charcoal/OpenGLEngine/InputManager.cpp
elipzer a8c4b05d2f It Works! A triangle renders on the screen.
This commit gets creates the ObjectOriented scene and gets it
working.

The current test program swaps a triangle from small to large with
the 1 and 2 keys on the keyboard. (1 for small and 2 for large).

The small triangle is rendered by the simple scene and the large
one is rendered by the object oriented one.
2018-09-05 19:10:38 -04:00

81 lines
1.3 KiB
C++

#include "InputManager.h"
InputManager::InputManager()
{
}
InputManager::~InputManager()
{
}
void InputManager::mark()
{
m_keys_pressed.clear();
m_mouse_delta = { 0, 0 };
m_scroll_distance = 0;
}
void InputManager::key_down(KeyCode key_code)
{
if (!m_keys_down[key_code])
{
m_keys_down[key_code] = true;
m_keys_pressed[key_code] = true;
}
}
void InputManager::key_up(KeyCode key_code)
{
m_keys_down[key_code] = false;
m_keys_pressed[key_code] = false;
}
void InputManager::mouse_move(const ivec2& position)
{
m_mouse_delta += position - m_mouse_position;
m_mouse_position = position;
}
void InputManager::mouse_scroll(int distance)
{
m_scroll_distance += distance;
}
bool InputManager::is_key_down(KeyCode key_code)
{
return m_keys_down[key_code];
}
bool InputManager::is_key_pressed(KeyCode key_code)
{
auto iter = m_keys_pressed.find(key_code);
if (iter == m_keys_pressed.end())
return false;
else
return iter->second;
}
bool InputManager::is_key_released(KeyCode key_code)
{
auto iter = m_keys_pressed.find(key_code);
if (iter == m_keys_pressed.end())
return false;
else
return !iter->second;
}
const ivec2& InputManager::get_mouse_position()
{
return m_mouse_position;
}
const ivec2& InputManager::get_mouse_delta()
{
return m_mouse_delta;
}
const int& InputManager::get_scroll_distance()
{
return m_scroll_distance;
}