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#include <raylib.h>

#include "pong.h"

/* Checks what button the player is pressing amongst all control inputs. */
int player_controls() {
	if (IsMouseButtonDown(MOUSE_LEFT_BUTTON) || IsKeyDown(KEY_SPACE) || IsGamepadButtonDown(1, GAMEPAD_BUTTON_RIGHT_FACE_DOWN)) {
		return (CONTROLLER_ACTIVATE);
	} else if (IsKeyDown(KEY_ESCAPE) || IsGamepadButtonDown(1, GAMEPAD_BUTTON_MIDDLE_RIGHT)) {
		return (CONTROLLER_PAUSE);
	} else if (IsKeyDown(KEY_A) || IsGamepadButtonDown(1, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) {
		return (CONTROLLER_LEFT);
	} else if (IsKeyDown(KEY_D) || IsGamepadButtonDown(1, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) {
		return (CONTROLLER_RIGHT);
	} else if (IsKeyDown(KEY_W) || IsGamepadButtonDown(1, GAMEPAD_BUTTON_LEFT_FACE_UP)) {
		return (CONTROLLER_UP);
	} else if (IsKeyDown(KEY_S) || IsGamepadButtonDown(1, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) {
		return (CONTROLLER_DOWN);
	}
	return (-1);
}

/* Same as player_controls() but check if the button was pressed, rather than held down. */
int player_controls_pressed() {
	int ReturnVal = -1;
	if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON) || IsKeyPressed(KEY_SPACE) || IsGamepadButtonPressed(1, GAMEPAD_BUTTON_RIGHT_FACE_DOWN)) {
		ReturnVal = CONTROLLER_ACTIVATE;
	} else if (IsKeyPressed(KEY_ESCAPE) || IsGamepadButtonPressed(1, GAMEPAD_BUTTON_MIDDLE_RIGHT)) {
		ReturnVal = CONTROLLER_PAUSE;
	} else if (IsKeyPressed(KEY_A) || IsGamepadButtonPressed(1, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) {
		ReturnVal = CONTROLLER_LEFT;
	} else if (IsKeyPressed(KEY_D) || IsGamepadButtonPressed(1, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) {
		ReturnVal = CONTROLLER_RIGHT;
	} else if (IsKeyPressed(KEY_W) || IsGamepadButtonPressed(1, GAMEPAD_BUTTON_LEFT_FACE_UP)) {
		ReturnVal = CONTROLLER_UP;
	} else if (IsKeyPressed(KEY_S) || IsGamepadButtonPressed(1, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) {
		ReturnVal = CONTROLLER_DOWN;
	}
	return (ReturnVal);
}

/* Calls BeginDrawing() and EndDrawing() to clear input buffer. */
void clear_input_buffer() {
	BeginDrawing();
	EndDrawing();
	return;
}