mirror of
https://github.com/Ellpeck/MLEM.git
synced 2024-11-26 06:28:35 +01:00
added a more generic keybind and input handling system
This commit is contained in:
parent
601423407d
commit
251261f3d7
6 changed files with 268 additions and 67 deletions
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@ -32,9 +32,9 @@ namespace MLEM.Ui.Elements {
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base.Update(time);
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if (this.IsSelected) {
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if (this.Controls.LeftButtons.Any(b => this.Input.IsPressed(b, this.Controls.GamepadIndex))) {
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if (this.Controls.LeftButtons.IsPressed(this.Input, this.Controls.GamepadIndex)) {
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this.CurrentValue -= this.StepPerScroll;
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} else if (this.Controls.RightButtons.Any(b => this.Input.IsPressed(b, this.Controls.GamepadIndex))) {
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} else if (this.Controls.RightButtons.IsPressed(this.Input, this.Controls.GamepadIndex)) {
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this.CurrentValue += this.StepPerScroll;
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}
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}
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@ -54,39 +54,32 @@ namespace MLEM.Ui {
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/// <summary>
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/// A list of <see cref="Keys"/>, <see cref="Buttons"/> and/or <see cref="MouseButton"/> that act as the buttons on the keyboard which perform the <see cref="Element.OnPressed"/> action.
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/// If the <see cref="ModifierKey.Shift"/> is held, these buttons perform <see cref="Element.OnSecondaryPressed"/>.
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/// To easily add more elements to this list, use <see cref="AddButtons"/>.
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/// </summary>
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public object[] KeyboardButtons = {Keys.Space, Keys.Enter};
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public readonly Keybind KeyboardButtons = new Keybind().Add(Keys.Space).Add(Keys.Enter);
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/// <summary>
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/// A list of <see cref="Keys"/>, <see cref="Buttons"/> and/or <see cref="MouseButton"/> that act as the buttons on a gamepad that perform the <see cref="Element.OnPressed"/> action.
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/// To easily add more elements to this list, use <see cref="AddButtons"/>.
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/// AA <see cref="Keybind"/> that acts as the buttons on a gamepad that perform the <see cref="Element.OnPressed"/> action.
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/// </summary>
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public object[] GamepadButtons = {Buttons.A};
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public readonly Keybind GamepadButtons = new Keybind().Add(Buttons.A);
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/// <summary>
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/// A list of <see cref="Keys"/>, <see cref="Buttons"/> and/or <see cref="MouseButton"/> that act as the buttons on a gamepad that perform the <see cref="Element.OnSecondaryPressed"/> action.
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/// To easily add more elements to this list, use <see cref="AddButtons"/>.
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/// A <see cref="Keybind"/> that acts as the buttons on a gamepad that perform the <see cref="Element.OnSecondaryPressed"/> action.
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/// </summary>
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public object[] SecondaryGamepadButtons = {Buttons.X};
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public readonly Keybind SecondaryGamepadButtons = new Keybind().Add(Buttons.X);
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/// <summary>
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/// A list of A list of <see cref="Keys"/>, <see cref="Buttons"/> and/or <see cref="MouseButton"/> that act as the buttons that select a <see cref="Element"/> that is above the currently selected element.
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/// To easily add more elements to this list, use <see cref="AddButtons"/>.
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/// A <see cref="Keybind"/> that acts as the buttons that select a <see cref="Element"/> that is above the currently selected element.
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/// </summary>
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public object[] UpButtons = {Buttons.DPadUp, Buttons.LeftThumbstickUp};
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public readonly Keybind UpButtons = new Keybind().Add(Buttons.DPadUp).Add(Buttons.LeftThumbstickUp);
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/// <summary>
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/// A list of A list of <see cref="Keys"/>, <see cref="Buttons"/> and/or <see cref="MouseButton"/> that act as the buttons that select a <see cref="Element"/> that is below the currently selected element.
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/// To easily add more elements to this list, use <see cref="AddButtons"/>.
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/// A <see cref="Keybind"/> that acts as the buttons that select a <see cref="Element"/> that is below the currently selected element.
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/// </summary>
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public object[] DownButtons = {Buttons.DPadDown, Buttons.LeftThumbstickDown};
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public readonly Keybind DownButtons = new Keybind().Add(Buttons.DPadDown).Add(Buttons.LeftThumbstickDown);
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/// <summary>
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/// A list of A list of <see cref="Keys"/>, <see cref="Buttons"/> and/or <see cref="MouseButton"/> that act as the buttons that select a <see cref="Element"/> that is to the left of the currently selected element.
