#include "stdafx.h" #include "InputManager.h" bool InputManager::IsKeyPressed(int key) { return (GetAsyncKeyState(key) & 0x8000) == 0x8000; } ButtonState InputManager::GetButtonState() { ButtonState state; state.A = IsKeyPressed('A') || _gamePad.IsPressed(XINPUT_GAMEPAD_X); state.B = IsKeyPressed('S') || _gamePad.IsPressed(XINPUT_GAMEPAD_A); state.Select = IsKeyPressed('W') || _gamePad.IsPressed(XINPUT_GAMEPAD_BACK); state.Start = IsKeyPressed('Q') || _gamePad.IsPressed(XINPUT_GAMEPAD_START); state.Up = IsKeyPressed(VK_UP) || _gamePad.IsPressed(XINPUT_GAMEPAD_DPAD_UP); state.Down = IsKeyPressed(VK_DOWN) || _gamePad.IsPressed(XINPUT_GAMEPAD_DPAD_DOWN); state.Left = IsKeyPressed(VK_LEFT) || _gamePad.IsPressed(XINPUT_GAMEPAD_DPAD_LEFT); state.Right = IsKeyPressed(VK_RIGHT) || _gamePad.IsPressed(XINPUT_GAMEPAD_DPAD_RIGHT); return state; }