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https://github.com/Ellpeck/MLEM.git
synced 2024-11-22 12:58:33 +01:00
added InputsDown and InputsPressed to InputHandler
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parent
664a2a9f11
commit
60c9236cbd
3 changed files with 85 additions and 17 deletions
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@ -25,6 +25,20 @@ namespace MLEM.Input {
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this.value = value;
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}
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/// <inheritdoc />
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public override string ToString() {
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switch (this.Type) {
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case InputType.Mouse:
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return ((MouseButton) this).ToString();
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case InputType.Keyboard:
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return ((Keys) this).ToString();
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case InputType.Gamepad:
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return ((Buttons) this).ToString();
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default:
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throw new ArgumentOutOfRangeException(nameof(this.Type));
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}
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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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@ -23,11 +23,7 @@ namespace MLEM.Input {
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/// </summary>
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public KeyboardState KeyboardState { get; private set; }
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/// <summary>
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/// Contains the keyboard keys that are currently being pressed
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/// </summary>
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public Keys[] PressedKeys { get; private set; }
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/// <summary>
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/// Set this property to false to disable keyboard handling for this input handler.
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/// Set this field to false to disable keyboard handling for this input handler.
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/// </summary>
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public bool HandleKeyboard;
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@ -56,7 +52,7 @@ namespace MLEM.Input {
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/// </summary>
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public int LastScrollWheel => this.LastMouseState.ScrollWheelValue;
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/// <summary>
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/// Set this property to false to disable mouse handling for this input handler.
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/// Set this field to false to disable mouse handling for this input handler.
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/// </summary>
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public bool HandleMouse;
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@ -64,11 +60,11 @@ namespace MLEM.Input {
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private readonly GamePadState[] gamepads = new GamePadState[GamePad.MaximumGamePadCount];
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/// <summary>
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/// Contains the amount of gamepads that are currently connected.
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/// This property is automatically updated in <see cref="Update()"/>
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/// This field is automatically updated in <see cref="Update()"/>
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/// </summary>
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public int ConnectedGamepads { get; private set; }
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/// <summary>
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/// Set this property to false to disable keyboard handling for this input handler.
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/// Set this field to false to disable keyboard handling for this input handler.
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/// </summary>
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public bool HandleGamepads;
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@ -87,7 +83,7 @@ namespace MLEM.Input {
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public readonly ReadOnlyCollection<GestureSample> Gestures;
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private readonly List<GestureSample> gestures = new List<GestureSample>();
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/// <summary>
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/// Set this property to false to disable touch handling for this input handler.
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/// Set this field to false to disable touch handling for this input handler.
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/// </summary>
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public bool HandleTouch;
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@ -103,7 +99,7 @@ namespace MLEM.Input {
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public TimeSpan KeyRepeatRate = TimeSpan.FromSeconds(0.05);
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/// <summary>
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/// Set this property to false to disable keyboard repeat event handling.
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/// Set this field to false to disable keyboard repeat event handling.
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/// </summary>
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public bool HandleKeyboardRepeats = true;
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private DateTime heldKeyStart;
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@ -112,7 +108,7 @@ namespace MLEM.Input {
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private Keys heldKey;
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/// <summary>
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/// Set this property to false to disable gamepad repeat event handling.
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/// Set this field to false to disable gamepad repeat event handling.
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/// </summary>
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public bool HandleGamepadRepeats = true;
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private readonly DateTime[] heldGamepadButtonStarts = new DateTime[GamePad.MaximumGamePadCount];
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@ -120,6 +116,23 @@ namespace MLEM.Input {
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private readonly bool[] triggerGamepadButtonRepeat = new bool[GamePad.MaximumGamePadCount];
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private readonly Buttons?[] heldGamepadButtons = new Buttons?[GamePad.MaximumGamePadCount];
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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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/// Note that this value only gets set if <see cref="StoreAllActiveInputs"/> is true.
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/// </summary>
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public GenericInput[] InputsDown { get; private set; }
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/// <summary>
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/// An array of all <see cref="Keys"/>, <see cref="Buttons"/> and <see cref="MouseButton"/> that are currently considered pressed.
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/// An input is considered pressed if it was up in the last update, and is up in the current one.
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/// Note that this value only gets set if <see cref="StoreAllActiveInputs"/> is true.
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/// </summary>
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public GenericInput[] InputsPressed { get; private set; }
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private readonly List<GenericInput> inputsDownAccum = new List<GenericInput>();
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/// <summary>
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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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/// Creates a new input handler with optional initial values.
