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@@ -3,33 +3,34 @@
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#include <SFML/Window/Keyboard.hpp>
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#define INPUT WalrusRPG::Input
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+using sf::Keyboard;
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bool INPUT::key_a()
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{
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- return window.hasFocus() && sf::Keyboard::isKeyPressed(sf::Keyboard::Return);
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+ return window.hasFocus() && Keyboard::isKeyPressed(Keyboard::Return);
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}
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bool INPUT::key_b()
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{
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- return window.hasFocus() && sf::Keyboard::isKeyPressed(sf::Keyboard::BackSpace);
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+ return window.hasFocus() && Keyboard::isKeyPressed(Keyboard::BackSpace);
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}
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bool INPUT::key_up()
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{
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- return window.hasFocus() && sf::Keyboard::isKeyPressed(sf::Keyboard::W);
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+ return window.hasFocus() && (Keyboard::isKeyPressed(Keyboard::W) || Keyboard::isKeyPressed(Keyboard::Up));
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}
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bool INPUT::key_down()
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{
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- return window.hasFocus() && sf::Keyboard::isKeyPressed(sf::Keyboard::S);
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+ return window.hasFocus() && (Keyboard::isKeyPressed(Keyboard::S) || Keyboard::isKeyPressed(Keyboard::Down));
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}
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bool INPUT::key_left()
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{
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- return window.hasFocus() && sf::Keyboard::isKeyPressed(sf::Keyboard::A);
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+ return window.hasFocus() && (Keyboard::isKeyPressed(Keyboard::A) || Keyboard::isKeyPressed(Keyboard::Left));
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}
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bool INPUT::key_right()
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{
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- return window.hasFocus() && sf::Keyboard::isKeyPressed(sf::Keyboard::D);
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+ return window.hasFocus() && (Keyboard::isKeyPressed(Keyboard::D) || Keyboard::isKeyPressed(Keyboard::Right));
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}
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