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MLEM/MLEM.Input/GenericInput.cs

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using System;
using System.Runtime.Serialization;
using Microsoft.Xna.Framework.Input;
namespace MLEM.Input {
/// <summary>
/// A generic input represents any kind of input key.
/// This includes <see cref="Keys"/> for keyboard keys, <see cref="MouseButton"/> for mouse buttons and <see cref="Buttons"/> for gamepad buttons.
/// For creating and extracting inputs from a generic input, the implicit operators and <see cref="Type"/> can additionally be used.
/// Note that this type is serializable using <see cref="DataContractAttribute"/>.
/// </summary>
[DataContract]
public readonly struct GenericInput : IEquatable<GenericInput> {
/// <summary>
/// The <see cref="InputType"/> of this generic input's current <see cref="value"/>.
/// </summary>
[DataMember]
public readonly InputType Type;
[DataMember]
private readonly int value;
/// <summary>
/// Returns this generic input's <see cref="Keys"/>.
/// </summary>
/// <exception cref="InvalidOperationException">If this generic input's <see cref="Type"/> is not <see cref="InputType.Keyboard"/> or <see cref="InputType.None"/>.</exception>
public Keys Key => this.Type == InputType.None ? 0 : this.Type == InputType.Keyboard ? (Keys) this.value : throw new InvalidOperationException();
/// <summary>
/// Returns this generic input's <see cref="MouseButton"/>.
/// </summary>
/// <exception cref="InvalidOperationException">If this generic input's <see cref="Type"/> is not <see cref="InputType.Mouse"/>.</exception>
public MouseButton MouseButton => this.Type == InputType.Mouse ? (MouseButton) this.value : throw new InvalidOperationException();
/// <summary>
/// Returns this generic input's <see cref="Buttons"/>.
/// </summary>
/// <exception cref="InvalidOperationException">If this generic input's <see cref="Type"/> is not <see cref="InputType.Gamepad"/> or <see cref="InputType.None"/>.</exception>
public Buttons Button => this.Type == InputType.None ? 0 : this.Type == InputType.Gamepad ? (Buttons) this.value : throw new InvalidOperationException();
/// <summary>
/// Creates a new generic input from the given keyboard <see cref="Keys"/>.
/// </summary>
/// <param name="key">The key to convert.</param>
public GenericInput(Keys key) : this(InputType.Keyboard, (int) key) {}
/// <summary>
/// Creates a new generic input from the given <see cref="MouseButton"/>.
/// </summary>
/// <param name="button">The button to convert.</param>
public GenericInput(MouseButton button) : this(InputType.Mouse, (int) button) {}
/// <summary>
/// Creates a new generic input from the given gamepad <see cref="Buttons"/>.
/// </summary>
/// <param name="button">The button to convert.</param>
public GenericInput(Buttons button) : this(InputType.Gamepad, (int) button) {}
/// <summary>
/// Creates a new generic input from the given <see cref="Enum"/> value.
/// If the value is a <see cref="MouseButton"/>, <see cref="Keys"/> or <see cref="Buttons"/>, the appropriate <see cref="Type"/> and value will be set. Otherwise, the <see cref="Type"/> will be set to <see cref="InputType.None"/>.
