PlayerInputAbs MouseInputDevice::transferInput() { PlayerInputAbs input = PlayerInputAbs(); int deltaX; int mouseState = SDL_GetRelativeMouseState(&deltaX, NULL); if (mouseState == 0) mDelay = false; if((mouseState & SDL_BUTTON(mJumpButton)) && !mDelay) input.setJump( true ); const int playerOffset = mPlayer == RIGHT_PLAYER ? 600 : 200; mMarkerX += deltaX * mSensitivity; mMarkerX = std::max(-200, std::min(200, mMarkerX)); input.setTarget( mMarkerX + playerOffset, mPlayer ); RenderManager::getSingleton().setMouseMarker(mMarkerX + playerOffset); return input; }
void InputSource::setInput(PlayerInput ip) { mInput = PlayerInputAbs(ip.left, ip.right, ip.up); }