49 lines
1.9 KiB
Odin
49 lines
1.9 KiB
Odin
package game
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import rl "vendor:raylib"
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// ------------------------------------------------------------------------------
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// Input Manager, captures input events and stores them into a struct.
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// Passing the struct down allows for components to use inputs independently
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// ------------------------------------------------------------------------------
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Input_Event :: struct {
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// Continuous movement normalized
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move_dir: rl.Vector2,
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// single frame actions UI and triggers
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up_pressed: bool,
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down_pressed: bool,
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left_pressed: bool,
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right_pressed: bool,
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confirm_pressed: bool,
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pause_pressed: bool,
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}
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poll_input :: proc() -> Input_Event {
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input_event := Input_Event{}
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input_dir := rl.Vector2{0, 0}
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// --------------------------------------------------------------------------
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// Continuous Input ie movement code
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// --------------------------------------------------------------------------
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if rl.IsKeyDown(.W) || rl.IsKeyDown(.UP) { input_dir.y -= 1 }
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if rl.IsKeyDown(.S) || rl.IsKeyDown(.DOWN) { input_dir.y += 1 }
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if input_dir.x != 0 || input_dir.y != 0 {
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input_dir = rl.Vector2Normalize(input_dir)
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}
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input_event.move_dir = input_dir
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// --------------------------------------------------------------------------
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// actions single press ie menu navigation etc
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// --------------------------------------------------------------------------
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input_event.up_pressed = rl.IsKeyPressed(.W) || rl.IsKeyPressed(.UP)
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input_event.down_pressed = rl.IsKeyPressed(.S) || rl.IsKeyPressed(.DOWN)
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input_event.left_pressed = rl.IsKeyPressed(.A) || rl.IsKeyPressed(.LEFT)
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input_event.right_pressed = rl.IsKeyPressed(.D) || rl.IsKeyPressed(.RIGHT)
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input_event.confirm_pressed = rl.IsKeyPressed(.ENTER) || rl.IsKeyPressed(.SPACE)
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input_event.pause_pressed = rl.IsKeyPressed(.P)
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return input_event
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} |