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Keyboard.c
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234 lines (221 loc) · 3.45 KB
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#include <stdio.h>
#include <SDL/SDL.h>
#include "Keyboard.h"
Uint8* keyList = NULL;
SDLKey p1_up = SDLK_UP;
SDLKey p1_down = SDLK_DOWN;
SDLKey p1_left = SDLK_LEFT;
SDLKey p1_right = SDLK_RIGHT;
SDLKey p1_a = SDLK_x;
SDLKey p1_b = SDLK_c;
SDLKey p1_select = SDLK_RETURN;
SDLKey p1_start = SDLK_BACKSPACE;
SDLKey p2_up = SDLK_w;
SDLKey p2_down = SDLK_s;
SDLKey p2_left = SDLK_a;
SDLKey p2_right = SDLK_d;
SDLKey p2_a = SDLK_r;
SDLKey p2_b = SDLK_t;
SDLKey p2_select = SDLK_y;
SDLKey p2_start = SDLK_u;
void pollKeyboard()
{
keyList = SDL_GetKeyState(NULL);
}
void setKey(SDLKey input, gameKey key)
{
switch (key)
{
case P1_UP:
p1_up = input;
break;
case P1_DOWN:
p1_down = input;
break;
case P1_LEFT:
p1_left = input;
break;
case P1_RIGHT:
p1_right = input;
break;
case P1_A:
p1_a = input;
break;
case P1_B:
p1_b = input;
break;
case P1_START:
p1_start = input;
break;
case P1_SELECT:
p1_select = input;
break;
case P2_UP:
p2_up = input;
break;
case P2_DOWN:
p2_down = input;
break;
case P2_LEFT:
p2_left = input;
break;
case P2_RIGHT:
p2_right = input;
break;
case P2_A:
p2_a = input;
break;
case P2_B:
p2_b = input;
break;
case P2_START:
p2_start = input;
break;
case P2_SELECT:
p2_select = input;
break;
default:
break;
}
}
int isEnterKey()
{
//if they keyboard hasn't been polled, don't bother
if (keyList == NULL)
{
return 0;
}
return keyList[SDLK_RETURN];
}
int getKey(gameKey key)
{
//if they keyboard hasn't been polled, don't bother
if (keyList == NULL)
{
return 0;
}
switch (key)
{
case ESCAPE_KEY:
return keyList[SDLK_ESCAPE];
break;
case P1_UP:
return keyList[p1_up];
break;
case P1_DOWN:
return keyList[p1_down];
break;
case P1_LEFT:
return keyList[p1_left];
break;
case P1_RIGHT:
return keyList[p1_right];
break;
case P1_A:
return keyList[p1_a];
break;
case P1_B:
return keyList[p1_b];
break;
case P1_START:
return keyList[p1_start];
break;
case P1_SELECT:
return keyList[p1_select];
break;
case P2_UP:
return keyList[p2_up];
break;
case P2_DOWN:
return keyList[p2_down];
break;
case P2_LEFT:
return keyList[p2_left];
break;
case P2_RIGHT:
return keyList[p2_right];
break;
case P2_A:
return keyList[p2_a];
break;
case P2_B:
return keyList[p2_b];
break;
case P2_START:
return keyList[p2_start];
break;
case P2_SELECT:
return keyList[p2_select];
break;
default:
printf("STRANGE KEYBOARD CODE FOUND\n");
return 0;
}
return 0;
}
SDLKey getSDLKeyValue(gameKey key)
{
//if they keyboard hasn't been polled, don't bother
if (keyList == NULL)
{
return 0;
}
switch (key)
{
case ESCAPE_KEY:
return SDLK_ESCAPE;
break;
case P1_UP:
return p1_up;
break;
case P1_DOWN:
return p1_down;
break;
case P1_LEFT:
return p1_left;
break;
case P1_RIGHT:
return p1_right;
break;
case P1_A:
return p1_a;
break;
case P1_B:
return p1_b;
break;
case P1_START:
return p1_start;
break;
case P1_SELECT:
return p1_select;
break;
case P2_UP:
return p2_up;
break;
case P2_DOWN:
return p2_down;
break;
case P2_LEFT:
return p2_left;
break;
case P2_RIGHT:
return p2_right;
break;
case P2_A:
return p2_a;
break;
case P2_B:
return p2_b;
break;
case P2_START:
return p2_start;
break;
case P2_SELECT:
return p2_select;
break;
default:
printf("STRANGE KEYBOARD CODE FOUND\n");
return 0;
}
return 0;
}