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Added an Enum constructor to GenericInput
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2 changed files with 11 additions and 0 deletions
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@ -15,6 +15,7 @@ Additions
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- Added SpriteBatchContext struct and extensions
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- Added SpriteBatchContext struct and extensions
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- Added InputHandler.InvertPressBehavior
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- Added InputHandler.InvertPressBehavior
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- Added ReverseInput, ReverseOutput and AndThen to Easings
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- Added ReverseInput, ReverseOutput and AndThen to Easings
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- Added an Enum constructor to GenericInput
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Improvements
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Improvements
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- Allow comparing Keybind and Combination based on the amount of modifiers they have
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- Allow comparing Keybind and Combination based on the amount of modifiers they have
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@ -60,6 +60,16 @@ namespace MLEM.Input {
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/// <param name="button">The button to convert.</param>
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/// <param name="button">The button to convert.</param>
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public GenericInput(Buttons button) : this(InputType.Gamepad, (int) button) {}
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public GenericInput(Buttons button) : this(InputType.Gamepad, (int) button) {}
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/// <summary>
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/// Creates a new generic input from the given <see cref="Enum"/> value.
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/// 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"/>.
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/// </summary>
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/// <param name="value">The value to convert.</param>
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public GenericInput(Enum value) {
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this.Type = value is MouseButton ? InputType.Mouse : value is Keys ? InputType.Keyboard : value is Buttons ? InputType.Gamepad : InputType.None;
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this.value = Convert.ToInt32(value);
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}
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private GenericInput(InputType type, int value) {
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private GenericInput(InputType type, int value) {
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this.Type = type;
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this.Type = type;
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this.value = value;
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this.value = value;
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