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/// To easily add more elements to this list, use <see cref="AddButtons"/>.
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/// A <see cref="Keybind"/> that acts as the buttons that select a <see cref="Element"/> that is to the left of the currently selected element.
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/// </summary>
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public object[] LeftButtons = {Buttons.DPadLeft, Buttons.LeftThumbstickLeft};
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public readonly Keybind LeftButtons = new Keybind().Add(Buttons.DPadLeft).Add(Buttons.LeftThumbstickLeft);
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/// <summary>
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/// A list of A list of <see cref="Keys"/>, <see cref="Buttons"/> and/or <see cref="MouseButton"/> that act as the buttons that select a <see cref="Element"/> that is to the right of the currently selected element.
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/// To easily add more elements to this list, use <see cref="AddButtons"/>.
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/// A <see cref="Keybind"/> that acts as the buttons that select a <see cref="Element"/> that is to the right of the currently selected element.
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/// </summary>
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public object[] RightButtons = {Buttons.DPadRight, Buttons.LeftThumbstickRight};
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public readonly Keybind RightButtons = new Keybind().Add(Buttons.DPadRight).Add(Buttons.LeftThumbstickRight);
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/// <summary>
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/// The zero-based index of the <see cref="GamePad"/> used for gamepad input.
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/// If this index is lower than 0, every connected gamepad will trigger input.
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@ -162,7 +155,7 @@ namespace MLEM.Ui {
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// KEYBOARD INPUT
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if (this.HandleKeyboard) {
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if (this.KeyboardButtons.Any(this.IsAnyPressed)) {
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if (this.KeyboardButtons.IsPressed(this.Input, this.GamepadIndex)) {
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if (this.SelectedElement?.Root != null && this.SelectedElement.CanBePressed) {
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if (this.Input.IsModifierKeyDown(ModifierKey.Shift)) {
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// secondary action on element using space or enter
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@ -215,19 +208,19 @@ namespace MLEM.Ui {
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// GAMEPAD INPUT
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if (this.HandleGamepad) {
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if (this.GamepadButtons.Any(this.IsAnyPressed)) {
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if (this.GamepadButtons.IsPressed(this.Input, this.GamepadIndex)) {
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if (this.SelectedElement?.Root != null && this.SelectedElement.CanBePressed)
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this.System.OnElementPressed?.Invoke(this.SelectedElement);
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} else if (this.SecondaryGamepadButtons.Any(this.IsAnyPressed)) {
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} else if (this.SecondaryGamepadButtons.IsPressed(this.Input, this.GamepadIndex)) {
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if (this.SelectedElement?.Root != null && this.SelectedElement.CanBePressed)
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this.System.OnElementSecondaryPressed?.Invoke(this.SelectedElement);
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} else if (this.DownButtons.Any(this.IsAnyPressed)) {
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} else if (this.DownButtons.IsPressed(this.Input, this.GamepadIndex)) {
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this.HandleGamepadNextElement(Direction2.Down);
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} else if (this.LeftButtons.Any(this.IsAnyPressed)) {
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} else if (this.LeftButtons.IsPressed(this.Input, this.GamepadIndex)) {
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this.HandleGamepadNextElement(Direction2.Left);
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} else if (this.RightButtons.Any(this.IsAnyPressed)) {
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} else if (this.RightButtons.IsPressed(this.Input, this.GamepadIndex)) {
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this.HandleGamepadNextElement(Direction2.Right);
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} else if (this.UpButtons.Any(this.IsAnyPressed)) {
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} else if (this.UpButtons.IsPressed(this.Input, this.GamepadIndex)) {
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this.HandleGamepadNextElement(Direction2.Up);
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}
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}
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@ -383,10 +376,6 @@ namespace MLEM.Ui {
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}
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}
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private bool IsAnyPressed(object button) {
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return this.Input.IsPressed(button, this.GamepadIndex);
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}
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private void HandleGamepadNextElement(Direction2 dir) {
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this.IsAutoNavMode = true;
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RectangleF searchArea = default;
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@ -417,14 +406,5 @@ namespace MLEM.Ui {
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this.SelectElement(this.ActiveRoot, next);
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}
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/// <summary>
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/// A helper function to add <see cref="Keys"/>, <see cref="Buttons"/> or <see cref="MouseButton"/> to an array of controls.
