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https://github.com/Nimac0/SDL_Minigame
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mod: added SDL wrappers to InputManager
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@ -8,15 +8,115 @@
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class InputManager {
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public:
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enum class EventType {
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KeyDown,
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KeyUp
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};
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enum class Key
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{
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UP,
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DOWN,
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LEFT,
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RIGHT,
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SPACE,
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ENTER,
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ESCAPE,
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TAB,
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BACKSPACE,
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DELETE,
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HOME,
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END,
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PAGE_UP,
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PAGE_DOWN,
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INSERT,
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CAPS_LOCK,
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LEFT_SHIFT,
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RIGHT_SHIFT,
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LEFT_CTRL,
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RIGHT_CTRL,
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LEFT_ALT,
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RIGHT_ALT,
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F1,
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F2,
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F3,
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F4,
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F5,
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F6,
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F7,
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F8,
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F9,
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F10,
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F11,
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F12,
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A,
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B,
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C,
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D,
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E,
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F,
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G,
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H,
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I,
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J,
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K,
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L,
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M,
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N,
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O,
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P,
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Q,
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R,
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S,
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T,
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U,
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V,
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W,
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X,
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Y,
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Z,
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NUM_0,
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NUM_1,
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NUM_2,
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NUM_3,
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NUM_4,
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NUM_5,
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NUM_6,
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NUM_7,
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NUM_8,
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NUM_9,
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LEFT_BRACKET,
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RIGHT_BRACKET,
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SEMICOLON,
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APOSTROPHE,
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COMMA,
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PERIOD,
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SLASH,
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BACKSLASH,
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GRAVE
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};
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InputManager();
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~InputManager();
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void init();
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void init(); // see if necessary
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void processEvents();
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void registerAction(const std::string& actionName, std::function<void()> callback);
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void registerAction(const std::string& actionName, EventType eventType, Key key, std::function<void()> callback);
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bool isKeyPressed(Key key);
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private:
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std::map<std::string, std::vector<SDL_EventType>> actionBindings;
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std::map<std::string, std::function<void()>> actionCallbacks;
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std::map<Key, SDL_Scancode> keyMap;
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std::map<EventType, SDL_EventType> eventMap;
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struct ActionBinding {
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std::string actionName; // not strictly necessary, but good for debugging purposes
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EventType eventType;
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Key key;
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std::function<void()> callback;
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};
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std::vector<ActionBinding> actionBindings;
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void initKeyMap();
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void initEventMap();
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void handleEvent(const SDL_Event& event);
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};
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@ -1,7 +1,10 @@
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#include "InputManager.h"
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#include <iostream>
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InputManager::InputManager() {}
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InputManager::InputManager() {
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initKeyMap();
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initEventMap();
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}
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InputManager::~InputManager() {
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SDL_Quit();
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@ -14,26 +17,118 @@ void InputManager::init() {
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}
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}
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void InputManager::initKeyMap() {
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keyMap = {
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{Key::UP, SDL_SCANCODE_UP},
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{Key::DOWN, SDL_SCANCODE_DOWN},
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{Key::LEFT, SDL_SCANCODE_LEFT},
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{Key::RIGHT, SDL_SCANCODE_RIGHT},
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{Key::SPACE, SDL_SCANCODE_SPACE},
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{Key::ENTER, SDL_SCANCODE_RETURN},
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{Key::ESCAPE, SDL_SCANCODE_ESCAPE},
