mirror of
https://github.com/antopilo/Nuake.git
synced 2026-09-09 20:08:57 +03:00
Fixed Input IsKeyPressed system, F6 to pause the game while running, F6 to start/stop
This commit is contained in:
@@ -3,6 +3,8 @@
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#include "Windows/EditorInterface.h"
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#include "Misc/GizmoDrawer.h"
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#include "src/Core/Input.h"
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#include <glad/glad.h>
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@@ -65,6 +67,8 @@ void EditorLayer::OnUpdate()
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m_EditorInterface->Draw();
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m_EditorInterface->Update(Nuake::Engine::GetTimestep());
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Nuake::Engine::EndDraw();
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Nuake::Input::Update();
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}
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void EditorLayer::OnDetach()
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@@ -31,7 +31,7 @@ namespace Nuake
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bool dragging2 = false;
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void NewEditor::Update(Timestep ts)
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{
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if (Input::IsKeyPressed(GLFW_KEY_F1))
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if (Input::IsKeyPressed(Key::F1))
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{
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m_UserInterface->Reload();
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FetchNodes();
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@@ -327,7 +327,7 @@ namespace Nuake {
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if (Engine::IsPlayMode() && Engine::GetTimeScale() != 0.0f)
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{
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if (ImGui::Button(ICON_FA_PAUSE, ImVec2(30, 30)) || (Input::IsKeyDown(GLFW_KEY_F5)))
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if (ImGui::Button(ICON_FA_PAUSE, ImVec2(30, 30)) || (Input::IsKeyPressed(Key::F6)))
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{
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Engine::SetGameState(GameState::Paused);
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@@ -336,7 +336,7 @@ namespace Nuake {
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}
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else
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{
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if (ImGui::Button(ICON_FA_PLAY, ImVec2(30, 30)))
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if (ImGui::Button(ICON_FA_PLAY, ImVec2(30, 30)) || Input::IsKeyPressed(Key::F5))
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{
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if (Engine::GetGameState() == GameState::Paused)
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{
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@@ -380,7 +380,7 @@ namespace Nuake {
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ImGui::BeginDisabled();
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}
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if ((ImGui::Button(ICON_FA_STOP, ImVec2(30, 30)) || Input::IsKeyPressed(GLFW_KEY_F5)) && Engine::IsPlayMode())
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if ((ImGui::Button(ICON_FA_STOP, ImVec2(30, 30)) || Input::IsKeyPressed(Key::F5)) && Engine::IsPlayMode())
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{
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Engine::ExitPlayMode();
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@@ -1967,17 +1967,17 @@ namespace Nuake {
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if (ImGui::Begin("Example: Simple overlay", &m_ShowOverlay, window_flags))
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{
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ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 100);
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if (ImGui::Button(ICON_FA_ARROWS_ALT) || Input::IsKeyDown(GLFW_KEY_W))
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if (ImGui::Button(ICON_FA_ARROWS_ALT) || Input::IsKeyDown(Key::W))
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{
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CurrentOperation = ImGuizmo::OPERATION::TRANSLATE;
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}
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ImGui::SameLine();
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if (ImGui::Button(ICON_FA_SYNC_ALT) || Input::IsKeyDown(GLFW_KEY_E))
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if (ImGui::Button(ICON_FA_SYNC_ALT) || Input::IsKeyDown(Key::E))
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{
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CurrentOperation = ImGuizmo::OPERATION::ROTATE;
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}
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ImGui::SameLine();
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if (ImGui::Button(ICON_FA_EXPAND_ALT) || Input::IsKeyDown(GLFW_KEY_R))
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if (ImGui::Button(ICON_FA_EXPAND_ALT) || Input::IsKeyDown(Key::R))
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{
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CurrentOperation = ImGuizmo::OPERATION::SCALE;
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}
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@@ -2388,13 +2388,13 @@ namespace Nuake {
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editorCam->Update(ts, m_IsHoveringViewport && m_IsViewportFocused);
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const bool entityIsSelected = Selection.Type == EditorSelectionType::Entity && Selection.Entity.IsValid();
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if (editorCam->IsFlying() && entityIsSelected && Input::IsKeyPressed(GLFW_KEY_F))
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if (editorCam->IsFlying() && entityIsSelected && Input::IsKeyPressed(Key::F))
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{
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editorCam->IsMoving = true;
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editorCam->TargetPos = Selection.Entity.GetComponent<TransformComponent>().GetGlobalPosition();
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}
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if (entityIsSelected && Input::IsKeyPressed(GLFW_KEY_ESCAPE))
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if (entityIsSelected && Input::IsKeyPressed(Key::ESCAPE))
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{
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Selection = EditorSelection();
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}
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@@ -71,9 +71,11 @@ namespace Nuake
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s_FixedUpdateDifference -= s_FixedUpdateRate;
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}
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Input::Update();
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}
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Input::Update();
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}
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void Engine::EnterPlayMode()
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@@ -22,29 +22,27 @@ namespace Nuake
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#pragma region Keys
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// Only true if the key is currently being pressed
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bool Input::IsKeyDown(int keycode)
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bool Input::IsKeyDown(Key keycode)
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{
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auto window = Window::Get()->GetHandle();
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int state = glfwGetKey(window, keycode);
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int state = glfwGetKey(window, (int)keycode);
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bool result = state == GLFW_PRESS;
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m_Keys[keycode] = state;
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return result;
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}
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// Only true if the key is pressed for the first frame. no repeat.
