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https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Allow mapping the same key to multile actions (LMB = attack + respawn)
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parent
186db16707
commit
6b4dfcc533
@ -130,8 +130,6 @@ impl PlayState for SessionState {
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return PlayStateResult::Shutdown;
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}
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Event::InputUpdate(GameInput::Main, state) => {
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self.controller.respawn = state; // TODO: Move this into separate GameInput
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// Check the existence of CanBuild component. If it's here, use LMB to
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// place blocks, if not, use it to attack
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let mut client = self.client.borrow_mut();
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@ -204,6 +202,9 @@ impl PlayState for SessionState {
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self.controller.roll = state;
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}
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}
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Event::InputUpdate(GameInput::Respawn, state) => {
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self.controller.respawn = state;
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}
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Event::InputUpdate(GameInput::Jump, state) => {
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self.controller.jump = state;
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}
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@ -39,6 +39,7 @@ pub struct ControlSettings {
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pub screenshot: KeyMouse,
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pub toggle_ingame_ui: KeyMouse,
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pub roll: KeyMouse,
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pub respawn: KeyMouse,
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pub interact: KeyMouse,
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}
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@ -71,6 +72,7 @@ impl Default for ControlSettings {
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screenshot: KeyMouse::Key(VirtualKeyCode::F4),
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toggle_ingame_ui: KeyMouse::Key(VirtualKeyCode::F6),
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roll: KeyMouse::Mouse(MouseButton::Middle),
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respawn: KeyMouse::Mouse(MouseButton::Left),
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interact: KeyMouse::Key(VirtualKeyCode::E),
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}
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}
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@ -81,7 +81,7 @@ pub struct Window {
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pub zoom_sensitivity: u32,
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fullscreen: bool,
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needs_refresh_resize: bool,
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key_map: HashMap<KeyMouse, GameInput>,
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key_map: HashMap<KeyMouse, Vec<GameInput>>,
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keypress_map: HashMap<GameInput, glutin::ElementState>,
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supplement_events: Vec<Event>,
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focused: bool,
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@ -108,43 +108,91 @@ impl Window {
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)
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.map_err(|err| Error::BackendError(Box::new(err)))?;
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let mut key_map = HashMap::new();
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key_map.insert(settings.controls.main, GameInput::Main);
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key_map.insert(settings.controls.alt, GameInput::Alt);
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key_map.insert(settings.controls.toggle_cursor, GameInput::ToggleCursor);
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key_map.insert(settings.controls.escape, GameInput::Escape);
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key_map.insert(settings.controls.enter, GameInput::Enter);
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key_map.insert(settings.controls.command, GameInput::Command);
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key_map.insert(settings.controls.move_forward, GameInput::MoveForward);
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key_map.insert(settings.controls.move_left, GameInput::MoveLeft);
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key_map.insert(settings.controls.move_back, GameInput::MoveBack);
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key_map.insert(settings.controls.move_right, GameInput::MoveRight);
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key_map.insert(settings.controls.jump, GameInput::Jump);
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key_map.insert(settings.controls.glide, GameInput::Glide);
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key_map.insert(settings.controls.map, GameInput::Map);
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key_map.insert(settings.controls.bag, GameInput::Bag);
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key_map.insert(settings.controls.quest_log, GameInput::QuestLog);
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key_map.insert(
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settings.controls.character_window,
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GameInput::CharacterWindow,
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);
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key_map.insert(settings.controls.social, GameInput::Social);
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key_map.insert(settings.controls.spellbook, GameInput::Spellbook);
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key_map.insert(settings.controls.settings, GameInput::Settings);
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key_map.insert(settings.controls.help, GameInput::Help);
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key_map.insert(
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settings.controls.toggle_interface,
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GameInput::ToggleInterface,
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);
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key_map.insert(settings.controls.toggle_debug, GameInput::ToggleDebug);
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key_map.insert(settings.controls.fullscreen, GameInput::Fullscreen);
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key_map.insert(settings.controls.screenshot, GameInput::Screenshot);
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key_map.insert(
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settings.controls.toggle_ingame_ui,
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GameInput::ToggleIngameUi,
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);
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key_map.insert(settings.controls.roll, GameInput::Roll);
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key_map.insert(settings.controls.interact, GameInput::Interact);
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let mut map: HashMap<_, Vec<_>> = HashMap::new();
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map.entry(settings.controls.main)
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.or_default()
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.push(GameInput::Main);
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map.entry(settings.controls.alt)
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.or_default()
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.push(GameInput::Alt);
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map.entry(settings.controls.toggle_cursor)
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.or_default()
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.push(GameInput::ToggleCursor);
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map.entry(settings.controls.escape)
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.or_default()
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.push(GameInput::Escape);
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map.entry(settings.controls.enter)
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.or_default()
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.push(GameInput::Enter);
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map.entry(settings.controls.command)
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.or_default()
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.push(GameInput::Command);
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map.entry(settings.controls.move_forward)
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.or_default()
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.push(GameInput::MoveForward);
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map.entry(settings.controls.move_left)
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.or_default()
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.push(GameInput::MoveLeft);
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map.entry(settings.controls.move_back)
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.or_default()
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.push(GameInput::MoveBack);
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map.entry(settings.controls.move_right)
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.or_default()
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.push(GameInput::MoveRight);
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map.entry(settings.controls.jump)
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.or_default()
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.push(GameInput::Jump);
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map.entry(settings.controls.glide)
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.or_default()
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.push(GameInput::Glide);
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map.entry(settings.controls.map)
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.or_default()
