Overworld render test.
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@@ -108,6 +108,13 @@ bool_t inputReleased(const inputaction_t action) {
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return !inputIsDown(action) && inputWasDown(action);
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}
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float_t inputAxis(const inputaction_t neg, const inputaction_t pos) {
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assertTrue(neg < INPUT_ACTION_COUNT, "Negative input action out of bounds");
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assertTrue(pos < INPUT_ACTION_COUNT, "Positive input action out of bounds");
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return inputGetCurrentValue(pos) - inputGetCurrentValue(neg);
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}
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void inputBind(const inputbutton_t button, const char_t *action) {
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assertNotNull(action, "Input action is null");
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assertStrLenMin(action, 1, "Input action is empty");
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@@ -80,6 +80,16 @@ bool_t inputPressed(const inputaction_t action);
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*/
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bool_t inputReleased(const inputaction_t action);
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/**
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* Gets the value of an input axis, defined by two actions (negative and
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* positive).
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*
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* @param neg The action representing the negative direction of the axis.
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* @param pos The action representing the positive direction of the axis.
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* @return The current value of the axis (-1.0f to 1.0f).
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*/
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float_t inputAxis(const inputaction_t neg, const inputaction_t pos);
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/**
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* Binds an input button to an action. Will first check if a matching action
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* exists, otherwise it will be treated as a command.
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@@ -87,4 +97,4 @@ bool_t inputReleased(const inputaction_t action);
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* @param button The input button to bind.
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* @param action The name of the input action or command to bind the button to.
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*/
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void inputBind(const inputbutton_t data, const char_t *action);
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void inputBind(const inputbutton_t data, const char_t *action);
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