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bool Input::IsKeyPressed(int keycode)
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bool Input::IsKeyPressed(Key keycode)
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{
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auto window = Window::Get()->GetHandle();
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int state = glfwGetKey(window, keycode);
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int state = glfwGetKey(window, (int)keycode);
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bool result = state == GLFW_PRESS;
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// First time pressed?
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if (m_Keys.find(keycode) == m_Keys.end() || m_Keys[keycode] == false)
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if (m_Keys.find((int)keycode) == m_Keys.end() || m_Keys[(int)keycode] == false)
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{
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if (result)
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m_Keys[keycode] = true;
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m_Keys[(int)keycode] = true;
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return result;
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}
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@@ -172,7 +170,7 @@ namespace Nuake
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// Reset all input to false.
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for (auto& k : m_Keys)
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{
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if (!IsKeyDown(k.first))
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if (!IsKeyDown((Key)k.first))
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{
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k.second = false;
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}
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@@ -138,8 +138,8 @@ namespace Nuake
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static bool m_MouseButtons[5];
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static std::map<int, bool> m_Keys;
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public:
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static bool IsKeyPressed(int keycode);
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static bool IsKeyDown(int keycode);
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static bool IsKeyPressed(Key keycode);
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static bool IsKeyDown(Key keycode);
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static bool IsKeyReleased(int keycode);
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static float YScroll;
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@@ -61,7 +61,7 @@ namespace Nuake
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Input::HideMouse();
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}
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if (Input::IsKeyDown(GLFW_KEY_LEFT_ALT))
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if (Input::IsKeyDown(Key::LEFT_ALT))
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{
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if (Input::YScroll != 0.0f)
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{
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@@ -96,31 +96,31 @@ namespace Nuake
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if (m_Type == CAMERA_TYPE::ORTHO)
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{
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if (Input::IsKeyDown(GLFW_KEY_RIGHT))
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if (Input::IsKeyDown(Key::RIGHT))
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Translation.x += Speed * ts;
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if (Input::IsKeyDown(GLFW_KEY_LEFT))
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if (Input::IsKeyDown(Key::LEFT))
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Translation.x -= Speed * ts;
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if (Input::IsKeyDown(GLFW_KEY_UP))
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if (Input::IsKeyDown(Key::UP))
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Translation.y += Speed * ts;
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if (Input::IsKeyDown(GLFW_KEY_DOWN))
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if (Input::IsKeyDown(Key::DOWN))
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Translation.y -= Speed * ts;
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}
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else
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{
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auto movement = Vector3(0, 0, 0);
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if (Input::IsKeyDown(GLFW_KEY_D))
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if (Input::IsKeyDown(Key::D))
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movement -= Right * (Speed * ts);
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if (Input::IsKeyDown(GLFW_KEY_A))
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if (Input::IsKeyDown(Key::A))
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movement += Right * (Speed * ts);
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if (Input::IsKeyDown(GLFW_KEY_W))
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if (Input::IsKeyDown(Key::W))
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movement += Direction * (Speed * ts);
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if (Input::IsKeyDown(GLFW_KEY_S))
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if (Input::IsKeyDown(Key::S))
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movement -= Direction * (Speed * ts);
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if (Input::IsKeyDown(GLFW_KEY_LEFT_SHIFT))
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if (Input::IsKeyDown(Key::LEFT_SHIFT))
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movement -= Up * (Speed * ts);
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if (Input::IsKeyDown(GLFW_KEY_SPACE))
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if (Input::IsKeyDown(Key::SPACE))
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movement += Up * (Speed * ts);
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Translation += Vector3(movement);
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@@ -69,14 +69,14 @@ namespace Nuake {
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static void IsKeyDown(WrenVM* vm)
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{
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int key = (int)wrenGetSlotDouble(vm, 1);
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bool result = Input::IsKeyDown(key);
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bool result = Input::IsKeyDown((Key)key);
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wrenSetSlotBool(vm, 0, result);
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}
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static void IsKeyPressed(WrenVM* vm)
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{
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int key = (int)wrenGetSlotDouble(vm, 1);
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bool result = Input::IsKeyPressed(key);
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bool result = Input::IsKeyPressed((Key)key);
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wrenSetSlotBool(vm, 0, result);
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}
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@@ -25,12 +25,12 @@ namespace Nuake {
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bool IsKeyDown(int keyCode)
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{
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return Input::IsKeyDown(keyCode);
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return Input::IsKeyDown((Key)keyCode);
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}
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bool IsKeyPressed(int keyCode)
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{
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return Input::IsKeyPressed(keyCode);
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return Input::IsKeyPressed((Key)keyCode);
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}
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Coral::Array<float> GetMousePosition()
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