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.push(GameInput::Map);
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map.entry(settings.controls.bag)
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.or_default()
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.push(GameInput::Bag);
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map.entry(settings.controls.quest_log)
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.or_default()
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.push(GameInput::QuestLog);
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map.entry(settings.controls.character_window)
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.or_default()
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.push(GameInput::CharacterWindow);
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map.entry(settings.controls.social)
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.or_default()
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.push(GameInput::Social);
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map.entry(settings.controls.spellbook)
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.or_default()
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.push(GameInput::Spellbook);
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map.entry(settings.controls.settings)
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.or_default()
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.push(GameInput::Settings);
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map.entry(settings.controls.help)
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.or_default()
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.push(GameInput::Help);
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map.entry(settings.controls.toggle_interface)
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.or_default()
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.push(GameInput::ToggleInterface);
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map.entry(settings.controls.toggle_debug)
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.or_default()
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.push(GameInput::ToggleDebug);
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map.entry(settings.controls.fullscreen)
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.or_default()
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.push(GameInput::Fullscreen);
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map.entry(settings.controls.screenshot)
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.or_default()
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.push(GameInput::Screenshot);
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map.entry(settings.controls.toggle_ingame_ui)
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.or_default()
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.push(GameInput::ToggleIngameUi);
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map.entry(settings.controls.roll)
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.or_default()
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.push(GameInput::Roll);
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map.entry(settings.controls.respawn)
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.or_default()
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.push(GameInput::Respawn);
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map.entry(settings.controls.interact)
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.or_default()
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.push(GameInput::Interact);
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let keypress_map = HashMap::new();
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@ -157,7 +205,7 @@ impl Window {
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zoom_sensitivity: settings.gameplay.zoom_sensitivity,
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fullscreen: false,
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needs_refresh_resize: false,
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key_map,
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key_map: map,
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keypress_map,
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supplement_events: vec![],
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focused: true,
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@ -210,35 +258,58 @@ impl Window {
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}
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glutin::WindowEvent::ReceivedCharacter(c) => events.push(Event::Char(c)),
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glutin::WindowEvent::MouseInput { button, state, .. } if cursor_grabbed => {
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if let Some(&game_input) = key_map.get(&KeyMouse::Mouse(button)) {
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events.push(Event::InputUpdate(
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game_input,
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state == glutin::ElementState::Pressed,
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))
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if let Some(game_inputs) = key_map.get(&KeyMouse::Mouse(button)) {
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for game_input in game_inputs {
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events.push(Event::InputUpdate(
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*game_input,
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state == glutin::ElementState::Pressed,
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));
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}
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}
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}
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glutin::WindowEvent::KeyboardInput { input, .. } => match input.virtual_keycode
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{
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Some(key) => match key_map.get(&KeyMouse::Key(key)) {
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Some(GameInput::Fullscreen) => {
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if input.state == glutin::ElementState::Pressed
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&& !Self::is_pressed(keypress_map, GameInput::Fullscreen)
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{
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toggle_fullscreen = !toggle_fullscreen;
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Some(key) => {
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let game_inputs = key_map.get(&KeyMouse::Key(key));
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if let Some(game_inputs) = game_inputs {
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for game_input in game_inputs {
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match game_input {
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GameInput::Fullscreen => {
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if input.state == glutin::ElementState::Pressed
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&& !Self::is_pressed(
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keypress_map,
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GameInput::Fullscreen,
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)
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{
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toggle_fullscreen = !toggle_fullscreen;
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}
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Self::set_pressed(
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keypress_map,
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GameInput::Fullscreen,
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input.state,
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);
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}
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GameInput::Screenshot => {
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take_screenshot = input.state
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== glutin::ElementState::Pressed
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&& !Self::is_pressed(
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keypress_map,
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GameInput::Screenshot,
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);
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Self::set_pressed(
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keypress_map,
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GameInput::Screenshot,
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input.state,
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);
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}
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_ => events.push(Event::InputUpdate(
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*game_input,
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input.state == glutin::ElementState::Pressed,
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)),
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}
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}
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Self::set_pressed(keypress_map, GameInput::Fullscreen, input.state);
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}
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Some(GameInput::Screenshot) => {
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take_screenshot = input.state == glutin::ElementState::Pressed
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&& !Self::is_pressed(keypress_map, GameInput::Screenshot);
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Self::set_pressed(keypress_map, GameInput::Screenshot, input.state);
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}
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Some(&game_input) => events.push(Event::InputUpdate(
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game_input,
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input.state == glutin::ElementState::Pressed,
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)),
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_ => {}
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},
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}
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_ => {}
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},
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glutin::WindowEvent::Focused(state) => {
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