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/// </summary>
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@ -128,11 +141,13 @@ namespace MLEM.Input {
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/// <param name="handleMouse">If mouse input should be handled</param>
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/// <param name="handleGamepads">If gamepad input should be handled</param>
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/// <param name="handleTouch">If touch input should be handled</param>
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public InputHandler(Game game, bool handleKeyboard = true, bool handleMouse = true, bool handleGamepads = true, bool handleTouch = true) : base(game) {
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/// <param name="storeAllActiveInputs">Whether all inputs that are currently down and pressed should be calculated each update</param>
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public InputHandler(Game game, bool handleKeyboard = true, bool handleMouse = true, bool handleGamepads = true, bool handleTouch = true, bool storeAllActiveInputs = true) : base(game) {
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this.HandleKeyboard = handleKeyboard;
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this.HandleMouse = handleMouse;
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this.HandleGamepads = handleGamepads;
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this.HandleTouch = handleTouch;
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this.StoreAllActiveInputs = storeAllActiveInputs;
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this.Gestures = this.gestures.AsReadOnly();
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}
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@ -145,14 +160,18 @@ namespace MLEM.Input {
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if (this.HandleKeyboard) {
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this.LastKeyboardState = this.KeyboardState;
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this.KeyboardState = active ? Keyboard.GetState() : default;
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this.PressedKeys = this.KeyboardState.GetPressedKeys();
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var pressedKeys = this.KeyboardState.GetPressedKeys();
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if (this.StoreAllActiveInputs) {
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foreach (var pressed in pressedKeys)
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this.inputsDownAccum.Add(pressed);
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}
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if (this.HandleKeyboardRepeats) {
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this.triggerKeyRepeat = false;
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if (this.heldKey == Keys.None) {
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// if we're not repeating a key, set the first key being held to the repeat key
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// note that modifier keys don't count as that wouldn't really make sense
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var key = this.PressedKeys.FirstOrDefault(k => !k.IsModifier());
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var key = pressedKeys.FirstOrDefault(k => !k.IsModifier());
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if (key != Keys.None) {
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this.heldKey = key;
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this.heldKeyStart = DateTime.UtcNow;
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@ -184,6 +203,12 @@ namespace MLEM.Input {
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var state = Mouse.GetState();
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if (active && this.Game.GraphicsDevice.Viewport.Bounds.Contains(state.Position)) {
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this.MouseState = state;
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if (this.StoreAllActiveInputs) {
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foreach (var button in MouseExtensions.MouseButtons) {
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if (state.GetState(button) == ButtonState.Pressed)
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this.inputsDownAccum.Add(button);
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}
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}
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} else {
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// mouse position and scroll wheel value should be preserved when the mouse is out of bounds
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this.MouseState = new MouseState(state.X, state.Y, state.ScrollWheelValue, 0, 0, 0, 0, 0, state.HorizontalScrollWheelValue);
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@ -194,9 +219,22 @@ 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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this.gamepads[i] = active ? GamePad.GetState(i) : default;
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if (this.ConnectedGamepads > i && !GamePad.GetCapabilities(i).IsConnected)
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this.ConnectedGamepads = i;
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var state = 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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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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this.inputsDownAccum.Add(button);
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}
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}
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}
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} else {
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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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@ -238,6 +276,17 @@ namespace MLEM.Input {
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while (active && TouchPanel.IsGestureAvailable)
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this.gestures.Add(TouchPanel.ReadGesture());
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}
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if (this.StoreAllActiveInputs) {
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if (this.inputsDownAccum.Count <= 0) {
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this.InputsPressed = Array.Empty<GenericInput>();
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this.InputsDown = Array.Empty<GenericInput>();
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} else {
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this.InputsPressed = this.inputsDownAccum.Where(i => !this.InputsDown.Contains(i)).ToArray();
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this.InputsDown = this.inputsDownAccum.ToArray();
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this.inputsDownAccum.Clear();
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}
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}
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}
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/// <inheritdoc cref="Update()"/>
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@ -230,6 +230,11 @@ namespace Sandbox {
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if (delta != 0) {
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this.camera.Zoom(0.1F * Math.Sign(delta), this.InputHandler.MousePosition.ToVector2());
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}
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if (Input.InputsDown.Length > 0)
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Console.WriteLine("Down: " + string.Join(", ", Input.InputsDown));
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if (Input.InputsPressed.Length > 0)
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Console.WriteLine("Pressed: " + string.Join(", ", Input.InputsPressed));
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}
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protected override void DoDraw(GameTime gameTime) {
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