class InputAction { public: bool IsDown(void) const; bool IsPressed(void) const; bool IsReleased(void) const; void ClearBindings(void); void AddBinding(const tbApplication::Key& keyBinding); void RemoveBinding(const tbApplication::Key& keyBinding); private: KeyContainer mKeyBindings; };
Just before LudumDare 36 I added a new way to handle input to TurtleBrains framework, it is quite simple but so far I really enjoy the way it is used. It is just a powerful little object that can check the input manager for each of the bound keys allowing an action to bound to:
- Any key (supported by framework)
- Multiple keys at once!
- No keys at all!
The second one is quite interesting, consider implementing a splash or title screen with multiple ways to continue into game. Without the input action, it required multiple checks, and more lengthy code.
{ //Old way of performing input check if (true == Input::IsPressed(KeyEscape) || true == Input::IsPressed(KeySpace) || true == Input::IsPressed(KeyEnter)) { //Goto gameplay scene. } //New way with InputAction: if (true == mSkipForward.IsPressed()) { //Goto gameplay scene. } }
Of course to a slight degree this is just moving the code from the update area to initialization:
{ mSkipForward.AddBinding(KeyEscape); mSkipForward.AddBinding(KeySpace); mSkipForward.AddBinding(KeyEnter); }
But considering it could allow use WASD and arrows keys for movement, or, with a binding screen the user could configure controls to their own liking. This is the first pass I make over such a system and so far I’ve enjoyed the usage better than the previous methods.