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wolf_dart/packages/wolf_3d_input/lib/wolf_3d_input.dart

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Dart

import 'package:flutter/services.dart';
import 'package:wolf_3d_engine/wolf_3d_engine.dart';
import 'package:wolf_3d_entities/wolf_3d_entities.dart';
class WolfInput {
Set<LogicalKeyboardKey> _previousKeys = {};
bool isMovingForward = false;
bool isMovingBackward = false;
bool isTurningLeft = false;
bool isTurningRight = false;
bool isInteracting = false;
bool isFiring = false;
WeaponType? requestedWeapon;
void update() {
final pressedKeys = HardwareKeyboard.instance.logicalKeysPressed;
final newlyPressedKeys = pressedKeys.difference(_previousKeys);
isMovingForward = pressedKeys.contains(LogicalKeyboardKey.keyW);
isMovingBackward = pressedKeys.contains(LogicalKeyboardKey.keyS);
isTurningLeft = pressedKeys.contains(LogicalKeyboardKey.keyA);
isTurningRight = pressedKeys.contains(LogicalKeyboardKey.keyD);
isInteracting = newlyPressedKeys.contains(LogicalKeyboardKey.space);
isFiring =
pressedKeys.contains(LogicalKeyboardKey.controlLeft) &&
!pressedKeys.contains(LogicalKeyboardKey.space);
requestedWeapon = null;
for (final LogicalKeyboardKey key in newlyPressedKeys) {
switch (key) {
case LogicalKeyboardKey.digit1:
requestedWeapon = WeaponType.knife;
case LogicalKeyboardKey.digit2:
requestedWeapon = WeaponType.pistol;
case LogicalKeyboardKey.digit3:
requestedWeapon = WeaponType.machineGun;
case LogicalKeyboardKey.digit4:
requestedWeapon = WeaponType.chainGun;
}
}
_previousKeys = Set.from(pressedKeys);
}
/// Exports the current state as a clean DTO for the engine
EngineInput get currentInput => EngineInput(
isMovingForward: isMovingForward,
isMovingBackward: isMovingBackward,
isTurningLeft: isTurningLeft,
isTurningRight: isTurningRight,
isFiring: isFiring,
isInteracting: isInteracting,
requestedWeapon: requestedWeapon,
);
}