mirror of
https://github.com/NoelFB/blah.git
synced 2025-09-13 13:24:26 +08:00
simplifying input calls & state
This commit is contained in:
@ -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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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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// 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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{
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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)
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}
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}
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const InputState* Input::state()
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bool KeyboardState::ctrl()
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{
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return &g_curr_state;
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return down[Key::LeftControl] || down[Key::RightControl];
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}
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const InputState* Input::last_state()
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bool KeyboardState::shift()
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{
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return &g_last_state;
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return down[Key::LeftShift] || down[Key::RightShift];
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}
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bool KeyboardState::alt()
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{
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return down[Key::LeftAlt] || down[Key::RightAlt];
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}
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Vec2 Input::mouse()
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{
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return g_curr_state.mouse.position;
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return state.mouse.position;
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}
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Vec2 Input::mouse_draw()
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{
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return Vec2(g_curr_state.mouse.draw_position);
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return state.mouse.draw_position;
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}
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Vec2 Input::mouse_screen()
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{
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return Vec2(g_curr_state.mouse.screen_position);
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return state.mouse.screen_position;
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}
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bool Input::pressed(MouseButton button)
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{
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int i = (int)button;
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return i >= 0 && i < Blah::Input::max_mouse_buttons&& g_curr_state.mouse.pressed[i];
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return state.mouse.pressed[button];
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}
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bool Input::down(MouseButton button)
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{
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int i = (int)button;
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return i >= 0 && i < Blah::Input::max_mouse_buttons&& g_curr_state.mouse.down[i];
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return state.mouse.down[button];
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}
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bool Input::released(MouseButton button)
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{
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int i = (int)button;
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return i >= 0 && i < Blah::Input::max_mouse_buttons&& g_curr_state.mouse.released[i];
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return state.mouse.released[button];
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}
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Point Input::mouse_wheel()
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{
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return g_curr_state.mouse.wheel;
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return state.mouse.wheel;
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}
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bool Input::pressed(Key key)
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{
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int i = (int)key;
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return i > 0 && i < Blah::Input::max_keyboard_keys&& g_curr_state.keyboard.pressed[i];
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return state.keyboard.pressed[key];
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}
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bool Input::down(Key key)
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{
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int i = (int)key;
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return i > 0 && i < Blah::Input::max_keyboard_keys&& g_curr_state.keyboard.down[i];
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return state.keyboard.down[key];
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}
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bool Input::released(Key key)
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{
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int i = (int)key;
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return i > 0 && i < Blah::Input::max_keyboard_keys&& g_curr_state.keyboard.released[i];
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return state.keyboard.released[key];
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}
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bool Input::ctrl()
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{
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return down(Key::LeftControl) || down(Key::RightControl);
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return state.keyboard.ctrl();
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}
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bool Input::shift()
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{
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return down(Key::LeftShift) || down(Key::RightShift);
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return state.keyboard.shift();
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}
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bool Input::alt()
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{
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return down(Key::LeftAlt) || down(Key::RightAlt);
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}
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const char* Input::text()
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{
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return g_curr_state.keyboard.text;
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}
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const ControllerState* Input::controller(int controllerIndex)
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{
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if (controllerIndex >= Blah::Input::max_controllers)
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{
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Log::warn("Trying to access a out-of-range controller at %i", controllerIndex);
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return &g_empty_controller;
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}
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else if (!g_curr_state.controllers[controllerIndex].is_connected)
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{
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return &g_empty_controller;
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}
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else
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{
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return &g_curr_state.controllers[controllerIndex];
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}
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}
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bool Input::pressed(int controllerIndex, Button button)
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{
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int i = (int)button;
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if (controllerIndex < Blah::Input::max_controllers && i >= 0 && i < Blah::Input::max_controller_buttons)
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return g_curr_state.controllers[controllerIndex].pressed[i];
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return false;
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}
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bool Input::down(int controllerIndex, Button button)
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{
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int i = (int)button;
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if (controllerIndex < Blah::Input::max_controllers && i >= 0 && i < Blah::Input::max_controller_buttons)
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return g_curr_state.controllers[controllerIndex].down[i];
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return false;
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}
