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simplifying Input enums
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53ebb40ffd
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832c8f4283
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@ -229,57 +229,41 @@ namespace Blah
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}
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// Keyboard Keys
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struct Keys
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enum class Key
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{
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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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#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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using Key = Keys::Enumeration;
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// Game Controller Buttons
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struct Buttons
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enum class Button
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{
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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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#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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using Button = Buttons::Enumeration;
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// Game Controller Axis
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struct Axes
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enum class Axis
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{
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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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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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using Axis = Axes::Enumeration;
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// Mouse Buttons
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struct MouseButtons
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enum class MouseButton
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{
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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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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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using MouseButton = MouseButtons::Enumeration;
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// Controller State
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struct ControllerState
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@ -781,6 +765,15 @@ 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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// Checks if the given Controller Button is pressed
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bool pressed(int controller_index, Button button);
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// Checks if the given Controller Button is down
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bool down(int controller_index, Button button);
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// Checks if the given Controller Button is released
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bool released(int controller_index, Button button);
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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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148
src/input.cpp
148
src/input.cpp
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@ -133,39 +133,43 @@ void MouseState::on_move(const Vec2f& pos, const Vec2f& screen_pos)
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void MouseState::on_press(MouseButton button)
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{
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if (button >= 0 && button < Input::max_mouse_buttons)
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int index = (int)button;
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if (index >= 0 && index < Input::max_mouse_buttons)
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{
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down[button] = true;
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pressed[button] = true;
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timestamp[button] = Time::ticks;
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down[index] = true;
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pressed[index] = true;
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timestamp[index] = Time::ticks;
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}
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}
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void MouseState::on_release(MouseButton button)
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{
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if (button >= 0 && button < Input::max_mouse_buttons)
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int index = (int)button;
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if (index >= 0 && index < Input::max_mouse_buttons)
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{
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down[button] = false;
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released[button] = true;
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down[index] = false;
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released[index] = true;
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}
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}
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void KeyboardState::on_press(Key key)
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{
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if (key >= 0 && key < Input::max_keyboard_keys)
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int index = (int)key;
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if (index >= 0 && index < Input::max_keyboard_keys)
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{
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down[key] = true;
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pressed[key] = true;
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timestamp[key] = Time::ticks;
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down[index] = true;
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pressed[index] = true;
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timestamp[index] = Time::ticks;
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}
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}
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void KeyboardState::on_release(Key key)
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{
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if (key >= 0 && key < Input::max_keyboard_keys)
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int index = (int)key;
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if (index >= 0 && index < Input::max_keyboard_keys)
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{
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down[key] = false;
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released[key] = true;
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down[index] = false;
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released[index] = true;
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}
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}
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@ -189,25 +193,28 @@ void ControllerState::on_disconnect()
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void ControllerState::on_press(Button button)
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{
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if (button >= 0 && button < Input::max_controller_buttons && button < button_count)
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int index = (int)button;
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if (index >= 0 && index < Input::max_controller_buttons && index < button_count)
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{
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down[button] = true;
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pressed[button] = true;
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button_timestamp[button] = Time::ticks;
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down[index] = true;
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pressed[index] = true;
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button_timestamp[index] = Time::ticks;
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}
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}
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void ControllerState::on_release(Button button)
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{
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if (button >= 0 && button < Input::max_controller_buttons && button < button_count)
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int index = (int)button;
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if (index >= 0 && index < Input::max_controller_buttons && index < button_count)
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{
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down[button] = false;
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released[button] = true;
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down[index] = false;
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released[index] = true;
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}
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}
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void ControllerState::on_axis(Axis index, float value)
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void ControllerState::on_axis(Axis input_axis, float value)
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{
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int index = (int)input_axis;
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if (index >= 0 && index < Input::max_controller_axis && index < axis_count)
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{
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axis[index] = value;
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@ -217,17 +224,17 @@ void ControllerState::on_axis(Axis index, float value)
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bool KeyboardState::ctrl()
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{
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return down[Key::LeftControl] || down[Key::RightControl];
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return down[(int)Key::LeftControl] || down[(int)Key::RightControl];
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}
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bool KeyboardState::shift()
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{
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return down[Key::LeftShift] || down[Key::RightShift];
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return down[(int)Key::LeftShift] || down[(int)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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return down[(int)Key::LeftAlt] || down[(int)Key::RightAlt];
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}
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Vec2f Input::mouse()
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@ -247,17 +254,20 @@ Vec2f Input::mouse_screen()
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bool Input::pressed(MouseButton button)
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{
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return state.mouse.pressed[button];
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int index = (int)button;
