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-rw-r--r--src/crepe/facade/SDLContext.h20
1 files changed, 10 insertions, 10 deletions
diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h
index 34a4a09..3531680 100644
--- a/src/crepe/facade/SDLContext.h
+++ b/src/crepe/facade/SDLContext.h
@@ -137,7 +137,16 @@ public:
* \return The corresponding `MouseButton` value or `MouseButton::NONE` if the key is unrecognized
*/
MouseButton sdl_to_mousebutton(Uint8 sdl_button);
- const keyboard_state_t& get_keyboard_state() const;
+ /**
+ * \brief Gets the current state of the keyboard.
+ *
+ * Updates the internal keyboard state by checking the current key states using
+ * SDL's `SDL_GetKeyboardState()`, and returns a reference to the `keyboard_state_t`.
+ *
+ * \return A constant reference to the `keyboard_state_t`, which holds the state
+ * of each key (true = pressed, false = not pressed).
+ */
+ const keyboard_state_t& get_keyboard_state();
public:
/**
@@ -235,15 +244,6 @@ private:
CameraAuxiliaryData cam_aux_data;
private:
- /**
- * \brief Retrieves the current state of the keyboard.
- *
- * This method updates the state of all keys on the keyboard. Each element of the unordered map corresponds to a
- * specific key defined in the `Keycode` enum, and the value indicates whether
- * the key is currently pressed (true) or not pressed (false).
- *
- */
- void update_keyboard_state();
//! variable to store the state of each key (true = pressed, false = not pressed)
keyboard_state_t keyboard_state;
//! lookup table for converting SDL_SCANCODES to Keycodes