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bool Input::released(int controllerIndex, Button button)
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{
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int i = (int)button;
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if (controllerIndex < Blah::Input::max_controllers && i >= 0 && i < Blah::Input::max_controller_buttons)
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return g_curr_state.controllers[controllerIndex].released[i];
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return false;
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}
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float Input::axis_check(int controllerIndex, Axis axis)
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{
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int i = (int)axis;
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if (controllerIndex < Blah::Input::max_controllers && i >= 0 && i < Blah::Input::max_controller_axis)
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return g_curr_state.controllers[controllerIndex].axis[i];
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return 0;
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}
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int Input::axis_check(int fallback, Key negative, Key positive)
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{
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if (Input::pressed(positive))
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return 1;
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else if (Input::pressed(negative))
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return -1;
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else
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{
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bool pos = Input::down(positive);
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bool neg = Input::down(negative);
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if (pos && neg)
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return fallback;
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else if (pos)
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return 1;
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else if (neg)
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return -1;
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else
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return 0;
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}
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}
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int Input::axis_check(int fallback, int controllerIndex, Button negative, Button positive)
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{
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if (Input::pressed(controllerIndex, positive))
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return 1;
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else if (Input::pressed(controllerIndex, negative))
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return -1;
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else
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{
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bool pos = Input::down(controllerIndex, positive);
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bool neg = Input::down(controllerIndex, negative);
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if (pos && neg)
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return fallback;
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else if (pos)
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return 1;
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else if (neg)
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return -1;
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else
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return 0;
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}
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return state.keyboard.alt();
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}
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const char* Input::name_of(Key key)
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@ -449,10 +350,10 @@ const char* Input::name_of(Button button)
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return "Unknown";
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}
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InputBindingRef Input::register_binding(const InputBinding& binding)
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ButtonBindingRef Input::register_binding(const ButtonBinding& binding)
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{
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auto result = std::make_shared<InputBinding>(binding);
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g_bindings.push_back(WeakRef<InputBinding>(result));
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auto result = std::make_shared<ButtonBinding>(binding);
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g_buttons.push_back(WeakRef<ButtonBinding>(result));
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return result;
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}
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@ -471,19 +372,19 @@ StickBindingRef Input::register_binding(const StickBinding& binding)
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}
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InputBinding::TriggerBind::TriggerBind(Axis axis)
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ButtonBinding::TriggerBind::TriggerBind(Axis axis)
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: axis(axis)
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{
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}
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InputBinding::TriggerBind::TriggerBind(int controller, Axis axis, float threshold, bool positive)
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ButtonBinding::TriggerBind::TriggerBind(int controller, Axis axis, float threshold, bool positive)
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: controller(controller), axis(axis), threshold(threshold), positive(positive)
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{
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}
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bool InputBinding::TriggerBind::is_down(float axis_value) const
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bool ButtonBinding::TriggerBind::is_down(float axis_value) const
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{
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if ((axis_value > 0 && positive) || (axis_value < 0 && !positive))
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{
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@ -494,13 +395,13 @@ bool InputBinding::TriggerBind::is_down(float axis_value) const
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return false;
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}
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InputBinding::ButtonBind::ButtonBind(Button button)
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ButtonBinding::ButtonBind::ButtonBind(Button button)
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: button(button) {}
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InputBinding::ButtonBind::ButtonBind(int controller, Button button)
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ButtonBinding::ButtonBind::ButtonBind(int controller, Button button)
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: controller(controller), button(button) {}
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bool InputBinding::pressed() const
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bool ButtonBinding::pressed() const
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{
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if (m_press_consumed)
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return false;
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@ -511,7 +412,7 @@ bool InputBinding::pressed() const
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return m_pressed;
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}
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bool InputBinding::released() const
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bool ButtonBinding::released() const
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{
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if (m_release_consumed)
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return false;
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@ -522,27 +423,27 @@ bool InputBinding::released() const
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return m_released;
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}
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bool InputBinding::down() const
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bool ButtonBinding::down() const
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{
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return m_down;
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}
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float InputBinding::value() const
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float ButtonBinding::value() const
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{
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return m_value;
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}
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int InputBinding::sign() const
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int ButtonBinding::sign() const
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{
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return (int)Calc::sign(m_value);
