mirror of
https://github.com/doukutsu-rs/doukutsu-rs
synced 2025-03-20 08:59:22 +00:00
add missing inventory/map input handling
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parent
211108674f
commit
268ecb62bd
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@ -44,6 +44,14 @@ impl PlayerController for DummyPlayerController {
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false
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}
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fn map(&self) -> bool {
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false
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}
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fn inventory(&self) -> bool {
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false
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}
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fn jump(&self) -> bool {
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false
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}
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@ -80,6 +88,14 @@ impl PlayerController for DummyPlayerController {
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false
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}
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fn trigger_map(&self) -> bool {
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false
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}
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fn trigger_inventory(&self) -> bool {
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false
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}
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fn trigger_jump(&self) -> bool {
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false
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}
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@ -101,6 +101,14 @@ impl PlayerController for KeyboardController {
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self.state.next_weapon()
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}
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fn map(&self) -> bool {
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self.state.map()
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}
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fn inventory(&self) -> bool {
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self.state.inventory()
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}
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fn jump(&self) -> bool {
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self.state.jump()
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}
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@ -137,6 +145,14 @@ impl PlayerController for KeyboardController {
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self.trigger.next_weapon()
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}
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fn trigger_map(&self) -> bool {
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self.trigger.map()
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}
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fn trigger_inventory(&self) -> bool {
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self.trigger.inventory()
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}
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fn trigger_jump(&self) -> bool {
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self.trigger.jump()
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}
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@ -26,6 +26,12 @@ pub trait PlayerController: PlayerControllerClone {
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/// True if "next weapon" button is down.
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fn next_weapon(&self) -> bool;
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/// True if "map" button is down.
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fn map(&self) -> bool;
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/// True if "inventory" button is down.
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fn inventory(&self) -> bool;
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/// True if "jump" button is down.
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fn jump(&self) -> bool;
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@ -47,6 +53,10 @@ pub trait PlayerController: PlayerControllerClone {
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fn trigger_next_weapon(&self) -> bool;
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fn trigger_map(&self) -> bool;
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fn trigger_inventory(&self) -> bool;
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fn trigger_jump(&self) -> bool;
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fn trigger_shoot(&self) -> bool;
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@ -241,6 +241,14 @@ impl PlayerController for TouchPlayerController {
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self.state.next_weapon()
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}
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fn map(&self) -> bool {
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self.state.map()
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}
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fn inventory(&self) -> bool {
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self.state.inventory()
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}
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fn jump(&self) -> bool {
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self.state.jump()
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}
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@ -278,6 +286,14 @@ impl PlayerController for TouchPlayerController {
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self.trigger.next_weapon()
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}
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fn trigger_map(&self) -> bool {
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self.trigger.map()
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}
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fn trigger_inventory(&self) -> bool {
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self.trigger.inventory()
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}
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fn trigger_jump(&self) -> bool {
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self.trigger.jump()
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}
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