Text Rendering
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@ -24,41 +24,70 @@ namespace ia::iae
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{
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class InputManager
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{
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public:
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struct KeyboardGamePadMapping
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{
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IN InputKey AxisLeft;
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IN InputKey AxisRight;
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IN InputKey AxisDown;
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IN InputKey AxisUp;
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IN InputKey ButtonA;
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IN InputKey ButtonB;
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IN InputKey ButtonC;
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IN InputKey ButtonD;
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};
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public:
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STATIC VOID Initialize();
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STATIC VOID Terminate();
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STATIC VOID OnSDLEvent(IN SDL_Event *event);
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STATIC Vec2 GetAxis();
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STATIC VOID SwitchModeToText();
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STATIC VOID SwitchModeToAction();
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STATIC Vec2 GetPointerPosition();
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STATIC BOOL IsKeyDown(IN InputKey key);
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STATIC BOOL WasKeyPressed(IN InputKey key);
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STATIC BOOL WasKeyReleased(IN InputKey key);
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STATIC BOOL IsActionDown(IN Handle action);
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STATIC BOOL WasActionPressed(IN Handle action);
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STATIC BOOL WasActionReleased(IN Handle action);
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STATIC BOOL IsActionDown(IN CONST String& action);
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STATIC BOOL WasActionPressed(IN CONST String& action);
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STATIC BOOL WasActionReleased(IN CONST String& action);
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STATIC Handle BindAction(IN CONST String &name, IN InputKey key);
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STATIC VOID BindAxis(IN InputKey upKey, IN InputKey downKey, IN InputKey leftKey, IN InputKey rightKey);
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STATIC VOID SetAxisUp(IN BOOL v);
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STATIC VOID SetAxisDown(IN BOOL v);
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STATIC VOID SetAxisLeft(IN BOOL v);
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STATIC VOID SetAxisRight(IN BOOL v);
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STATIC VOID SetKey(IN InputKey key, IN BOOL state);
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STATIC VOID SetAxis(IN BOOL up, IN BOOL down, IN BOOL left, IN BOOL right);
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STATIC VOID SetupOnScreenGamePad();
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STATIC VOID SetupKeyboardGamePad(IN CONST KeyboardGamePadMapping& mapping);
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STATIC BOOL GetButtonA();
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STATIC BOOL GetButtonB();
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STATIC BOOL GetButtonC();
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STATIC BOOL GetButtonD();
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STATIC INT16 GetVerticalAxis();
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STATIC INT16 GetHorizontalAxis();
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STATIC IVec2 GetDirectionalInput();
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STATIC VOID SetButtonA(IN BOOL value);
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STATIC VOID SetButtonB(IN BOOL value);
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STATIC VOID SetButtonC(IN BOOL value);
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STATIC VOID SetButtonD(IN BOOL value);
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STATIC VOID SetVerticalAxis(IN INT16 value);
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STATIC VOID SetHorizontalAxis(IN INT16 value);
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private:
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STATIC BOOL s_buttonA;
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STATIC BOOL s_buttonB;
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STATIC BOOL s_buttonC;
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STATIC BOOL s_buttonD;
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STATIC INT16 s_verticalAxis;
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STATIC INT16 s_horizontalAxis;
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STATIC BOOL s_keys[256];
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STATIC BOOL s_prevKeys[256];
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STATIC Vec2 s_pointerPosition;
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STATIC InputKey s_axisInputs[4];
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STATIC Map<String, Handle> s_actionNames;
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STATIC Vector<Vector<InputKey>> s_actions;
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STATIC BOOL s_onScreenGamePadEnabled;
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STATIC BOOL s_keyboardGamePadEnabled;
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STATIC KeyboardGamePadMapping s_keyboardGamePadMapping;
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private:
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STATIC VOID Initialize();
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STATIC VOID Terminate();
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STATIC VOID Draw();
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STATIC VOID Update();
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STATIC VOID OnSDLEvent(IN SDL_Event *event);
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friend class __Internal_Engine;
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};
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} // namespace ia::iae
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