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Fixed Combination.IsModifierDown querying one of its modifiers instead of all of them

This commit is contained in:
Ell 2022-11-08 17:50:58 +01:00
parent 8bb62a2ce5
commit 5906278091
2 changed files with 9 additions and 12 deletions

View file

@ -34,6 +34,7 @@ Fixes
- Fixed TokenizedString handling trailing spaces incorrectly in the last line of non-left aligned text - Fixed TokenizedString handling trailing spaces incorrectly in the last line of non-left aligned text
- Fixed some TokenizedString tokens starting with a line break not being split correctly - Fixed some TokenizedString tokens starting with a line break not being split correctly
- Fixed InputHandler maintaining old input states when input types are toggled off - Fixed InputHandler maintaining old input states when input types are toggled off
- Fixed Combination.IsModifierDown querying one of its modifiers instead of all of them
Removals Removals
- Marked EnumHelper as obsolete due to its reimplementation in [DynamicEnums](https://www.nuget.org/packages/DynamicEnums) - Marked EnumHelper as obsolete due to its reimplementation in [DynamicEnums](https://www.nuget.org/packages/DynamicEnums)

View file

@ -406,36 +406,32 @@ namespace MLEM.Input {
} }
/// <summary> /// <summary>
/// Returns whether this combination's modifier keys are currently down /// Returns whether all of this combination's modifier keys are currently down.
/// </summary> /// </summary>
/// <param name="handler">The input handler to query the keys with</param> /// <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> /// <param name="gamepadIndex">The index of the gamepad to query, or -1 to query all gamepads</param>
/// <returns>Whether this combination's modifiers are down</returns> /// <returns>Whether this combination's modifiers are down</returns>
public bool IsModifierDown(InputHandler handler, int gamepadIndex = -1) { public bool IsModifierDown(InputHandler handler, int gamepadIndex = -1) {
if (this.Modifiers.Length <= 0)
return true;
foreach (var modifier in this.Modifiers) { foreach (var modifier in this.Modifiers) {
if (handler.IsDown(modifier, gamepadIndex)) if (!handler.IsDown(modifier, gamepadIndex))
return true;
}
return false; return false;
} }
return true;
}
/// <summary> /// <summary>
/// Returns whether this combination's modifier keys were down in the last update call. /// Returns whether all of this combination's modifier keys were down in the last update call.
/// </summary> /// </summary>
/// <param name="handler">The input handler to query the keys with</param> /// <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> /// <param name="gamepadIndex">The index of the gamepad to query, or -1 to query all gamepads</param>
/// <returns>Whether this combination's modifiers were down</returns> /// <returns>Whether this combination's modifiers were down</returns>
public bool WasModifierDown(InputHandler handler, int gamepadIndex = -1) { public bool WasModifierDown(InputHandler handler, int gamepadIndex = -1) {
if (this.Modifiers.Length <= 0)
return true;
foreach (var modifier in this.Modifiers) { foreach (var modifier in this.Modifiers) {
if (handler.WasDown(modifier, gamepadIndex)) if (!handler.WasDown(modifier, gamepadIndex))
return true;
}
return false; return false;
} }
return true;
}
/// <summary> /// <summary>
/// Returns the amount of time that this combination has been held down for. /// Returns the amount of time that this combination has been held down for.