import SDL2 public class Input { private static let _instance = Input() public static var instance: Input { _instance } public var keyboard: Keyboard { _keyboard } public func getPad(id: Int) -> GamePad? { _pads[Int32(id)] } public var firstPadID: Int? { _firstJoyID >= 0 ? Int(_firstJoyID) : nil } private var _keyboard = Keyboard() private var _pads = Dictionary() private var _firstJoyID: Int32 = -1 private init() {} internal func pressEvent(scan: SDL_Scancode, repeat r: Bool) { keyboard.pressEvent(scan: scan, repeat: r) } internal func releaseEvent(scan: SDL_Scancode) { keyboard.releaseEvent(scan: scan) } internal func padConnectedEvent(deviceIndex: Int32) { if let pad = GamePad.open(device: deviceIndex) { print("Using gamepad #\(pad.instanceID), \"\(pad.name)\"") if _firstJoyID < 0 { _firstJoyID = pad.instanceID } _pads[pad.instanceID] = pad } } internal func padRemovedEvent(id: Int32) { if let pad = _pads.removeValue(forKey: id) { pad.close() } if id == _firstJoyID { _firstJoyID = _pads.keys.first ?? -1 } } internal func padButtonPressEvent(id: Int32, btn: UInt8) { _pads[id]?.buttonPressEvent(btn) } internal func padButtonReleaseEvent(id: Int32, btn: UInt8) { _pads[id]?.buttonReleaseEvent(btn) } internal func padAxisEvent(id: Int32, axis: UInt8, value: Int16) { _pads[id]?.axisEvent(axis, value) } internal func newTick() { _keyboard.newTick() for pad in _pads.values { pad.newTick() } } }