diff --git a/src/input/input.cpp b/src/input/input.cpp index 9be64885..def54ab9 100644 --- a/src/input/input.cpp +++ b/src/input/input.cpp @@ -237,49 +237,24 @@ bool InputTracker::WasPressed(ACTION_TYPE Action) //Returns the current status of a given action int InputTracker::GetStatus(Key Button) { - for (int i = 0; i < m_input_assocation_list.Count(); i++) - { - ButtonSetting &CurIT = m_input_assocation_list[i]; - - if (Button == CurIT.m_raw_button) - return GetCurrentButtonStatus(CurIT.m_raw_button); - } - return 0; + return GetCurrentButtonStatus(Button); } //Returns TRUE if action status went from Active to Inactive this frame bool InputTracker::WasReleased(Key Button) { - for (int i = 0; i < m_input_assocation_list.Count(); i++) - { - ButtonSetting &CurIT = m_input_assocation_list[i]; - - if (Button == CurIT.m_raw_button) - { - if (GetPreviousButtonStatus(CurIT.m_raw_button) && - !GetCurrentButtonStatus(CurIT.m_raw_button)) - return true; - return false; - } - } + if (GetPreviousButtonStatus(Button) && + !GetCurrentButtonStatus(Button)) + return true; return false; } //Returns TRUE if action status went from Inactive to Active this frame bool InputTracker::WasPressed(Key Button) { - for (int i = 0; i < m_input_assocation_list.Count(); i++) - { - ButtonSetting &CurIT = m_input_assocation_list[i]; - - if (Button == CurIT.m_raw_button) - { - if (!GetPreviousButtonStatus(CurIT.m_raw_button) && - GetCurrentButtonStatus(CurIT.m_raw_button)) - return true; - return false; - } - } + if (!GetPreviousButtonStatus(Button) && + GetCurrentButtonStatus(Button)) + return true; return false; } diff --git a/test/BtPhysTest.cpp b/test/BtPhysTest.cpp index e94ba01f..a8c96e4a 100644 --- a/test/BtPhysTest.cpp +++ b/test/BtPhysTest.cpp @@ -228,7 +228,7 @@ void BtPhysTest::TickGame(float seconds) { WorldEntity::TickGame(seconds); - if (Input::GetButtonState(27 /*SDLK_ESCAPE*/)) + if (Input::WasReleased(Key::K_ESCAPE)) Ticker::Shutdown(); m_loop_value += seconds;