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/// </summary>
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/// <param name="controls">The controls to add to</param>
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/// <param name="additional">The additional controls to add to the controls list</param>
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public static void AddButtons(ref object[] controls, params object[] additional) {
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controls = controls.Concat(additional).ToArray();
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}
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}
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}
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116
MLEM/Input/GenericInput.cs
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116
MLEM/Input/GenericInput.cs
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@ -0,0 +1,116 @@
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using System;
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using System.Runtime.Serialization;
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using Microsoft.Xna.Framework.Input;
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namespace MLEM.Input {
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/// <summary>
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/// A generic input represents any kind of input key.
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/// This includes <see cref="Keys"/> for keyboard keys, <see cref="MouseButton"/> for mouse buttons and <see cref="Buttons"/> for gamepad buttons.
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/// For creating and extracting inputs from a generic input, the implicit operators and <see cref="Type"/> can be used.
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/// Note that this type is serializable using <see cref="DataContractAttribute"/>.
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/// </summary>
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[DataContract]
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public struct GenericInput {
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/// <summary>
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/// The <see cref="InputType"/> of this generic input's current <see cref="value"/>.
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/// </summary>
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[DataMember]
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public readonly InputType Type;
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[DataMember]
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private readonly int value;
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private GenericInput(InputType type, int value) {
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this.Type = type;
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this.value = value;
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}
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/// <summary>
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/// Converts a <see cref="Keys"/> to a generic input.
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/// </summary>
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/// <param name="keys">The keys to convert</param>
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/// <returns>The resulting generic input</returns>
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public static implicit operator GenericInput(Keys keys) {
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return new GenericInput(InputType.Keyboard, (int) keys);
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}
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/// <summary>
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/// Converts a <see cref="MouseButton"/> to a generic input.
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/// </summary>
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/// <param name="button">The button to convert</param>
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/// <returns>The resulting generic input</returns>
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public static implicit operator GenericInput(MouseButton button) {
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return new GenericInput(InputType.Mouse, (int) button);
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}
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/// <summary>
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/// Converts a <see cref="Buttons"/> to a generic input.
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/// </summary>
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/// <param name="buttons">The buttons to convert</param>
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/// <returns>The resulting generic input</returns>
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public static implicit operator GenericInput(Buttons buttons) {
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return new GenericInput(InputType.Gamepad, (int) buttons);
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}
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/// <summary>
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/// Converts a generic input to a <see cref="Keys"/>.
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/// </summary>
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/// <param name="input">The input to convert</param>
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/// <returns>The resulting keys</returns>
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/// <exception cref="ArgumentException">If the given generic input's <see cref="Type"/> is not <see cref="InputType.Keyboard"/></exception>
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public static implicit operator Keys(GenericInput input) {
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if (input.Type != InputType.Keyboard)
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throw new ArgumentException();
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return (Keys) input.value;
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}
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/// <summary>
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/// Converts a generic input to a <see cref="MouseButton"/>.
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/// </summary>
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/// <param name="input">The input to convert</param>
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/// <returns>The resulting button</returns>
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/// <exception cref="ArgumentException">If the given generic input's <see cref="Type"/> is not <see cref="InputType.Mouse"/></exception>
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public static implicit operator MouseButton(GenericInput input) {
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if (input.Type != InputType.Mouse)
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throw new ArgumentException();
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return (MouseButton) input.value;
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}
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/// <summary>
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/// Converts a generic input to a <see cref="Buttons"/>.
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/// </summary>
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/// <param name="input">The input to convert</param>
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/// <returns>The resulting buttons</returns>
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/// <exception cref="ArgumentException">If the given generic input's <see cref="Type"/> is not <see cref="InputType.Gamepad"/></exception>
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public static implicit operator Buttons(GenericInput input) {
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if (input.Type != InputType.Gamepad)
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throw new ArgumentException();
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return (Buttons) input.value;
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}
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/// <summary>
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/// A type of input button.