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return index >= 0 && index < Input::max_mouse_buttons && state.mouse.pressed[index];
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}
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bool Input::down(MouseButton button)
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{
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return state.mouse.down[button];
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int index = (int)button;
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return index >= 0 && index < Input::max_mouse_buttons && state.mouse.down[index];
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}
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bool Input::released(MouseButton button)
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{
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return state.mouse.released[button];
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int index = (int)button;
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return index >= 0 && index < Input::max_mouse_buttons&& state.mouse.released[index];
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}
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Point Input::mouse_wheel()
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@ -267,33 +277,40 @@ Point Input::mouse_wheel()
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bool Input::pressed(Key key)
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{
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return state.keyboard.pressed[key];
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int index = (int)key;
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return index >= 0 && index < Input::max_keyboard_keys && state.keyboard.pressed[index];
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}
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bool Input::down(Key key)
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{
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return state.keyboard.down[key];
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int index = (int)key;
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return index >= 0 && index < Input::max_keyboard_keys&& state.keyboard.down[index];
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}
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bool Input::released(Key key)
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{
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return state.keyboard.released[key];
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int index = (int)key;
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return index >= 0 && index < Input::max_keyboard_keys&& state.keyboard.released[index];
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}
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bool Input::repeating(Key key)
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{
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if (state.keyboard.pressed[key])
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return true;
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if (state.keyboard.down[key])
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int index = (int)key;
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if (index >= 0 && index < Input::max_keyboard_keys)
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{
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double timestamp = state.keyboard.timestamp[key] / (double)Time::ticks_per_second;
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double current_time = Time::ticks / (double)Time::ticks_per_second;
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if (state.keyboard.pressed[index])
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return true;
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if (current_time > timestamp + Input::repeat_delay)
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if (state.keyboard.down[index])
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{
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if (Time::on_interval(current_time - timestamp, Time::delta, Input::repeat_interval, 0.0f))
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return true;
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double timestamp = state.keyboard.timestamp[index] / (double)Time::ticks_per_second;
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double current_time = Time::ticks / (double)Time::ticks_per_second;
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if (current_time > timestamp + Input::repeat_delay)
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{
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if (Time::on_interval(current_time - timestamp, Time::delta, Input::repeat_interval, 0.0f))
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return true;
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}
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}
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}
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return state.keyboard.alt();
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}
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bool Input::pressed(int controller_index, Button button)
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{
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int index = (int)button;
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return
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controller_index >= 0 && controller_index < Input::max_controllers &&
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index >= 0 && index < Input::max_controller_buttons &&
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state.controllers[controller_index].pressed[index];
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}
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bool Input::down(int controller_index, Button button)
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{
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int index = (int)button;
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return
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controller_index >= 0 && controller_index < Input::max_controllers&&
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index >= 0 && index < Input::max_controller_buttons&&
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state.controllers[controller_index].down[index];
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}
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bool Input::released(int controller_index, Button button)
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{
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int index = (int)button;
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return
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controller_index >= 0 && controller_index < Input::max_controllers&&
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index >= 0 && index < Input::max_controller_buttons&&
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state.controllers[controller_index].released[index];
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}
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const char* Input::name_of(Key key)
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{
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switch (key)
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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::state.keyboard.pressed[it])
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if (Input::pressed(it))
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return true;
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for (auto& it : mouse)
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if (Input::state.mouse.pressed[it])
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if (Input::pressed(it))
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return true;
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for (auto& it : buttons)
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if (Input::state.controllers[it.controller].pressed[it.button])
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if (Input::pressed(it.controller, it.button))
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return true;
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for (auto& it : triggers)
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@ -572,15 +616,15 @@ bool ButtonBinding::get_pressed() 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::state.keyboard.released[it])
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if (Input::released(it))
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return true;
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for (auto& it : mouse)
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if (Input::state.mouse.released[it])
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if (Input::released(it))
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return true;
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for (auto& it : buttons)
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if (Input::state.controllers[it.controller].released[it.button])
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if (Input::released(it.controller, it.button))
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return true;
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for (auto& it : triggers)
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@ -602,15 +646,15 @@ bool ButtonBinding::get_released() const
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bool ButtonBinding::get_down() const
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{
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for (auto& it : keys)
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if (Input::state.keyboard.down[it])
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if (Input::down(it))
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return true;
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for (auto& it : mouse)
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if (Input::state.mouse.down[it])
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if (Input::down(it))
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return true;
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for (auto& it : buttons)
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if (Input::state.controllers[it.controller].down[it.button])
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if (Input::down(it.controller, it.button))
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return true;
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for (auto& it : triggers)
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@ -631,15 +675,15 @@ bool ButtonBinding::get_down() const
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float ButtonBinding::get_value() const
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{
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for (auto& it : keys)
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if (Input::state.keyboard.down[it])
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if (Input::down(it))
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return 1.0f;
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for (auto& it : mouse)
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if (Input::state.mouse.down[it])
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if (Input::down(it))
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return 1.0f;
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for (auto& it : buttons)
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if (Input::state.controllers[it.controller].down[it.button])
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if (Input::down(it.controller, it.button))
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return 1.0f;
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float highest = 0;
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