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added a way to access a keybind's combinations

This commit is contained in:
Ell 2021-06-20 22:33:24 +02:00
parent 07eb6ac36f
commit 664a2a9f11

View file

@ -72,29 +72,50 @@ namespace MLEM.Input {
return this.combinations.Any(c => c.IsPressed(handler, gamepadIndex));
}
/// <summary>
/// Returns an enumerable of all of the combinations that this keybind currently contains
/// </summary>
/// <returns>This keybind's combinations</returns>
public IEnumerable<Combination> GetCombinations() {
foreach (var combination in this.combinations)
yield return combination;
}
/// <summary>
/// A key combination is a combination of a set of modifier keys and a key.
/// All of the keys are <see cref="GenericInput"/> instances, so they can be keyboard-, mouse- or gamepad-based.
/// </summary>
[DataContract]
private class Combination {
public class Combination {
/// <summary>
/// The inputs that have to be held down for this combination to be valid.
/// If this collection is empty, there are no required modifier keys.
/// </summary>
[DataMember]
private readonly GenericInput[] modifiers;
public readonly GenericInput[] Modifiers;
/// <summary>
/// The input that has to be down (or pressed) for this combination to be considered down (or pressed).
/// Note that <see cref="Modifiers"/> needs to be empty, or all of its values need to be down, as well.
/// </summary>
[DataMember]
private readonly GenericInput key;
public readonly GenericInput Key;
public Combination(GenericInput key, GenericInput[] modifiers) {
this.modifiers = modifiers;
this.key = key;
internal 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);
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);
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));
return this.Modifiers.Length <= 0 || this.Modifiers.Any(m => handler.IsDown(m, gamepadIndex));
}
}