Files
Verbatim/src/render/window_input.rs
T
Emil 65752b4cfe fix: window input uses get_keys() for held state, glyph atlas for FPS
Input fix: get_keys_pressed(No) only fires on initial press, not held.
Switched to get_keys() which returns all currently-down keys every frame.
Jump still edge-triggered via jump_was_down flag.

Performance fix: pre-build glyph atlas at startup (all ASCII chars
rasterized once into 128x256 alpha bitmap). No per-frame cloning.
draw_cell reads atlas alpha + blends fg/bg inline. Zero allocations
in render loop.

109 tests, 0 warnings
2026-06-21 00:01:28 +03:00

57 lines
2.0 KiB
Rust

use minifb::Key;
pub struct WindowInput {
pub left: bool,
pub right: bool,
pub jump: bool,
pub cam_left: bool,
pub cam_right: bool,
pub cam_up: bool,
pub cam_down: bool,
pub quit: bool,
pub paint: Option<u8>,
jump_was_down: bool,
}
impl WindowInput {
pub fn new() -> Self {
Self {
left: false, right: false, jump: false,
cam_left: false, cam_right: false, cam_up: false, cam_down: false,
quit: false, paint: None,
jump_was_down: false,
}
}
pub fn update(&mut self, keys: &[Key]) {
let now_left = keys.contains(&Key::A) || keys.contains(&Key::Left);
let now_right = keys.contains(&Key::D) || keys.contains(&Key::Right);
let now_jump = keys.contains(&Key::W) || keys.contains(&Key::Space) || keys.contains(&Key::Up);
self.left = now_left && !now_right;
self.right = now_right && !now_left;
self.jump = now_jump && !self.jump_was_down;
self.jump_was_down = now_jump;
self.cam_left = keys.contains(&Key::H);
self.cam_right = keys.contains(&Key::L);
self.cam_up = keys.contains(&Key::K);
self.cam_down = keys.contains(&Key::J);
self.quit = keys.contains(&Key::Q) || keys.contains(&Key::Escape);
self.paint = None;
if keys.contains(&Key::Key1) { self.paint = Some(1); }
else if keys.contains(&Key::Key2) { self.paint = Some(2); }
else if keys.contains(&Key::Key3) { self.paint = Some(3); }
else if keys.contains(&Key::Key4) { self.paint = Some(4); }
else if keys.contains(&Key::Key5) { self.paint = Some(5); }
else if keys.contains(&Key::Key6) { self.paint = Some(6); }
else if keys.contains(&Key::Key7) { self.paint = Some(7); }
else if keys.contains(&Key::Key8) { self.paint = Some(8); }
else if keys.contains(&Key::Key9) { self.paint = Some(9); }
else if keys.contains(&Key::Key0) { self.paint = Some(0); }
else if keys.contains(&Key::X) { self.paint = Some(99); }
}
}