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added a way to access a keybind's combinations
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1 changed files with 30 additions and 9 deletions
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@ -72,29 +72,50 @@ namespace MLEM.Input {
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return this.combinations.Any(c => c.IsPressed(handler, gamepadIndex));
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return this.combinations.Any(c => c.IsPressed(handler, gamepadIndex));
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}
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}
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/// <summary>
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/// Returns an enumerable of all of the combinations that this keybind currently contains
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/// </summary>
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/// <returns>This keybind's combinations</returns>
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public IEnumerable<Combination> GetCombinations() {
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foreach (var combination in this.combinations)
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yield return combination;
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}
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/// <summary>
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/// A key combination is a combination of a set of modifier keys and a key.
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/// All of the keys are <see cref="GenericInput"/> instances, so they can be keyboard-, mouse- or gamepad-based.
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/// </summary>
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[DataContract]
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[DataContract]
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private class Combination {
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public class Combination {
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/// <summary>
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/// The inputs that have to be held down for this combination to be valid.
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/// If this collection is empty, there are no required modifier keys.
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/// </summary>
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[DataMember]
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[DataMember]
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private readonly GenericInput[] modifiers;
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public readonly GenericInput[] Modifiers;
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/// <summary>
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/// The input that has to be down (or pressed) for this combination to be considered down (or pressed).
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/// Note that <see cref="Modifiers"/> needs to be empty, or all of its values need to be down, as well.
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/// </summary>
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[DataMember]
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[DataMember]
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private readonly GenericInput key;
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public readonly GenericInput Key;
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public Combination(GenericInput key, GenericInput[] modifiers) {
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internal Combination(GenericInput key, GenericInput[] modifiers) {
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this.modifiers = modifiers;
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this.Modifiers = modifiers;
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this.key = key;
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this.Key = key;
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}
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}
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internal bool IsDown(InputHandler handler, int gamepadIndex = -1) {
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internal bool IsDown(InputHandler handler, int gamepadIndex = -1) {
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return this.IsModifierDown(handler, gamepadIndex) && handler.IsDown(this.key, gamepadIndex);
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return this.IsModifierDown(handler, gamepadIndex) && handler.IsDown(this.Key, gamepadIndex);
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}
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}
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internal bool IsPressed(InputHandler handler, int gamepadIndex = -1) {
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internal bool IsPressed(InputHandler handler, int gamepadIndex = -1) {
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return this.IsModifierDown(handler, gamepadIndex) && handler.IsPressed(this.key, gamepadIndex);
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return this.IsModifierDown(handler, gamepadIndex) && handler.IsPressed(this.Key, gamepadIndex);
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}
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}
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private bool IsModifierDown(InputHandler handler, int gamepadIndex = -1) {
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private bool IsModifierDown(InputHandler handler, int gamepadIndex = -1) {
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return this.modifiers.Length <= 0 || this.modifiers.Any(m => handler.IsDown(m, gamepadIndex));
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return this.Modifiers.Length <= 0 || this.Modifiers.Any(m => handler.IsDown(m, gamepadIndex));
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}
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}
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}
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}
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