Patch update - merge end
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@@ -138,7 +138,7 @@ void InputClass::KeyUp(unsigned int input)
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}
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bool InputClass::IsKeyDown(unsigned int key)
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bool InputClass::IsKeyDown(unsigned int key) const
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{
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// Return what state the key is in (pressed/not pressed).
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return m_keys[key];
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@@ -267,7 +267,7 @@ void InputClass::ProcessInput()
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return;
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}
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bool InputClass::IsEscapePressed()
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bool InputClass::IsEscapePressed() const
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{
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// Do a bitwise and on the keyboard state to check if the escape key is currently being pressed.
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if (m_keyboardState[DIK_ESCAPE] & 0x80)
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@@ -278,7 +278,7 @@ bool InputClass::IsEscapePressed()
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return false;
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}
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bool InputClass::IsLeftArrowPressed()
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bool InputClass::IsLeftArrowPressed() const
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{
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if (m_keyboardState[DIK_LEFT] & 0x80)
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{
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@@ -290,7 +290,7 @@ bool InputClass::IsLeftArrowPressed()
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}
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bool InputClass::IsRightArrowPressed()
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bool InputClass::IsRightArrowPressed() const
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{
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if (m_keyboardState[DIK_RIGHT] & 0x80)
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{
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@@ -301,11 +301,32 @@ bool InputClass::IsRightArrowPressed()
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return false;
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}
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bool InputClass::IsUpArrowPressed() const
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{
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if (m_keyboardState[DIK_UP] & 0x80)
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{
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return true;
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}
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return false;
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}
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bool InputClass::IsDownArrowPressed() const
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{
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if (m_keyboardState[DIK_DOWN] & 0x80)
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{
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return true;
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}
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return false;
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}
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///////////////////////////////////////////////////
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// Les touches correspondent aux claviers QWERTY //
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///////////////////////////////////////////////////
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bool InputClass::IsAPressed()
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bool InputClass::IsAPressed() const
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{
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// Touche A sur QWERTY, Q sur AZERTY
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if (m_keyboardState[DIK_A] & 0x80)
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@@ -317,7 +338,7 @@ bool InputClass::IsAPressed()
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return false;
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}
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bool InputClass::IsDPressed()
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bool InputClass::IsDPressed() const
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{
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if (m_keyboardState[DIK_D] & 0x80)
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{
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@@ -328,7 +349,7 @@ bool InputClass::IsDPressed()
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return false;
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}
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bool InputClass::IsWPressed()
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bool InputClass::IsWPressed() const
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{
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// Touche W sur QWERTY, Z sur AZERTY
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if (m_keyboardState[DIK_W] & 0x80)
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@@ -340,7 +361,7 @@ bool InputClass::IsWPressed()
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return false;
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}
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bool InputClass::IsSPressed()
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bool InputClass::IsSPressed() const
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{
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if (m_keyboardState[DIK_S] & 0x80)
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{
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@@ -351,7 +372,7 @@ bool InputClass::IsSPressed()
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return false;
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}
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bool InputClass::IsQPressed()
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bool InputClass::IsQPressed() const
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{
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// Touche Q sur QWERTY, A sur AZERTY
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if (m_keyboardState[DIK_Q] & 0x80)
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@@ -363,7 +384,7 @@ bool InputClass::IsQPressed()
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return false;
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}
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bool InputClass::IsEPressed()
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bool InputClass::IsEPressed() const
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{
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if (m_keyboardState[DIK_E] & 0x80)
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{
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@@ -374,14 +395,14 @@ bool InputClass::IsEPressed()
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return false;
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}
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void InputClass::GetMouseLocation(int& mouseX, int& mouseY)
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void InputClass::GetMouseLocation(int& mouseX, int& mouseY) const
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{
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mouseX = m_mouseX;
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mouseY = m_mouseY;
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return;
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}
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bool InputClass::IsLeftMousePressed()
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bool InputClass::IsLeftMousePressed() const
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{
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// Check the left mouse button state.
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if (m_mouseState.rgbButtons[0] & 0x80)
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@@ -393,7 +414,7 @@ bool InputClass::IsLeftMousePressed()
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return false;
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}
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bool InputClass::IsRightMousePressed()
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bool InputClass::IsRightMousePressed() const
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{
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// Check the left mouse button state.
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if (m_mouseState.rgbButtons[1] & 0x80)
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@@ -404,3 +425,23 @@ bool InputClass::IsRightMousePressed()
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return false;
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}
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bool InputClass::IsScrollUp() const
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{
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if (m_mouseState.lZ > 0)
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{
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return true;
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}
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return false;
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}
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bool InputClass::IsScrollDown() const
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{
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if (m_mouseState.lZ < 0)
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{
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return true;
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}
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return false;
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}
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