#include "EntityBase.h" #include "coll2d.h" namespace Engine { bool EntityControllerState::GetKey (int state) { assert (state < EntityControllerMaxKeyStates && state >= 0); return mKeyState.test (state); } void EntityControllerState::SetKey (int state) { assert (state < EntityControllerMaxKeyStates && state >= 0); LogDebug ("Entity %d: Setting Entity Key State %d", mId, state); mKeyState.set (state); } void EntityControllerState::UnsetKey (int state) { assert (state < EntityControllerMaxKeyStates && state >= 0); LogDebug ("Entity %d: Unsetting Entity Key State %d", mId, state); mKeyState.reset (state); } void EntityControllerState::Reset () { LogDebug ("Entity %d: Resetting all key states", mId); mKeyState.reset (); } void EntityBase::SetControllerKeyState (int state) { if (!mControllerState) { LogError ("Error when trying to send a KeyState to an Entity that has no EntityControllerState!"); } mControllerState->SetKey (state); } void EntityBase::UnsetControllerKeyState (int state) { if (!mControllerState) { LogError ("Error when trying to send a KeyState to an Entity that has no EntityControllerState!"); } mControllerState->UnsetKey (state); } void EntityBase::ResetControllerKeyState () { if (!mControllerState) { LogError ("Error when trying to send a KeyState to an Entity that has no EntityControllerState!"); } LogDebug ("Entity %d: Resetting key states", mId); mControllerState->Reset (); } }