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}
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double InputBinding::timestamp() const
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double ButtonBinding::timestamp() const
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{
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return m_last_timestamp;
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}
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void InputBinding::update()
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void ButtonBinding::update()
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{
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m_press_consumed = false;
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m_release_consumed = false;
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@ -572,55 +473,55 @@ void InputBinding::update()
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m_value = get_value();
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}
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void InputBinding::consume_press()
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void ButtonBinding::consume_press()
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{
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m_press_consumed = true;
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m_last_press_time = -1;
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}
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void InputBinding::consume_release()
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void ButtonBinding::consume_release()
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{
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m_release_consumed = true;
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m_last_release_time = -1;
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}
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InputBinding& InputBinding::add(Key key)
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ButtonBinding& ButtonBinding::add(Key key)
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{
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keys.push_back(key);
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return *this;
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}
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InputBinding& InputBinding::add(ButtonBind button)
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ButtonBinding& ButtonBinding::add(ButtonBind button)
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{
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buttons.push_back(button);
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return *this;
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}
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InputBinding& InputBinding::add(TriggerBind trigger)
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ButtonBinding& ButtonBinding::add(TriggerBind trigger)
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{
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triggers.push_back(trigger);
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return *this;
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}
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InputBinding& InputBinding::add(MouseButton button)
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ButtonBinding& ButtonBinding::add(MouseButton button)
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{
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mouse.push_back(button);
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return *this;
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}
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InputBinding& InputBinding::add_left_trigger(int controller, float threshold)
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ButtonBinding& ButtonBinding::add_left_trigger(int controller, float threshold)
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{
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triggers.push_back(TriggerBind(controller, Axis::LeftTrigger, threshold, true));
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return *this;
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}
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InputBinding& InputBinding::add_right_trigger(int controller, float threshold)
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ButtonBinding& ButtonBinding::add_right_trigger(int controller, float threshold)
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{
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triggers.push_back(TriggerBind(controller, Axis::RightTrigger, threshold, true));
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return *this;
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}
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InputBinding& InputBinding::set_controller(int index)
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ButtonBinding& ButtonBinding::set_controller(int index)
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{
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for (auto& it : buttons)
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it.controller = index;
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@ -630,7 +531,7 @@ InputBinding& InputBinding::set_controller(int index)
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return *this;
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}
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void InputBinding::clear()
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void ButtonBinding::clear()
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{
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keys.clear();
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buttons.clear();
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@ -638,18 +539,18 @@ void InputBinding::clear()
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mouse.clear();
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}
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bool InputBinding::get_pressed() const
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bool ButtonBinding::get_pressed() const
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{
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for (auto& it : keys)
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if (Input::pressed(it))
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if (Input::state.keyboard.pressed[it])
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return true;
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for (auto& it : mouse)
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if (Input::pressed(it))
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if (Input::state.mouse.pressed[it])
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return true;
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for (auto& it : buttons)
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if (Input::pressed(it.controller, it.button))
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if (Input::state.controllers[it.controller].pressed[it.button])
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return true;
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for (auto& it : triggers)
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@ -660,26 +561,26 @@ bool InputBinding::get_pressed() const
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if ((int)it.axis < 0 || (int)it.axis >= Input::max_controller_axis)
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continue;
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||||
if (it.is_down(Input::state()->controllers[it.controller].axis[(int)it.axis]) &&
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||||
!it.is_down(Input::last_state()->controllers[it.controller].axis[(int)it.axis]))
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if (it.is_down(Input::state.controllers[it.controller].axis[(int)it.axis]) &&
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!it.is_down(Input::last_state.controllers[it.controller].axis[(int)it.axis]))
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return true;
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}
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return false;
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}
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bool InputBinding::get_released() const
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bool ButtonBinding::get_released() const
|
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{
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for (auto& it : keys)
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if (Input::released(it))
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if (Input::state.keyboard.released[it])
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return true;
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||||
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||||
for (auto& it : mouse)
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if (Input::released(it))
|
||||
if (Input::state.mouse.released[it])
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||||
return true;
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||||
|
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for (auto& it : buttons)
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||||
if (Input::released(it.controller, it.button))
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||||
if (Input::state.controllers[it.controller].released[it.button])
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||||
return true;
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||||
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||||
for (auto& it : triggers)
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||||
@ -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