Input.cpp 1.2 KB

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  1. #include "Input.h"
  2. #include "sfwindow.h"
  3. #include <SFML/Window/Keyboard.hpp>
  4. #define INPUT WalrusRPG::Input
  5. using sf::Keyboard;
  6. bool INPUT::key_a()
  7. {
  8. return window.hasFocus() &&
  9. (Keyboard::isKeyPressed(Keyboard::W) || Keyboard::isKeyPressed(Keyboard::Z));
  10. }
  11. bool INPUT::key_b()
  12. {
  13. return window.hasFocus() && Keyboard::isKeyPressed(Keyboard::X);
  14. }
  15. bool INPUT::key_l()
  16. {
  17. return window.hasFocus() &&
  18. (Keyboard::isKeyPressed(Keyboard::Q) || Keyboard::isKeyPressed(Keyboard::A));
  19. }
  20. bool INPUT::key_r()
  21. {
  22. return window.hasFocus() && Keyboard::isKeyPressed(Keyboard::S);
  23. }
  24. bool INPUT::key_up()
  25. {
  26. return window.hasFocus() && (Keyboard::isKeyPressed(Keyboard::Up));
  27. }
  28. bool INPUT::key_down()
  29. {
  30. return window.hasFocus() && (Keyboard::isKeyPressed(Keyboard::Down));
  31. }
  32. bool INPUT::key_left()
  33. {
  34. return window.hasFocus() && (Keyboard::isKeyPressed(Keyboard::Left));
  35. }
  36. bool INPUT::key_right()
  37. {
  38. return window.hasFocus() && (Keyboard::isKeyPressed(Keyboard::Right));
  39. }
  40. bool INPUT::key_start()
  41. {
  42. return window.hasFocus() && Keyboard::isKeyPressed(Keyboard::Return);
  43. }
  44. bool INPUT::key_select()
  45. {
  46. return window.hasFocus() && Keyboard::isKeyPressed(Keyboard::BackSpace);
  47. }