init dump
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155
Sources/JolkEngine/Input.swift
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155
Sources/JolkEngine/Input.swift
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import SDL2
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public class Input
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{
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private static let _instance = Input()
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public static var instance: Input { _instance }
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//private let _UP: UInt8 = 0
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//private let _PRESS: UInt8 = 1
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//private let _DOWN: UInt8 = 2
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//private let _RELEASE: UInt8 = 3
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private static let _UP: UInt8 = 0b000
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private static let _DOWN: UInt8 = 0b010
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private static let _IMPULSE: UInt8 = 0b001
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private static let _REPEAT: UInt8 = 0b100
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private static let _PRESS: UInt8 = _DOWN | _IMPULSE
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private static let _RELEASE: UInt8 = _UP | _IMPULSE
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private var _keys = [UInt8](repeating: _UP, count: Int(SDL_NUM_SCANCODES.rawValue))
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private init() {}
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internal func newTick()
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{
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//_keys = _keys.map({ i in (i & 0x1) == 0x1 ? ((i &+ 1) & 0x3) : i })
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_keys = _keys.map({ $0 & ~Input._IMPULSE })
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//for i in 0..<Int(SDL_NUM_SCANCODES.rawValue)
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//{
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// _keys[i] &= ~0x1
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//}
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}
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internal func pressEvent(scan: SDL_Scancode)
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{
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_keys[Int(scan.rawValue)] = Input._PRESS
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}
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internal func releaseEvent(scan: SDL_Scancode)
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{
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_keys[Int(scan.rawValue)] = Input._RELEASE
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}
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public func keyDown(_ key: Key) -> Bool
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{
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//SDL_GetKeyboardState(nil).withMemoryRebound(to: UInt8.self, capacity: Int(SDL_NUM_SCANCODES.rawValue))
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//{ state in
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// state[Int(key.sdlScancode.rawValue)] != 0
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//}
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_keys[Int(key.sdlScancode.rawValue)] & Input._DOWN == Input._DOWN
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}
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public func keyPressed(_ key: Key) -> Bool
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{
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_keys[Int(key.sdlScancode.rawValue)] == Input._PRESS
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}
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public func keyReleased(_ key: Key) -> Bool
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{
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_keys[Int(key.sdlKeycode.rawValue)] == Input._RELEASE
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}
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}
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public enum Key
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{
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case a, b, c, d, e, f, g, h, i, j, k, l, m, n, o, p, q, r, s, t, u, v, w, x, y, z
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case right, left, down, up
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}
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extension Key
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{
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internal var sdlKeycode: SDL_KeyCode
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{
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switch self
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{
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case .a: SDLK_a
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case .b: SDLK_a
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case .c: SDLK_a
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case .d: SDLK_a
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case .e: SDLK_a
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case .f: SDLK_a
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case .g: SDLK_a
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case .h: SDLK_a
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case .i: SDLK_a
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case .j: SDLK_a
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case .k: SDLK_a
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case .l: SDLK_a
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case .m: SDLK_a
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case .n: SDLK_a
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case .o: SDLK_a
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case .p: SDLK_a
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case .q: SDLK_a
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case .r: SDLK_a
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case .s: SDLK_a
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case .t: SDLK_a
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case .u: SDLK_a
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case .v: SDLK_a
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case .w: SDLK_a
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case .x: SDLK_a
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case .y: SDLK_a
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case .z: SDLK_a
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case .left: SDLK_LEFT
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case .right: SDLK_RIGHT
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case .up: SDLK_UP
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case .down: SDLK_DOWN
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}
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}
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internal var sdlScancode: SDL_Scancode
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{
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switch self
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{
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case .a: SDL_SCANCODE_A
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case .b: SDL_SCANCODE_B
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case .c: SDL_SCANCODE_C
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case .d: SDL_SCANCODE_D
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case .e: SDL_SCANCODE_E
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case .f: SDL_SCANCODE_F
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case .g: SDL_SCANCODE_G
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case .h: SDL_SCANCODE_H
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case .i: SDL_SCANCODE_I
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case .j: SDL_SCANCODE_J
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case .k: SDL_SCANCODE_K
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case .l: SDL_SCANCODE_L
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case .m: SDL_SCANCODE_M
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case .n: SDL_SCANCODE_N
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case .o: SDL_SCANCODE_O
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case .p: SDL_SCANCODE_P
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case .q: SDL_SCANCODE_Q
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case .r: SDL_SCANCODE_R
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case .s: SDL_SCANCODE_S
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case .t: SDL_SCANCODE_T
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case .u: SDL_SCANCODE_U
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case .v: SDL_SCANCODE_V
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case .w: SDL_SCANCODE_W
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case .x: SDL_SCANCODE_X
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case .y: SDL_SCANCODE_Y
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case .z: SDL_SCANCODE_Z
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case .left: SDL_SCANCODE_LEFT
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case .right: SDL_SCANCODE_RIGHT
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case .up: SDL_SCANCODE_UP
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case .down: SDL_SCANCODE_DOWN
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}
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}
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}
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extension SDL_KeyCode
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{
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internal init(scancode: SDL_Scancode)
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{
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self.init(scancode.rawValue | UInt32(SDLK_SCANCODE_MASK))
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}
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}
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