bool InputManager::isKeyPressed(unsigned int keyID) { // Check if it is pressed this frame, and wasn't pressed last frame if (isKeyDown(keyID) == true && wasKeyDown(keyID) == false) { return true; } return false; }
bool InputManager::isKeyPressed(unsigned int keyID) { if (isKeyDown(keyID) && !wasKeyDown(keyID)){ return true; } return false; }
bool InputManager::isKeyPressed(unsigned int keyID) { //Check if it was pressed current frame and not last frame if ((isKeyDown(keyID)) && (wasKeyDown(keyID) == false)) { return true; } return false; }
/// Returns true if the key was just pressed bool InputManager::isKeyPressed(unsigned int keyID) { return isKeyDown(keyID) == true && wasKeyDown(keyID) == false; }
bool CoreEngine::InputManager::isKeyPressed(unsigned int keyID) { //check if the key is pressed this frames but it wasn't pressed in the previous one return isKeyDown(keyID) && !wasKeyDown(keyID); }
bool Keyboard::isKeyHeldDown(byte key)const { return isKeyDown(key) && wasKeyDown(key); }
bool Keyboard::wasKeyReleasedThisFrame(byte key)const { return isKeyUp(key) && wasKeyDown(key); }
bool Input::wasKeyUp( Key key ) const { return !wasKeyDown(key); }