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Fixed Combination.IsModifierDown querying one of its modifiers instead of all of them
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8bb62a2ce5
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2 changed files with 9 additions and 12 deletions
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@ -34,6 +34,7 @@ Fixes
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- Fixed TokenizedString handling trailing spaces incorrectly in the last line of non-left aligned text
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- Fixed some TokenizedString tokens starting with a line break not being split correctly
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- Fixed InputHandler maintaining old input states when input types are toggled off
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- Fixed Combination.IsModifierDown querying one of its modifiers instead of all of them
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Removals
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- Marked EnumHelper as obsolete due to its reimplementation in [DynamicEnums](https://www.nuget.org/packages/DynamicEnums)
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@ -406,35 +406,31 @@ namespace MLEM.Input {
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}
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/// <summary>
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/// Returns whether this combination's modifier keys are currently down
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/// Returns whether all of this combination's modifier keys are currently down.
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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 combination's modifiers are down</returns>
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public bool IsModifierDown(InputHandler handler, int gamepadIndex = -1) {
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if (this.Modifiers.Length <= 0)
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return true;
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foreach (var modifier in this.Modifiers) {
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if (handler.IsDown(modifier, gamepadIndex))
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return true;
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if (!handler.IsDown(modifier, gamepadIndex))
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return false;
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}
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return false;
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return true;
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}
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/// <summary>
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/// Returns whether this combination's modifier keys were down in the last update call.
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/// Returns whether all of this combination's modifier keys were down in the last update call.
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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 combination's modifiers were down</returns>
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public bool WasModifierDown(InputHandler handler, int gamepadIndex = -1) {
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if (this.Modifiers.Length <= 0)
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return true;
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foreach (var modifier in this.Modifiers) {
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if (handler.WasDown(modifier, gamepadIndex))
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return true;
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if (!handler.WasDown(modifier, gamepadIndex))
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return false;
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}
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return false;
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return true;
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}
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/// <summary>
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