Game Development Reference
In-Depth Information
// KeyState enum (JustPressed, JustReleased, etc.)
from earlier in this
chapter
...
// GetKeyState from earlier in this chapter
...
// BindInfo is used for the "value" in the map
struct BindInfo
int keyCode
KeyState stateType
end
class InputManager
// Stores all the bindings
Map keyBindings ;
// Stores only the active bindings
Map activeBindings ;
// Helper function to add a binding to keyBind-
ings
function AddBinding( string name , int code ,
KeyState type )
keyBindings .Add( name , BindInfo ( code , type ))
end
// Initializes all bindings
function InitializeBindings()
// These could be parsed from a file.
// Call AddBinding on each binding.
// For example, this would be a binding
"Fire" mapped to
// enter's keyCode and a KeyState of
JustReleased:
// AddBinding("Fire", K_ENTER, JustReleased)
...
end
Search WWH ::




Custom Search