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add missing inventory/map input handling

This commit is contained in:
Alula 2021-03-15 22:11:12 +01:00
parent 211108674f
commit 268ecb62bd
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GPG key ID: 3E00485503A1D8BA
4 changed files with 58 additions and 0 deletions

View file

@ -44,6 +44,14 @@ impl PlayerController for DummyPlayerController {
false
}
fn map(&self) -> bool {
false
}
fn inventory(&self) -> bool {
false
}
fn jump(&self) -> bool {
false
}
@ -80,6 +88,14 @@ impl PlayerController for DummyPlayerController {
false
}
fn trigger_map(&self) -> bool {
false
}
fn trigger_inventory(&self) -> bool {
false
}
fn trigger_jump(&self) -> bool {
false
}

View file

@ -101,6 +101,14 @@ impl PlayerController for KeyboardController {
self.state.next_weapon()
}
fn map(&self) -> bool {
self.state.map()
}
fn inventory(&self) -> bool {
self.state.inventory()
}
fn jump(&self) -> bool {
self.state.jump()
}
@ -137,6 +145,14 @@ impl PlayerController for KeyboardController {
self.trigger.next_weapon()
}
fn trigger_map(&self) -> bool {
self.trigger.map()
}
fn trigger_inventory(&self) -> bool {
self.trigger.inventory()
}
fn trigger_jump(&self) -> bool {
self.trigger.jump()
}

View file

@ -26,6 +26,12 @@ pub trait PlayerController: PlayerControllerClone {
/// True if "next weapon" button is down.
fn next_weapon(&self) -> bool;
/// True if "map" button is down.
fn map(&self) -> bool;
/// True if "inventory" button is down.
fn inventory(&self) -> bool;
/// True if "jump" button is down.
fn jump(&self) -> bool;
@ -47,6 +53,10 @@ pub trait PlayerController: PlayerControllerClone {
fn trigger_next_weapon(&self) -> bool;
fn trigger_map(&self) -> bool;
fn trigger_inventory(&self) -> bool;
fn trigger_jump(&self) -> bool;
fn trigger_shoot(&self) -> bool;

View file

@ -241,6 +241,14 @@ impl PlayerController for TouchPlayerController {
self.state.next_weapon()
}
fn map(&self) -> bool {
self.state.map()
}
fn inventory(&self) -> bool {
self.state.inventory()
}
fn jump(&self) -> bool {
self.state.jump()
}
@ -278,6 +286,14 @@ impl PlayerController for TouchPlayerController {
self.trigger.next_weapon()
}
fn trigger_map(&self) -> bool {
self.trigger.map()
}
fn trigger_inventory(&self) -> bool {
self.trigger.inventory()
}
fn trigger_jump(&self) -> bool {
self.trigger.jump()
}