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Added GamepadExtensions.GetAnalogValue to get the analog value of any gamepad button
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3 changed files with 65 additions and 12 deletions
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@ -15,6 +15,7 @@ Additions
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- Added SoundEffectInstanceHandler.Stop
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- Added TextureRegion.OffsetCopy
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- Added RectangleF.DistanceSquared and RectangleF.Distance
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- Added GamepadExtensions.GetAnalogValue to get the analog value of any gamepad button
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Improvements
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- Generify GenericFont's string drawing
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@ -22,6 +23,7 @@ Improvements
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- Added float version of GetRandomWeightedEntry
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- Allow LinkCode to specify a color to draw with
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- Allow better control over the order and layout of a Keybind's combinations
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- Allow setting a gamepad button deadzone in InputHandler
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Fixes
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- **Fixed a formatting Code only knowing about the last Token that it is applied in**
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46
MLEM/Input/GamepadExtensions.cs
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46
MLEM/Input/GamepadExtensions.cs
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@ -0,0 +1,46 @@
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using System;
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using Microsoft.Xna.Framework;
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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 set of extension methods for dealing with <see cref="GamePad"/>, <see cref="GamePadState"/> and <see cref="Buttons"/>.
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/// </summary>
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public static class GamepadExtensions {
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/// <summary>
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/// Returns the given <see cref="Buttons"/>'s value as an analog value between 0 and 1, where 1 is fully down and 0 is not down at all.
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/// For non-analog buttons, like <see cref="Buttons.X"/> or <see cref="Buttons.Start"/>, only 0 and 1 will be returned and no inbetween values are possible.
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/// </summary>
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/// <param name="state">The gamepad state to query.</param>
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/// <param name="button">The button to query.</param>
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/// <returns>The button's state as an analog value.</returns>
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public static float GetAnalogValue(this GamePadState state, Buttons button) {
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switch (button) {
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case Buttons.LeftThumbstickDown:
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return -MathHelper.Clamp(state.ThumbSticks.Left.Y, -1, 0);
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case Buttons.LeftThumbstickUp:
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return MathHelper.Clamp(state.ThumbSticks.Left.Y, 0, 1);
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case Buttons.LeftThumbstickLeft:
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return -MathHelper.Clamp(state.ThumbSticks.Left.X, -1, 0);
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case Buttons.LeftThumbstickRight:
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return MathHelper.Clamp(state.ThumbSticks.Left.X, 0, 1);
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case Buttons.RightTrigger:
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return state.Triggers.Right;
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case Buttons.LeftTrigger:
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return state.Triggers.Left;
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case Buttons.RightThumbstickDown:
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return -MathHelper.Clamp(state.ThumbSticks.Right.Y, -1, 0);
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case Buttons.RightThumbstickUp:
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return MathHelper.Clamp(state.ThumbSticks.Right.Y, 0, 1);
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case Buttons.RightThumbstickLeft:
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return -MathHelper.Clamp(state.ThumbSticks.Right.X, -1, 0);
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case Buttons.RightThumbstickRight:
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return MathHelper.Clamp(state.ThumbSticks.Right.X, 0, 1);
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default:
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return state.IsButtonDown(button) ? 1 : 0;
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}
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}
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}
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}
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@ -59,6 +59,12 @@ namespace MLEM.Input {
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/// Set this field to false to enable <see cref="InputsDown"/> and <see cref="InputsPressed"/> being calculated.
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/// </summary>
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public bool StoreAllActiveInputs;
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/// <summary>
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/// This field represents the deadzone that gamepad <see cref="Buttons"/> have when input is queried for them using this input handler.
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/// A deadzone is the percentage (between 0 and 1) that an analog value has to reach for it to be considered down (<see cref="IsGamepadButtonDown"/>) or pressed (<see cref="IsGamepadButtonPressed"/>).
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/// Querying of analog values is done using <see cref="GamepadExtensions.GetAnalogValue"/>.