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/// </summary>
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[DataContract]
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public enum InputType {
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/// <summary>
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/// A type representing <see cref="MouseButton"/>
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/// </summary>
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[EnumMember]
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Mouse,
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/// <summary>
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/// A type representing <see cref="Keys"/>
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/// </summary>
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[EnumMember]
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Keyboard,
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/// <summary>
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/// A type representing <see cref="Buttons"/>
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/// </summary>
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[EnumMember]
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Gamepad
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}
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}
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}
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@ -432,13 +432,13 @@ namespace MLEM.Input {
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/// <param name="index">The index of the gamepad to query (if applicable), or -1 for any gamepad</param>
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/// <returns>Whether the given control is down</returns>
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/// <exception cref="ArgumentException">If the passed control isn't of a supported type</exception>
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public bool IsDown(object control, int index = -1) {
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if (control is Keys key)
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return this.IsKeyDown(key);
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if (control is Buttons button)
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return this.IsGamepadButtonDown(button, index);
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if (control is MouseButton mouse)
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return this.IsMouseButtonDown(mouse);
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public bool IsDown(GenericInput control, int index = -1) {
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if (control.Type == GenericInput.InputType.Keyboard)
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return this.IsKeyDown(control);
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if (control.Type == GenericInput.InputType.Gamepad)
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return this.IsGamepadButtonDown(control, index);
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if (control.Type == GenericInput.InputType.Mouse)
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return this.IsMouseButtonDown(control);
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throw new ArgumentException(nameof(control));
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}
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@ -450,13 +450,13 @@ namespace MLEM.Input {
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/// <param name="index">The index of the gamepad to query (if applicable), or -1 for any gamepad</param>
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/// <returns>Whether the given control is down</returns>
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/// <exception cref="ArgumentException">If the passed control isn't of a supported type</exception>
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public bool IsUp(object control, int index = -1) {
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if (control is Keys key)
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return this.IsKeyUp(key);
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if (control is Buttons button)
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return this.IsGamepadButtonUp(button, index);
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if (control is MouseButton mouse)
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return this.IsMouseButtonUp(mouse);
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public bool IsUp(GenericInput control, int index = -1) {
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if (control.Type == GenericInput.InputType.Keyboard)
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return this.IsKeyUp(control);
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if (control.Type == GenericInput.InputType.Gamepad)
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return this.IsGamepadButtonUp(control, index);
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if (control.Type == GenericInput.InputType.Mouse)
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return this.IsMouseButtonUp(control);
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throw new ArgumentException(nameof(control));
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}
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@ -468,28 +468,28 @@ namespace MLEM.Input {
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/// <param name="index">The index of the gamepad to query (if applicable), or -1 for any gamepad</param>
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/// <returns>Whether the given control is down</returns>
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/// <exception cref="ArgumentException">If the passed control isn't of a supported type</exception>
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public bool IsPressed(object control, int index = -1) {
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if (control is Keys key)
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return this.IsKeyPressed(key);
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if (control is Buttons button)
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return this.IsGamepadButtonPressed(button, index);
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if (control is MouseButton mouse)
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return this.IsMouseButtonPressed(mouse);
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public bool IsPressed(GenericInput control, int index = -1) {
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if (control.Type == GenericInput.InputType.Keyboard)
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return this.IsKeyPressed(control);
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if (control.Type == GenericInput.InputType.Gamepad)
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return this.IsGamepadButtonPressed(control, index);
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if (control.Type == GenericInput.InputType.Mouse)
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return this.IsMouseButtonPressed(control);
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throw new ArgumentException(nameof(control));
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}
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/// <inheritdoc cref="IsDown"/>
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public bool IsAnyDown(params object[] control) {
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public bool IsAnyDown(params GenericInput[] control) {
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return control.Any(c => this.IsDown(c));
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}
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/// <inheritdoc cref="IsUp"/>
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public bool IsAnyUp(params object[] control) {
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public bool IsAnyUp(params GenericInput[] control) {
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return control.Any(c => this.IsUp(c));
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}
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/// <inheritdoc cref="IsPressed"/>
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public bool IsAnyPressed(params object[] control) {
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public bool IsAnyPressed(params GenericInput[] control) {
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return control.Any(c => this.IsPressed(c));
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}
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105
MLEM/Input/Keybind.cs
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105
MLEM/Input/Keybind.cs
Normal file
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.Serialization;
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using Microsoft.Xna.Framework.Input;
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namespace MLEM.Input {
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/// <summary>
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/// A keybind represents a generic way to trigger input.
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/// A keybind is made up of multiple key combinations, one of which has to be pressed for the keybind to be triggered.
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/// Note that this type is serializable using <see cref="DataContractAttribute"/>.
