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#include "xe_input.hpp"
#include <GLFW/glfw3.h>
namespace xe {
static Input* _instance;
Input::Input(Window& window) : window{window} {
glfwSetKeyCallback(window.getGLFWwindow(), Input::key_callback);
glfwSetMouseButtonCallback(window.getGLFWwindow(), Input::mouse_callback);
_instance = this;
}
bool Input::isKeyPressed(int key) {
return glfwGetKey(window.getGLFWwindow(), key) == GLFW_PRESS;
}
bool Input::wasKeyPressed(int key) {
if(_pressed[key] == true) {
_pressed[key] = false;
return true;
}
return false;
}
bool Input::wasKeyReleased(int key) {
if(_released[key] == true) {
_released[key] = false;
return true;
}
return false;
}
void Input::key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) {
if(action == GLFW_PRESS) _instance->_pressed[key] = true;
if(action == GLFW_RELEASE) _instance->_released[key] = true;
}
void Input::mouse_callback(GLFWwindow* window, int key, int action, int mods) {
if(action == GLFW_PRESS) _instance->_pressed[key] = true;
if(action == GLFW_RELEASE) _instance->_released[key] = true;
}
}
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