--- /dev/null
+#ifndef L2E_KEYS_H_
+#define L2E_KEYS_H_
+
+#include "app/Input.h"
+
+inline void MapKeys(app::Input &input) {
+ input.MapKey(SDLK_w, app::Input::PAD_UP);
+ input.MapKey(SDLK_d, app::Input::PAD_RIGHT);
+ input.MapKey(SDLK_s, app::Input::PAD_DOWN);
+ input.MapKey(SDLK_a, app::Input::PAD_LEFT);
+ input.MapKey(SDLK_RIGHT, app::Input::ACTION_A);
+ input.MapKey(SDLK_DOWN, app::Input::ACTION_B);
+ input.MapKey(SDLK_UP, app::Input::ACTION_X);
+ input.MapKey(SDLK_LEFT, app::Input::ACTION_Y);
+ input.MapKey(SDLK_RETURN, app::Input::START);
+ input.MapKey(SDLK_SPACE, app::Input::SELECT);
+ input.MapKey(SDLK_RSHIFT, app::Input::SHOULDER_RIGHT);
+ input.MapKey(SDLK_LSHIFT, app::Input::SHOULDER_LEFT);
+
+ input.MapKey(SDLK_1, app::Input::DEBUG_1);
+ input.MapKey(SDLK_2, app::Input::DEBUG_2);
+ input.MapKey(SDLK_3, app::Input::DEBUG_3);
+ input.MapKey(SDLK_4, app::Input::DEBUG_4);
+}
+
+#endif
+#include "keys.h"
#include "app/Application.h"
#include "app/Arguments.h"
#include "app/Input.h"
}
Application app(screen, state);
- app.Buttons().MapKey(SDLK_w, Input::PAD_UP);
- app.Buttons().MapKey(SDLK_d, Input::PAD_RIGHT);
- app.Buttons().MapKey(SDLK_s, Input::PAD_DOWN);
- app.Buttons().MapKey(SDLK_a, Input::PAD_LEFT);
- app.Buttons().MapKey(SDLK_RIGHT, Input::ACTION_A);
- app.Buttons().MapKey(SDLK_DOWN, Input::ACTION_B);
- app.Buttons().MapKey(SDLK_UP, Input::ACTION_X);
- app.Buttons().MapKey(SDLK_LEFT, Input::ACTION_Y);
- app.Buttons().MapKey(SDLK_RETURN, Input::START);
- app.Buttons().MapKey(SDLK_SPACE, Input::SELECT);
- app.Buttons().MapKey(SDLK_RSHIFT, Input::SHOULDER_RIGHT);
- app.Buttons().MapKey(SDLK_LSHIFT, Input::SHOULDER_LEFT);
- app.Buttons().MapKey(SDLK_1, Input::DEBUG_1);
- app.Buttons().MapKey(SDLK_2, Input::DEBUG_2);
- app.Buttons().MapKey(SDLK_3, Input::DEBUG_3);
- app.Buttons().MapKey(SDLK_4, Input::DEBUG_4);
+ MapKeys(app.Buttons());
app.Run();
return 0;