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/// </summary>
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[DataContract]
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public class Keybind {
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[DataMember]
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private readonly List<Combination> combinations = new List<Combination>();
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/// <summary>
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/// Adds a new key combination to this keybind that can optionally be pressed for the keybind to trigger.
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/// </summary>
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/// <param name="key">The key to be pressed.</param>
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/// <param name="modifiers">The modifier keys that have to be held down.</param>
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/// <returns>This keybind, for chaining</returns>
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public Keybind Add(GenericInput key, params GenericInput[] modifiers) {
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this.combinations.Add(new Combination(key, modifiers));
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return this;
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}
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/// <inheritdoc cref="Add(MLEM.Input.GenericInput,MLEM.Input.GenericInput[])"/>
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public Keybind Add(GenericInput key, ModifierKey modifier) {
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return this.Add(key, modifier.GetKeys().Select(m => (GenericInput) m).ToArray());
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}
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/// <summary>
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/// Clears this keybind, removing all active combinations.
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/// </summary>
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/// <returns>This keybind, for chaining</returns>
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public Keybind Clear() {
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this.combinations.Clear();
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return this;
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}
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/// <summary>
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/// Copies all of the combinations from the given keybind into this keybind.
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/// Note that this doesn't <see cref="Clear"/> this keybind, so combinations will be merged rather than replaced.
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/// </summary>
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/// <param name="other">The keybind to copy from</param>
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/// <returns>This keybind, for chaining</returns>
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public Keybind CopyFrom(Keybind other) {
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this.combinations.AddRange(other.combinations);
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return this;
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}
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/// <summary>
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/// Returns whether this keybind is considered to be down.
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/// See <see cref="InputHandler.IsDown"/> for more information.
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/// </summary>
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/// <param name="handler">The input handler to query the keys with</param>
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/// <param name="gamepadIndex">The index of the gamepad to query, or -1 to query all gamepads</param>
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/// <returns>Whether this keybind is considered to be down</returns>
|
||||
public bool IsDown(InputHandler handler, int gamepadIndex = -1) {
|
||||
return this.combinations.Any(c => c.IsDown(handler, gamepadIndex));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns whether this keybind is considered to be pressed.
|
||||
/// See <see cref="InputHandler.IsPressed"/> for more information.
|
||||
/// </summary>
|
||||
/// <param name="handler">The input handler to query the keys with</param>
|
||||
/// <param name="gamepadIndex">The index of the gamepad to query, or -1 to query all gamepads</param>
|
||||
/// <returns>Whether this keybind is considered to be pressed</returns>
|
||||
public bool IsPressed(InputHandler handler, int gamepadIndex = -1) {
|
||||
return this.combinations.Any(c => c.IsPressed(handler, gamepadIndex));
|
||||
}
|
||||
|
||||
[DataContract]
|
||||
private class Combination {
|
||||
|
||||
[DataMember]
|
||||
private readonly GenericInput[] modifiers;
|
||||
[DataMember]
|
||||
private readonly GenericInput key;
|
||||
|
||||
public Combination(GenericInput key, GenericInput[] modifiers) {
|
||||
this.modifiers = modifiers;
|
||||
this.key = key;
|
||||
}
|
||||
|
||||
internal bool IsDown(InputHandler handler, int gamepadIndex = -1) {
|
||||
return this.IsModifierDown(handler, gamepadIndex) && handler.IsDown(this.key, gamepadIndex);
|
||||
}
|
||||
|
||||
internal bool IsPressed(InputHandler handler, int gamepadIndex = -1) {
|
||||
return this.IsModifierDown(handler, gamepadIndex) && handler.IsPressed(this.key, gamepadIndex);
|
||||
}
|
||||
|
||||
private bool IsModifierDown(InputHandler handler, int gamepadIndex = -1) {
|
||||
return this.modifiers.Length <= 0 || this.modifiers.Any(m => handler.IsDown(m, gamepadIndex));
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
|
@ -2,7 +2,7 @@
|
|||
#tool docfx.console&version=2.51.0
|
||||
|
||||
// this is the upcoming version, for prereleases
|
||||
var version = Argument("version", "3.3.3");
|
||||
var version = Argument("version", "4.0.0");
|
||||
var target = Argument("target", "Default");
|
||||
var branch = Argument("branch", "master");
|
||||
var config = Argument("configuration", "Release");
|
||||
|
|
Loading…
Reference in a new issue