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/// </summary>
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public float GamepadButtonDeadzone;
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/// <summary>
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/// An array of all <see cref="Keys"/>, <see cref="Buttons"/> and <see cref="MouseButton"/> values that are currently down.
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@ -234,13 +240,13 @@ namespace MLEM.Input {
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this.ConnectedGamepads = GamePad.MaximumGamePadCount;
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for (var i = 0; i < GamePad.MaximumGamePadCount; i++) {
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this.lastGamepads[i] = this.gamepads[i];
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var state = GamePadState.Default;
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this.gamepads[i] = GamePadState.Default;
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if (GamePad.GetCapabilities(i).IsConnected) {
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if (active) {
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state = GamePad.GetState(i);
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this.gamepads[i] = GamePad.GetState(i);
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if (this.StoreAllActiveInputs) {
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foreach (var button in EnumHelper.Buttons) {
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if (state.IsButtonDown(button))
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if (this.IsGamepadButtonDown(button, i))
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this.inputsDownAccum.Add(button);
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}
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}
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@ -249,7 +255,6 @@ namespace MLEM.Input {
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if (this.ConnectedGamepads > i)
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this.ConnectedGamepads = i;
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}
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this.gamepads[i] = state;
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}
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if (this.HandleGamepadRepeats) {
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@ -446,48 +451,48 @@ namespace MLEM.Input {
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public bool IsGamepadButtonDown(Buttons button, int index = -1) {
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if (index < 0) {
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for (var i = 0; i < this.ConnectedGamepads; i++) {
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if (this.GetGamepadState(i).IsButtonDown(button))
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if (this.GetGamepadState(i).GetAnalogValue(button) >= this.GamepadButtonDeadzone)
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return true;
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}
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return false;
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}
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return this.GetGamepadState(index).IsButtonDown(button);
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return this.GetGamepadState(index).GetAnalogValue(button) >= this.GamepadButtonDeadzone;
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}
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/// <inheritdoc cref="GamePadState.IsButtonUp"/>
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public bool IsGamepadButtonUp(Buttons button, int index = -1) {
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if (index < 0) {
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for (var i = 0; i < this.ConnectedGamepads; i++) {
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if (this.GetGamepadState(i).IsButtonUp(button))
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if (this.GetGamepadState(i).GetAnalogValue(button) < this.GamepadButtonDeadzone)
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return true;
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}
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return false;
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}
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return this.GetGamepadState(index).IsButtonUp(button);
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return this.GetGamepadState(index).GetAnalogValue(button) < this.GamepadButtonDeadzone;
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}
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/// <inheritdoc cref="GamePadState.IsButtonDown"/>
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public bool WasGamepadButtonDown(Buttons button, int index = -1) {
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if (index < 0) {
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for (var i = 0; i < this.ConnectedGamepads; i++) {
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if (this.GetLastGamepadState(i).IsButtonDown(button))
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if (this.GetLastGamepadState(i).GetAnalogValue(button) >= this.GamepadButtonDeadzone)
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return true;
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}
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return false;
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}
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return this.GetLastGamepadState(index).IsButtonDown(button);
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return this.GetLastGamepadState(index).GetAnalogValue(button) >= this.GamepadButtonDeadzone;
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}
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/// <inheritdoc cref="GamePadState.IsButtonUp"/>
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public bool WasGamepadButtonUp(Buttons button, int index = -1) {
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if (index < 0) {
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for (var i = 0; i < this.ConnectedGamepads; i++) {
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if (this.GetLastGamepadState(i).IsButtonUp(button))
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if (this.GetLastGamepadState(i).GetAnalogValue(button) < this.GamepadButtonDeadzone)
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return true;
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}
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return false;
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}
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return this.GetLastGamepadState(index).IsButtonUp(button);
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return this.GetLastGamepadState(index).GetAnalogValue(button) < this.GamepadButtonDeadzone;
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}
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/// <summary>
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