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{Key::TAB, SDL_SCANCODE_TAB},
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{Key::BACKSPACE, SDL_SCANCODE_BACKSPACE},
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{Key::DELETE, SDL_SCANCODE_DELETE},
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{Key::HOME, SDL_SCANCODE_HOME},
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{Key::END, SDL_SCANCODE_END},
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{Key::PAGE_UP, SDL_SCANCODE_PAGEUP},
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{Key::PAGE_DOWN, SDL_SCANCODE_PAGEDOWN},
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{Key::INSERT, SDL_SCANCODE_INSERT},
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{Key::CAPS_LOCK, SDL_SCANCODE_CAPSLOCK},
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{Key::LEFT_SHIFT, SDL_SCANCODE_LSHIFT},
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{Key::RIGHT_SHIFT, SDL_SCANCODE_RSHIFT},
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{Key::LEFT_CTRL, SDL_SCANCODE_LCTRL},
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{Key::RIGHT_CTRL, SDL_SCANCODE_RCTRL},
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{Key::LEFT_ALT, SDL_SCANCODE_LALT},
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{Key::RIGHT_ALT, SDL_SCANCODE_RALT},
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{Key::F1, SDL_SCANCODE_F1},
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{Key::F2, SDL_SCANCODE_F2},
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{Key::F3, SDL_SCANCODE_F3},
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{Key::F4, SDL_SCANCODE_F4},
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{Key::F5, SDL_SCANCODE_F5},
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{Key::F6, SDL_SCANCODE_F6},
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{Key::F7, SDL_SCANCODE_F7},
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{Key::F8, SDL_SCANCODE_F8},
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{Key::F9, SDL_SCANCODE_F9},
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{Key::F10, SDL_SCANCODE_F10},
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{Key::F11, SDL_SCANCODE_F11},
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{Key::F12, SDL_SCANCODE_F12},
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{Key::A, SDL_SCANCODE_A},
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{Key::B, SDL_SCANCODE_B},
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{Key::C, SDL_SCANCODE_C},
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{Key::D, SDL_SCANCODE_D},
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{Key::E, SDL_SCANCODE_E},
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{Key::F, SDL_SCANCODE_F},
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{Key::G, SDL_SCANCODE_G},
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{Key::H, SDL_SCANCODE_H},
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{Key::I, SDL_SCANCODE_I},
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{Key::J, SDL_SCANCODE_J},
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{Key::K, SDL_SCANCODE_K},
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{Key::L, SDL_SCANCODE_L},
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{Key::M, SDL_SCANCODE_M},
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{Key::N, SDL_SCANCODE_N},
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{Key::O, SDL_SCANCODE_O},
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{Key::P, SDL_SCANCODE_P},
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{Key::Q, SDL_SCANCODE_Q},
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{Key::R, SDL_SCANCODE_R},
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{Key::S, SDL_SCANCODE_S},
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{Key::T, SDL_SCANCODE_T},
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{Key::U, SDL_SCANCODE_U},
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{Key::V, SDL_SCANCODE_V},
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{Key::W, SDL_SCANCODE_W},
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{Key::X, SDL_SCANCODE_X},
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{Key::Y, SDL_SCANCODE_Y},
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{Key::Z, SDL_SCANCODE_Z},
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{Key::NUM_0, SDL_SCANCODE_0},
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{Key::NUM_1, SDL_SCANCODE_1},
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{Key::NUM_2, SDL_SCANCODE_2},
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{Key::NUM_3, SDL_SCANCODE_3},
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{Key::NUM_4, SDL_SCANCODE_4},
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{Key::NUM_5, SDL_SCANCODE_5},
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{Key::NUM_6, SDL_SCANCODE_6},
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{Key::NUM_7, SDL_SCANCODE_7},
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{Key::NUM_8, SDL_SCANCODE_8},
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{Key::NUM_9, SDL_SCANCODE_9},
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{Key::LEFT_BRACKET, SDL_SCANCODE_LEFTBRACKET},
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{Key::RIGHT_BRACKET, SDL_SCANCODE_RIGHTBRACKET},
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{Key::SEMICOLON, SDL_SCANCODE_SEMICOLON},
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{Key::APOSTROPHE, SDL_SCANCODE_APOSTROPHE},
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{Key::COMMA, SDL_SCANCODE_COMMA},
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{Key::PERIOD, SDL_SCANCODE_PERIOD},
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{Key::SLASH, SDL_SCANCODE_SLASH},
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{Key::BACKSLASH, SDL_SCANCODE_BACKSLASH},
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{Key::GRAVE, SDL_SCANCODE_GRAVE}
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};
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}
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void InputManager::initEventMap() {
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eventMap = {
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{EventType::KeyDown, SDL_EVENT_KEY_DOWN},
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{EventType::KeyUp, SDL_EVENT_KEY_UP},
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};
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}
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void InputManager::registerAction(const std::string& actionName, EventType eventType, Key key, std::function<void()> callback) {
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actionBindings.push_back({actionName, eventType, key, callback});
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}
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bool InputManager::isKeyPressed(Key key) {
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const bool* state = SDL_GetKeyboardState(nullptr);
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auto sdlKey = keyMap[key];
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return state[sdlKey];
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}
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void InputManager::processEvents() {
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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handleEvent(event);
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}
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}
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void InputManager::registerAction(const std::string& actionName, std::function<void()> callback) {
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actionCallbacks[actionName] = callback;
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}
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void InputManager::handleEvent(const SDL_Event& event) {
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for (const auto& [actionName, bindings] : actionBindings) {
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for (const auto& binding : bindings) {
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if (event.type == binding) {
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if (actionCallbacks.find(actionName) != actionCallbacks.end()) {
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actionCallbacks[actionName]();
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}
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}
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for (const auto& binding : actionBindings) {
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if (event.type == eventMap[binding.eventType] && event.key.scancode == keyMap[binding.key]) {
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binding.callback();
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}
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}
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}
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