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() && (Keyboard::isKeyPressed(Keyboard::W) || Keyboard::isKeyPressed(Keyboard::Z));
  9. }
  10. bool INPUT::key_b()
  11. {
  12. return window.hasFocus() && Keyboard::isKeyPressed(Keyboard::X);
  13. }
  14. bool INPUT::key_l()
  15. {
  16. return window.hasFocus() && (Keyboard::isKeyPressed(Keyboard::Q) || Keyboard::isKeyPressed(Keyboard::A));
  17. }
  18. bool INPUT::key_r()
  19. {
  20. return window.hasFocus() && Keyboard::isKeyPressed(Keyboard::S);
  21. }
  22. bool INPUT::key_up()
  23. {
  24. return window.hasFocus() && (Keyboard::isKeyPressed(Keyboard::Up));
  25. }
  26. bool INPUT::key_down()
  27. {
  28. return window.hasFocus() && (Keyboard::isKeyPressed(Keyboard::Down));
  29. }
  30. bool INPUT::key_left()
  31. {
  32. return window.hasFocus() && (Keyboard::isKeyPressed(Keyboard::Left));
  33. }
  34. bool INPUT::key_right()
  35. {
  36. return window.hasFocus() && (Keyboard::isKeyPressed(Keyboard::Right));
  37. }
  38. bool INPUT::key_start()
  39. {
  40. return window.hasFocus() && Keyboard::isKeyPressed(Keyboard::Return);
  41. }
  42. bool INPUT::key_select()
  43. {
  44. return window.hasFocus() && Keyboard::isKeyPressed(Keyboard::BackSpace);
  45. }