/// </summary>
/// <param name="value">The value to convert.</param>
public GenericInput(Enum value) {
this.Type = value is MouseButton ? InputType.Mouse : value is Keys ? InputType.Keyboard : value is Buttons ? InputType.Gamepad : InputType.None;
this.value = Convert.ToInt32(value);
}
private GenericInput(InputType type, int value) {
this.Type = type;
this.value = value;
}
/// <summary>Returns this generic input, converted to a string.</summary>
/// <returns>This generic input, converted to a string.</returns>
public override string ToString() {
switch (this.Type) {
case InputType.Mouse:
return $"Mouse{(MouseButton) this}";
case InputType.Keyboard:
return ((Keys) this).ToString();
case InputType.Gamepad:
return $"Gamepad{(Buttons) this}";
default:
return this.Type.ToString();
}
}
/// <summary>Indicates whether the current object is equal to another object of the same type.</summary>
/// <param name="other">An object to compare with this object.</param>
/// <returns>true if the current object is equal to the <paramref name="other">other</paramref> parameter; otherwise, false.</returns>
public bool Equals(GenericInput other) {
return this.Type == other.Type && this.value == other.value;
}
/// <summary>Indicates whether this instance and a specified object are equal.</summary>
/// <param name="obj">The object to compare with the current instance.</param>
/// <returns>true if <paramref name="obj">obj</paramref> and this instance are the same type and represent the same value; otherwise, false.</returns>
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public override bool Equals(object obj) {
return obj is GenericInput other && this.Equals(other);
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}
/// <summary>Returns the hash code for this instance.</summary>
/// <returns>A 32-bit signed integer that is the hash code for this instance.</returns>
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public override int GetHashCode() {
return (int) this.Type * 397 ^ this.value;
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}
/// <summary>
/// Compares the two generic input instances for equality using <see cref="Equals(GenericInput)"/>
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/// </summary>
/// <param name="left">The left input</param>
/// <param name="right">The right input</param>
/// <returns>Whether the two generic inputs are equal</returns>
public static bool operator ==(GenericInput left, GenericInput right) {
return left.Equals(right);
}
/// <summary>
/// Compares the two generic input instances for inequality using <see cref="Equals(GenericInput)"/>
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/// </summary>
/// <param name="left">The left input</param>
/// <param name="right">The right input</param>
/// <returns>Whether the two generic inputs are not equal</returns>
public static bool operator !=(GenericInput left, GenericInput right) {
return !left.Equals(right);
}
/// <summary>
/// Converts a <see cref="Keys"/> to a generic input.
/// </summary>
/// <param name="key">The keys to convert</param>
/// <returns>The resulting generic input</returns>
public static implicit operator GenericInput(Keys key) {
return new GenericInput(key);
}
/// <summary>
/// Converts a <see cref="MouseButton"/> to a generic input.
/// </summary>
/// <param name="button">The button to convert</param>
/// <returns>The resulting generic input</returns>
public static implicit operator GenericInput(MouseButton button) {
return new GenericInput(button);
}
/// <summary>
/// Converts a <see cref="Buttons"/> to a generic input.
/// </summary>
/// <param name="button">The buttons to convert</param>
/// <returns>The resulting generic input</returns>
public static implicit operator GenericInput(Buttons button) {
return new GenericInput(button);
}
/// <summary>
/// Converts a generic input to a <see cref="Keys"/>.
/// </summary>
/// <param name="input">The input to convert</param>
/// <returns>The resulting keys</returns>
/// <exception cref="InvalidOperationException">If the given generic input's <see cref="Type"/> is not <see cref="InputType.Keyboard"/> or <see cref="InputType.None"/></exception>
public static implicit operator Keys(GenericInput input) {
return input.Key;
}
/// <summary>
/// Converts a generic input to a <see cref="MouseButton"/>.
/// </summary>
/// <param name="input">The input to convert</param>
/// <returns>The resulting button</returns>
/// <exception cref="InvalidOperationException">If the given generic input's <see cref="Type"/> is not <see cref="InputType.Mouse"/></exception>
public static implicit operator MouseButton(GenericInput input) {
return input.MouseButton;
}
/// <summary>
/// Converts a generic input to a <see cref="Buttons"/>.
/// </summary>
/// <param name="input">The input to convert</param>
/// <returns>The resulting buttons</returns>
/// <exception cref="InvalidOperationException">If the given generic input's <see cref="Type"/> is not <see cref="InputType.Gamepad"/></exception>
public static implicit operator Buttons(GenericInput input) {
return input.Button;
}
/// <summary>
/// A type of input button.
/// </summary>
[DataContract]
public enum InputType {
/// <summary>
/// A type representing no value
/// </summary>
[EnumMember]
None,
/// <summary>
/// A type representing <see cref="MouseButton"/>
/// </summary>
[EnumMember]
Mouse,
/// <summary>
/// A type representing <see cref="Keys"/>
/// </summary>
[EnumMember]
Keyboard,
/// <summary>
/// A type representing <see cref="Buttons"/>
/// </summary>
[EnumMember]
Gamepad
}
}
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}