#include #include "client/input/Keys.h" Keys::Key::Key() : down(false), shouldRelease(false), downTime(0) { } bool Keys::Key::isDown() const { return down; } bool Keys::Key::isReleased() const { return shouldRelease; } u32 Keys::Key::getDownTime() const { return downTime; } std::ostream& operator<<(std::ostream& os, const Keys::Key& k) { os << "Key(down: " << k.isDown() << ", release: " << k.isReleased() << ", time: " << k.getDownTime() << ")"; return os; } Keys::Keys() : left(keys[0]), right(keys[1]), up(keys[2]), down(keys[3]), jump(keys[4]), sneak(keys[5]), camLeft(keys[6]), camRight(keys[7]), camUp(keys[8]), camDown(keys[9]), test(keys[10]), test2(keys[11]), test3(keys[12]), test4(keys[13]), test5(keys[14]) { keys[0].glfwKey = GLFW_KEY_A; keys[1].glfwKey = GLFW_KEY_D; keys[2].glfwKey = GLFW_KEY_W; keys[3].glfwKey = GLFW_KEY_S; keys[4].glfwKey = GLFW_KEY_SPACE; keys[5].glfwKey = GLFW_KEY_LEFT_SHIFT; keys[6].glfwKey = GLFW_KEY_LEFT; keys[7].glfwKey = GLFW_KEY_RIGHT; keys[8].glfwKey = GLFW_KEY_UP; keys[9].glfwKey = GLFW_KEY_DOWN; keys[10].glfwKey = GLFW_KEY_T; keys[11].glfwKey = GLFW_KEY_Y; keys[12].glfwKey = GLFW_KEY_U; keys[13].glfwKey = GLFW_KEY_I; keys[14].glfwKey = GLFW_KEY_R; } void Keys::release(int key) { for(Key& k : keys) { if(k.glfwKey == key) { k.shouldRelease = true; } } } void Keys::press(int key) { for(Key& k : keys) { if(k.glfwKey == key) { k.down = true; k.shouldRelease = false; } } } void Keys::tick() { for(Key& k : keys) { k.downTime += k.down; k.down = k.down && !k.shouldRelease; k.downTime *= !k.shouldRelease; k.shouldRelease = false; } }