46 lines
No EOL
1.1 KiB
C++
46 lines
No EOL
1.1 KiB
C++
#include "xe_input.hpp"
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#include <GLFW/glfw3.h>
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namespace xe {
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static XeInput* _instance;
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XeInput::XeInput(XeWindow& window) : window{window} {
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glfwSetKeyCallback(window.getGLFWwindow(), XeInput::key_callback);
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glfwSetMouseButtonCallback(window.getGLFWwindow(), XeInput::mouse_callback);
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_instance = this;
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}
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bool XeInput::isKeyPressed(int key) {
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return glfwGetKey(window.getGLFWwindow(), key) == GLFW_PRESS;
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}
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bool XeInput::wasKeyPressed(int key) {
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if(_pressed[key] == true) {
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_pressed[key] = false;
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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 XeInput::wasKeyReleased(int key) {
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if(_released[key] == true) {
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_released[key] = false;
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return true;
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}
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return false;
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}
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void XeInput::key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) {
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if(action == GLFW_PRESS) _instance->_pressed[key] = true;
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if(action == GLFW_RELEASE) _instance->_released[key] = true;
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}
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void XeInput::mouse_callback(GLFWwindow* window, int key, int action, int mods) {
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if(action == GLFW_PRESS) _instance->_pressed[key] = true;
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if(action == GLFW_RELEASE) _instance->_released[key] = true;
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}
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} |