Created
November 26, 2017 14:58
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Handling modifier keys in Engo maybe?
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package main | |
import ( | |
"fmt" | |
"engo.io/ecs" | |
"engo.io/engo" | |
"engo.io/engo/common" | |
) | |
type DefaultScene struct{} | |
func (*DefaultScene) Preload() {} | |
func (*DefaultScene) Setup(w *ecs.World) { | |
w.AddSystem(&common.RenderSystem{}) | |
w.AddSystem(&InputSystem{}) | |
engo.Input.RegisterAxis("sideways", engo.AxisKeyPair{engo.A, engo.D}) | |
engo.Input.RegisterButton("action", engo.Space, engo.Enter) | |
engo.Input.RegisterButton("modifier", engo.LeftShift, engo.RightShift, engo.LeftAlt, engo.RightAlt) | |
} | |
func (*DefaultScene) Type() string { return "Game" } | |
type inputEntity struct { | |
*ecs.BasicEntity | |
} | |
type InputSystem struct { | |
entities []inputEntity | |
} | |
func (c *InputSystem) Add(basic *ecs.BasicEntity) { | |
c.entities = append(c.entities, inputEntity{basic}) | |
} | |
func (c *InputSystem) Remove(basic ecs.BasicEntity) { | |
delete := -1 | |
for index, e := range c.entities { | |
if e.BasicEntity.ID() == basic.ID() { | |
delete = index | |
break | |
} | |
} | |
if delete >= 0 { | |
c.entities = append(c.entities[:delete], c.entities[delete+1:]...) | |
} | |
} | |
func (c *InputSystem) Update(dt float32) { | |
if v := engo.Input.Axis("sideways").Value(); v != 0 { | |
fmt.Println(v) | |
} | |
btn := engo.Input.Button("action") | |
mod := engo.Input.Button("modifier") | |
if mod.Down() { | |
if btn.JustPressed() { | |
fmt.Println("Modified!") | |
} | |
} else { | |
if btn.JustPressed() { | |
fmt.Println("DOWN!") | |
} | |
} | |
} | |
func main() { | |
opts := engo.RunOptions{ | |
Title: "Input Demo", | |
Width: 1024, | |
Height: 640, | |
} | |
engo.Run(opts, &DefaultScene{}) | |
} |
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