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- #include "Input.h"
- #include "sfwindow.h"
- #include <SFML/Window/Keyboard.hpp>
- #define INPUT WalrusRPG::Input
- using sf::Keyboard;
- bool INPUT::key_a()
- {
- return window.hasFocus() && (Keyboard::isKeyPressed(Keyboard::W) || Keyboard::isKeyPressed(Keyboard::Z));
- }
- bool INPUT::key_b()
- {
- return window.hasFocus() && Keyboard::isKeyPressed(Keyboard::X);
- }
- bool INPUT::key_l()
- {
- return window.hasFocus() && (Keyboard::isKeyPressed(Keyboard::Q) || Keyboard::isKeyPressed(Keyboard::A));
- }
- bool INPUT::key_r()
- {
- return window.hasFocus() && Keyboard::isKeyPressed(Keyboard::S);
- }
- bool INPUT::key_up()
- {
- return window.hasFocus() && (Keyboard::isKeyPressed(Keyboard::Up));
- }
- bool INPUT::key_down()
- {
- return window.hasFocus() && (Keyboard::isKeyPressed(Keyboard::Down));
- }
- bool INPUT::key_left()
- {
- return window.hasFocus() && (Keyboard::isKeyPressed(Keyboard::Left));
- }
- bool INPUT::key_right()
- {
- return window.hasFocus() && (Keyboard::isKeyPressed(Keyboard::Right));
- }
- bool INPUT::key_start()
- {
- return window.hasFocus() && Keyboard::isKeyPressed(Keyboard::Return);
- }
- bool INPUT::key_select()
- {
- return window.hasFocus() && Keyboard::isKeyPressed(Keyboard::BackSpace);
- }
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