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input.c
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//
// Created by Natty on 02.08.20.
//
#include "input.h"
GameInput_t GameInput = {0};
void input_kb_event(SDL_Scancode scancode, KeyEventType_t event) {
switch (scancode) {
case SDL_SCANCODE_W:
case SDL_SCANCODE_UP:
GameInput.up = event == KT_PRESSED;
break;
case SDL_SCANCODE_A:
case SDL_SCANCODE_LEFT:
GameInput.left = event == KT_PRESSED;
break;
case SDL_SCANCODE_S:
case SDL_SCANCODE_DOWN:
GameInput.down = event == KT_PRESSED;
break;
case SDL_SCANCODE_D:
case SDL_SCANCODE_RIGHT:
GameInput.right = event == KT_PRESSED;
break;
case SDL_SCANCODE_SPACE:
GameInput.shoot = event == KT_PRESSED;
break;
case SDL_SCANCODE_LCTRL:
case SDL_SCANCODE_Q:
GameInput.prev_ammo = event == KT_PRESSED;
break;
case SDL_SCANCODE_R:
GameInput.reset = event == KT_PRESSED;
break;
case SDL_SCANCODE_LSHIFT:
case SDL_SCANCODE_E:
GameInput.next_ammo = event == KT_PRESSED;
break;
default:
break;
}
}
void input_kb_reset() {
GameInput.next_ammo = false;
GameInput.prev_ammo = false;
GameInput.reset = false;
}
void input_kb_clear() {
memset(&GameInput, 0, sizeof(GameInput));
}