Refactoring structs Part 1
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@ -9,78 +9,91 @@
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/**
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* Initializes the input manager.
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*
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* @param input The input manager to initialize.
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*/
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void inputInit();
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void inputInit(input_t *input);
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/**
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* Tick the input manager.
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*
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* @param input The input manager to update.
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*/
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void inputUpdate();
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void inputUpdate(input_t *input);
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/**
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* Destroy the input manager and cleanup.
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*
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* @param input The input manager to dispose.
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*/
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void inputDispose();
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void inputDispose(input_t *input);
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/**
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* Binds the given input binding to the input source. Essentially allowing any
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* time we fetch the state of bind, we will read the value from source.
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*
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* @param input The input manager.
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* @param bind The binding to bind against.
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* @param source The source that is being bound.
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*/
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void inputBind(inputbind_t bind, inputsource_t source);
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void inputBind(input_t *input, inputbind_t bind, inputsource_t source);
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/**
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* Unbind a previously bound input source from a binding. This method is costly.
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*
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* @param input The input manager.
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* @param bind The binding to unbind from.
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* @param source The source that is being unbound.
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*/
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void inputUnbind(inputbind_t bind, inputsource_t source);
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void inputUnbind(input_t *input, inputbind_t bind, inputsource_t source);
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/**
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* Is the current input "down", being pressed, being moved, not in a state
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* of rest.
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*
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* @param input The input manager.
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* @param binding The previously bound input binding.
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* @return True if the input vector is non-zero.
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*/
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bool inputIsDown(inputbind_t binding);
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bool inputIsDown(input_t *input, inputbind_t binding);
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/**
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* Is the current input "up", in a state of rest, not being actioned, moved.
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*
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* @param input The input manager.
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* @param binding The previously bound input binding.
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* @return True if input vector is zero
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*/
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bool inputIsUp(inputbind_t binding);
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bool inputIsUp(input_t *input, inputbind_t binding);
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/**
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* Returns true on the first tick that an input was actioned/downed.
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*
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* @param input The input manager.
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* @param binding The previously bound input binding.
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* @return True if the input vector was non-zeroed this tick but not last.
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*/
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bool inputIsPressed(inputbind_t binding);
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bool inputIsPressed(input_t *input, inputbind_t binding);
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/**
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* Returns true on the first tick that an input was released/upped.
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*
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* @param input The input manager.
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* @param binding The previously bound input binding.
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* @return True if the input vector was zeroed this tick but not last.
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*/
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bool inputIsReleased(inputbind_t binding);
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bool inputIsReleased(input_t *input, inputbind_t binding);
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/**
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* Returns the raw input value as a float between 0 and 1. For digital (buttons)
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* this will typicall be 0 or 1 only. Other analogue inputs will have anywhere
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* within the range.
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*
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* @param input The input manager.
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* @param binding The previously bound input binding.
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* @return Input state of the axis.
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*/
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inputval_t inputGetAxis(inputbind_t binding);
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inputval_t inputGetAxis(input_t *input, inputbind_t binding);
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/**
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* Returns a raw input value between -1 and 1 between two axis. This would be
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@ -88,17 +101,19 @@ inputval_t inputGetAxis(inputbind_t binding);
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* for a positive input and another for a negative input, typically a game
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* controller's analogue sticks.
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*
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* @param input The input manager.
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* @param postitive The positive axis binding.
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* @param negative The negative axis binding.
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* @return A float between -1 and 1 representing the result of both.
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*/
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float inputGetFullAxis(inputbind_t positive, inputbind_t negative);
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float inputGetFullAxis(input_t *input, inputbind_t positive, inputbind_t negative);
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/**
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* Returns the time that an input was actuated at. Actuate would count as a
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* non-zero input for analogue inputs.
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*
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* @param input The input manager.
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* @param binding The previously bound input binding.
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* @return Game Engine time that an input was non-zeroed
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*/
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float inputGetAccuated(inputbind_t binding);
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float inputGetAccuated(input_t *input, inputbind_t binding);
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