/* ************************************************************************** */ /* */ /* ::: :::::::: */ /* input.c :+: :+: :+: */ /* +:+ +:+ +:+ */ /* By: dkaiser mlx); else if (event.action == MLX_PRESS) on_key_press(game, event); else if (event.action == MLX_RELEASE) on_key_release(game, event); } static void on_key_press(t_game *game, mlx_key_data_t event) { if (event.key == MLX_KEY_W || event.key == MLX_KEY_UP) game->input_direction |= UP; else if (event.key == MLX_KEY_A || event.key == MLX_KEY_LEFT) game->input_direction |= LEFT; else if (event.key == MLX_KEY_S || event.key == MLX_KEY_DOWN) game->input_direction |= DOWN; else if (event.key == MLX_KEY_D || event.key == MLX_KEY_RIGHT) game->input_direction |= RIGHT; } static void on_key_release(t_game *game, mlx_key_data_t event) { if (event.key == MLX_KEY_W || event.key == MLX_KEY_UP) game->input_direction &= ~UP; else if (event.key == MLX_KEY_A || event.key == MLX_KEY_LEFT) game->input_direction &= ~LEFT; else if (event.key == MLX_KEY_S || event.key == MLX_KEY_DOWN) game->input_direction &= ~DOWN; else if (event.key == MLX_KEY_D || event.key == MLX_KEY_RIGHT) game->input_direction &= ~RIGHT; }