()->controllers[it.controller].axis[(int)it.axis]) &&
 | 
			
		||||
			it.is_down(Input::last_state()->controllers[it.controller].axis[(int)it.axis]))
 | 
			
		||||
		if (!it.is_down(Input::state.controllers[it.controller].axis[(int)it.axis]) &&
 | 
			
		||||
			it.is_down(Input::last_state.controllers[it.controller].axis[(int)it.axis]))
 | 
			
		||||
			return true;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	return false;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool InputBinding::get_down() const
 | 
			
		||||
bool ButtonBinding::get_down() const
 | 
			
		||||
{
 | 
			
		||||
	for (auto& it : keys)
 | 
			
		||||
		if (Input::down(it))
 | 
			
		||||
		if (Input::state.keyboard.down[it])
 | 
			
		||||
			return true;
 | 
			
		||||
 | 
			
		||||
	for (auto& it : mouse)
 | 
			
		||||
		if (Input::down(it))
 | 
			
		||||
		if (Input::state.mouse.down[it])
 | 
			
		||||
			return true;
 | 
			
		||||
 | 
			
		||||
	for (auto& it : buttons)
 | 
			
		||||
		if (Input::down(it.controller, it.button))
 | 
			
		||||
		if (Input::state.controllers[it.controller].down[it.button])
 | 
			
		||||
			return true;
 | 
			
		||||
 | 
			
		||||
	for (auto& it : triggers)
 | 
			
		||||
@ -720,25 +621,25 @@ bool InputBinding::get_down() const
 | 
			
		||||
		if ((int)it.axis < 0 || (int)it.axis >= Input::max_controller_axis)
 | 
			
		||||
			continue;
 | 
			
		||||
 | 
			
		||||
		if (it.is_down(Input::state()->controllers[it.controller].axis[(int)it.axis]))
 | 
			
		||||
		if (it.is_down(Input::state.controllers[it.controller].axis[(int)it.axis]))
 | 
			
		||||
			return true;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	return false;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float InputBinding::get_value() const
 | 
			
		||||
float ButtonBinding::get_value() const
 | 
			
		||||
{
 | 
			
		||||
	for (auto& it : keys)
 | 
			
		||||
		if (Input::down(it))
 | 
			
		||||
		if (Input::state.keyboard.down[it])
 | 
			
		||||
			return 1.0f;
 | 
			
		||||
 | 
			
		||||
	for (auto& it : mouse)
 | 
			
		||||
		if (Input::down(it))
 | 
			
		||||
		if (Input::state.mouse.down[it])
 | 
			
		||||
			return 1.0f;
 | 
			
		||||
 | 
			
		||||
	for (auto& it : buttons)
 | 
			
		||||
		if (Input::down(it.controller, it.button))
 | 
			
		||||
		if (Input::state.controllers[it.controller].down[it.button])
 | 
			
		||||
			return 1.0f;
 | 
			
		||||
 | 
			
		||||
	float highest = 0;
 | 
			
		||||
@ -751,7 +652,7 @@ float InputBinding::get_value() const
 | 
			
		||||
		if ((int)it.axis < 0 || (int)it.axis >= Input::max_controller_axis)
 | 
			
		||||
			continue;
 | 
			
		||||
 | 
			
		||||
		float raw_value = Input::state()->controllers[it.controller].axis[(int)it.axis];
 | 
			
		||||
		float raw_value = Input::state.controllers[it.controller].axis[(int)it.axis];
 | 
			
		||||
 | 
			
		||||
		if (it.is_down(raw_value))
 | 
			
		||||
		{
 | 
			
		||||
@ -828,29 +729,29 @@ void AxisBinding::consume_release()
 | 
			
		||||
 | 
			
		||||
AxisBinding& AxisBinding::add_left_stick_x(int controller, float threshold)
 | 
			
		||||
{
 | 
			
		||||
	negative.add(InputBinding::TriggerBind(controller, Axis::LeftX, threshold, false));
 | 
			
		||||
	positive.add(InputBinding::TriggerBind(controller, Axis::LeftX, threshold, true));
 | 
			
		||||
	negative.add(ButtonBinding::TriggerBind(controller, Axis::LeftX, threshold, false));
 | 
			
		||||
	positive.add(ButtonBinding::TriggerBind(controller, Axis::LeftX, threshold, true));
 | 
			
		||||
	return *this;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
AxisBinding& AxisBinding::add_left_stick_y(int controller, float threshold)
 | 
			
		||||
{
 | 
			
		||||
	negative.add(InputBinding::TriggerBind(controller, Axis::LeftY, threshold, false));
 | 
			
		||||
	positive.add(InputBinding::TriggerBind(controller, Axis::LeftY, threshold, true));
 | 
			
		||||
	negative.add(ButtonBinding::TriggerBind(controller, Axis::LeftY, threshold, false));
 | 
			
		||||
	positive.add(ButtonBinding::TriggerBind(controller, Axis::LeftY, threshold, true));
 | 
			
		||||
	return *this;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
AxisBinding& AxisBinding::add_right_stick_x(int controller, float threshold)
 | 
			
		||||
{
 | 
			
		||||
	negative.add(InputBinding::TriggerBind(controller, Axis::RightX, threshold, false));
 | 
			
		||||
	positive.add(InputBinding::TriggerBind(controller, Axis::RightX, threshold, true));
 | 
			
		||||
	negative.add(ButtonBinding::TriggerBind(controller, Axis::RightX, threshold, false));
 | 
			
		||||
	positive.add(ButtonBinding::TriggerBind(controller, Axis::RightX, threshold, true));
 | 
			
		||||
	return *this;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
AxisBinding& AxisBinding::add_right_stick_y(int controller, float threshold)
 | 
			
		||||
{
 | 
			
		||||
	negative.add(InputBinding::TriggerBind(controller, Axis::RightY, threshold, false));
 | 
			
		||||
	positive.add(InputBinding::TriggerBind(controller, Axis::RightY, threshold, true));
 | 
			
		||||
	negative.add(ButtonBinding::TriggerBind(controller, Axis::RightY, threshold, false));
 | 
			
		||||
	positive.add(ButtonBinding::TriggerBind(controller, Axis::RightY, threshold, true));
 | 
			
		||||
	return *this;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@ -901,10 +802,10 @@ void StickBinding::consume_release()
 | 
			
		||||
 | 
			
		||||
StickBinding& StickBinding::add_dpad(int controller)
 | 
			
		||||
{
 | 
			
		||||
	x.negative.add(InputBinding::ButtonBind(controller, Button::Left));
 | 
			
		||||
	x.positive.add(InputBinding::ButtonBind(controller, Button::Right));
 | 
			
		||||
	y.negative.add(InputBinding::ButtonBind(controller, Button::Up));
 | 
			
		||||
	y.positive.add(InputBinding::ButtonBind(controller, Button::Down));
 | 
			
		||||
	x.negative.add(ButtonBinding::ButtonBind(controller, Button::Left));
 | 
			
		||||
	x.positive.add(ButtonBinding::ButtonBind(controller, Button::Right));
 | 
			
		||||
	y.negative.add(ButtonBinding::ButtonBind(controller, Button::Up));
 | 
			
		||||
	y.positive.add(ButtonBinding::ButtonBind(controller, Button::Down));
 | 
			
		||||
	return *this;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
		Reference in New Issue
	
	Block a user