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ModuleInput.cpp
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70 lines (59 loc) · 1.22 KB
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#include "Globals.h"
#include "Application.h"
#include "ModuleInput.h"
#include "SDL/include/SDL.h"
ModuleInput::ModuleInput() : Module()
{
for(uint i = 0; i < MAX_KEYS; ++i)
keyboard[i] = KEY_IDLE;
}
// Destructor
ModuleInput::~ModuleInput()
{
}
// Called before render is available
bool ModuleInput::Init()
{
LOG("Init SDL input event system");
bool ret = true;
SDL_Init(0);
if(SDL_InitSubSystem(SDL_INIT_EVENTS) < 0)
{
LOG("SDL_EVENTS could not initialize! SDL_Error: %s\n", SDL_GetError());
ret = false;
}
return ret;
}
// Called every draw update
update_status ModuleInput::PreUpdate()
{
SDL_PumpEvents();
const Uint8* keys = SDL_GetKeyboardState(NULL);
for(int i = 0; i < MAX_KEYS; ++i)
{
if(keys[i] == 1)
{
if(keyboard[i] == KEY_IDLE)
keyboard[i] = KEY_DOWN;
else
keyboard[i] = KEY_REPEAT;
}
else
{
if(keyboard[i] == KEY_REPEAT || keyboard[i] == KEY_DOWN)
keyboard[i] = KEY_UP;
else
keyboard[i] = KEY_IDLE;
}
}
if(keyboard[SDL_SCANCODE_ESCAPE])
return update_status::UPDATE_STOP;
return update_status::UPDATE_CONTINUE;
}
// Called before quitting
bool ModuleInput::CleanUp()
{
LOG("Quitting SDL input event subsystem");
SDL_QuitSubSystem(SDL_INIT_EVENTS);
return true;
}