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keys.cpp
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keys.cpp
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#include "remorse.h"
#include "states.h"
#include "timer.h"
#include "physics.h"
/* So the plan is to have different keyboard functions for each state.
The main key function will call the respective function based on state.
Menu based states like MENU and PAUSE don't require keyup events
THINK:CURSOR variable is for handling menu selection,
not sure where else to put it
*/
namespace R_keys
{
//bool UP=false;
int CURSOR=0;
void menu_key(unsigned char key, int x, int y)
{
// key function for MENU state
switch (key)
{
case 13:
switch(CURSOR)
{
case 0:
R_states::STATE=R_states::GAME;
//glutTimerFunc(17,timer,UPDATE);
timer(UPDATE);
break;
case 1:
exit(0); break;
}
CURSOR=0;
break;
case GLUT_KEY_F11:glutFullScreenToggle();break;
case GLUT_KEY_UP:
if(CURSOR>0)
CURSOR--;
else CURSOR=1;
break;
case GLUT_KEY_DOWN:
CURSOR=(CURSOR+1)%2; break;
}
}
void pause_key(unsigned char key, int x, int y)
{
// key function for PAUSE state
switch (key)
{
case 27 :
case 'q':
case 'Q':
R_states::STATE=R_states::GAME;
//glutTimerFunc(17,timer,UPDATE);
timer(UPDATE);
break;
case 13:
switch(CURSOR)
{
case 0:
R_states::STATE=R_states::GAME;
//glutTimerFunc(17,timer,UPDATE);
timer(UPDATE);
break;
case 1:
R_states::STATE=R_states::MENU;
R_physics::resetPhysics();
break;
}
CURSOR=0;
break;
case GLUT_KEY_F11:glutFullScreenToggle();break;
case GLUT_KEY_UP:
if(CURSOR>0)
CURSOR--;
else CURSOR=1;
break;
case GLUT_KEY_DOWN:
CURSOR=(CURSOR+1)%2; break;
}
}
void over_key(unsigned char key, int x, int y)
{
//To prevent immediate skip after game over
if(key!=GLUT_KEY_UP && key!='w' && key!='W' && key!=' ')
R_states::STATE=R_states::MENU;
}
void game_key(unsigned char key, int x, int y)
{
// keydown function for GAME state
switch (key)
{
case 27 :
case 'q':
case 'Q':
R_states::STATE=R_states::PAUSE; break;
case GLUT_KEY_UP:
case 'w':
case 'W':
case ' ':
R_physics::jumpForceOn=true; break;
case GLUT_KEY_F11:glutFullScreenToggle();break;
}
}
void game_keyup(unsigned char key, int x, int y)
{
// keyup function for GAME state
switch (key)
{
case GLUT_KEY_UP:
case 'w':
case 'W':
case ' ':
R_physics::jumpForceOn=false; break;
}
}
void key(unsigned char key, int x, int y)
{
//key down for normal keys
switch(R_states::STATE)
{
case R_states::MENU:
menu_key(key,x,y);break;
case R_states::GAME:
game_key(key,x,y);break;
case R_states::PAUSE:
pause_key(key,x,y);break;
case R_states::GAMEOVER:
over_key(key,x,y);break;
}
glutPostRedisplay();
}
void keyup(unsigned char key, int x, int y)
{
//key up for normal keys
switch(R_states::STATE)
{
case R_states::MENU:
break;
case R_states::GAME:
game_keyup(key,x,y);break;
case R_states::PAUSE:
break;
}
glutPostRedisplay();
}
void splkey(int key, int x, int y)
{
//key down for special keys
switch(R_states::STATE)
{
case R_states::MENU:
menu_key(key,x,y);break;
case R_states::GAME:
game_key(key,x,y);break;
case R_states::PAUSE:
pause_key(key,x,y);break;
case R_states::GAMEOVER:
over_key(key,x,y);break;
}
glutPostRedisplay();
}
void splkeyup(int key, int x, int y)
{
//key up for special keys
switch(R_states::STATE)
{
case R_states::MENU:
break;
case R_states::GAME:
game_keyup(key,x,y);break;
case R_states::PAUSE:
break;
}
glutPostRedisplay();
}
}