Separate and improve player movement
This commit is contained in:
12
src/main.zig
12
src/main.zig
@@ -97,7 +97,7 @@ const CallbackContext = struct {
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cursor_last_ypos: f64,
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};
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fn keyCallback(window: *glfw.Window, key_code: glfw.Key, _: c_int, action: glfw.Action, mods: glfw.Mods) callconv(.c) void {
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fn keyCallback(window: *glfw.Window, key_code: glfw.Key, _: c_int, action: glfw.Action, _: glfw.Mods) callconv(.c) void {
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const maybe_ctx = window.getUserPointer(CallbackContext);
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if (key_code == .escape and action == .press and (window.getInputMode(.cursor) catch .normal) == .disabled) {
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@@ -114,8 +114,8 @@ fn keyCallback(window: *glfw.Window, key_code: glfw.Key, _: c_int, action: glfw.
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if (maybe_ctx) |ctx| {
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if (ctx.focused) {
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switch (action) {
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.press => ctx.game.onKeyDown(key_code, mods),
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.release => ctx.game.onKeyUp(key_code, mods),
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.press => ctx.game.onKeyDown(key_code),
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.release => ctx.game.onKeyUp(key_code),
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.repeat => {},
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}
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}
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@@ -135,7 +135,7 @@ fn cursorPosCallback(window: *glfw.Window, cursor_xpos: f64, cursor_ypos: f64) c
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}
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}
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fn mouseButtonCallback(window: *glfw.Window, button: glfw.MouseButton, action: glfw.Action, mods: glfw.Mods) callconv(.c) void {
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fn mouseButtonCallback(window: *glfw.Window, button: glfw.MouseButton, action: glfw.Action, _: glfw.Mods) callconv(.c) void {
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const maybe_ctx = window.getUserPointer(CallbackContext);
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if (button == .left and action == .press and (window.getInputMode(.cursor) catch .normal) == .normal) {
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@@ -151,8 +151,8 @@ fn mouseButtonCallback(window: *glfw.Window, button: glfw.MouseButton, action: g
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if (maybe_ctx) |ctx| {
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if (ctx.focused) {
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switch (action) {
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.press => ctx.game.onMouseDown(button, mods),
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.release => ctx.game.onMouseUp(button, mods),
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.press => ctx.game.onMouseDown(button),
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.release => ctx.game.onMouseUp(button),
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.repeat => {},
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}
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}
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