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