#include "game-input.hpp" #include "global.hpp" namespace Game { namespace Input { bool check_input_ansi(char c, intendedmove_t &intendedmove) { using namespace Keypress::Code; if (c == CODE_ANSI_TRIGGER_1) { getKeypressDownInput(c); if (c == CODE_ANSI_TRIGGER_2) { getKeypressDownInput(c); switch (c) { case CODE_ANSI_UP: intendedmove[FLAG_MOVE_UP] = true; return false; case CODE_ANSI_DOWN: intendedmove[FLAG_MOVE_DOWN] = true; return false; case CODE_ANSI_RIGHT: intendedmove[FLAG_MOVE_RIGHT] = true; return false; case CODE_ANSI_LEFT: intendedmove[FLAG_MOVE_LEFT] = true; return false; } } } return true; } bool check_input_vim(char c, intendedmove_t &intendedmove) { using namespace Keypress::Code; switch (toupper(c)) { case CODE_VIM_UP: intendedmove[FLAG_MOVE_UP] = true; return false; case CODE_VIM_LEFT: intendedmove[FLAG_MOVE_LEFT] = true; return false; case CODE_VIM_DOWN: intendedmove[FLAG_MOVE_DOWN] = true; return false; case CODE_VIM_RIGHT: intendedmove[FLAG_MOVE_RIGHT] = true; return false; } return true; } bool check_input_wasd(char c, intendedmove_t &intendedmove) { using namespace Keypress::Code; switch (toupper(c)) { case CODE_WASD_UP: intendedmove[FLAG_MOVE_UP] = true; return false; case CODE_WASD_LEFT: intendedmove[FLAG_MOVE_LEFT] = true; return false; case CODE_WASD_DOWN: intendedmove[FLAG_MOVE_DOWN] = true; return false; case CODE_WASD_RIGHT: intendedmove[FLAG_MOVE_RIGHT] = true; return false; } return true; } } // namespace Input } // namespace Game