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Added properties and constructors for existing operator overloads to GenericInput
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2 changed files with 55 additions and 16 deletions
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@ -26,6 +26,7 @@ Improvements
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- Allow better control over the order and layout of a Keybind's combinations
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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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- Allow setting a gamepad button deadzone in InputHandler
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- Trigger InputHandler key and gamepad repeats for the most recently pressed input
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- Trigger InputHandler key and gamepad repeats for the most recently pressed input
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- Added properties and constructors for existing operator overloads to GenericInput
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Fixes
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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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- **Fixed a formatting Code only knowing about the last Token that it is applied in**
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@ -6,7 +6,7 @@ namespace MLEM.Input {
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/// <summary>
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/// <summary>
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/// A generic input represents any kind of input key.
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/// A generic input represents any kind of input key.
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/// This includes <see cref="Keys"/> for keyboard keys, <see cref="MouseButton"/> for mouse buttons and <see cref="Buttons"/> for gamepad buttons.
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/// This includes <see cref="Keys"/> for keyboard keys, <see cref="MouseButton"/> for mouse buttons and <see cref="Buttons"/> for gamepad buttons.
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/// For creating and extracting inputs from a generic input, the implicit operators and <see cref="Type"/> can be used.
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/// For creating and extracting inputs from a generic input, the implicit operators and <see cref="Type"/> can additionally be used.
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/// Note that this type is serializable using <see cref="DataContractAttribute"/>.
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/// Note that this type is serializable using <see cref="DataContractAttribute"/>.
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/// </summary>
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/// </summary>
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[DataContract]
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[DataContract]
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@ -20,6 +20,46 @@ namespace MLEM.Input {
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[DataMember]
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[DataMember]
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private readonly int value;
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private readonly int value;
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/// <summary>
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/// Returns this generic input's <see cref="Keys"/>.
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/// </summary>
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/// <exception cref="InvalidOperationException">If this generic input's <see cref="Type"/> is not <see cref="InputType.Keyboard"/> or <see cref="InputType.None"/>.</exception>
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public Keys Key {
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get {
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if (this.Type == InputType.None)
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return Keys.None;
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return this.Type == InputType.Keyboard ? (Keys) this.value : throw new InvalidOperationException();
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}
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}
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/// <summary>
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/// Returns this generic input's <see cref="MouseButton"/>.
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/// </summary>
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/// <exception cref="InvalidOperationException">If this generic input's <see cref="Type"/> is not <see cref="InputType.Mouse"/>.</exception>
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public MouseButton MouseButton => this.Type == InputType.Mouse ? (MouseButton) this.value : throw new InvalidOperationException();
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/// <summary>
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/// Returns this generic input's <see cref="Buttons"/>.
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/// </summary>
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/// <exception cref="InvalidOperationException">If this generic input's <see cref="Type"/> is not <see cref="InputType.Gamepad"/>.</exception>
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public Buttons Button => this.Type == InputType.Gamepad ? (Buttons) this.value : throw new InvalidOperationException();
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/// <summary>
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/// Creates a new generic input from the given keyboard <see cref="Keys"/>.
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/// </summary>
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/// <param name="key">The key to convert.</param>
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public GenericInput(Keys key) : this(InputType.Keyboard, (int) key) {}
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/// <summary>
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/// Creates a new generic input from the given <see cref="MouseButton"/>.
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/// </summary>
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/// <param name="button">The button to convert.</param>
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public GenericInput(MouseButton button) : this(InputType.Mouse, (int) button) {}
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/// <summary>
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/// Creates a new generic input from the given gamepad <see cref="Buttons"/>.
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/// </summary>
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/// <param name="button">The button to convert.</param>
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public GenericInput(Buttons button) : this(InputType.Gamepad, (int) button) {}
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private GenericInput(InputType type, int value) {
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private GenericInput(InputType type, int value) {
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this.Type = type;
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this.Type = type;
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this.value = value;
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this.value = value;
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@ -83,10 +123,10 @@ namespace MLEM.Input {
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/// <summary>
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/// <summary>
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/// Converts a <see cref="Keys"/> to a generic input.
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/// Converts a <see cref="Keys"/> to a generic input.
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/// </summary>
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/// </summary>
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/// <param name="keys">The keys to convert</param>
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/// <param name="key">The keys to convert</param>
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/// <returns>The resulting generic input</returns>
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/// <returns>The resulting generic input</returns>
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public static implicit operator GenericInput(Keys keys) {
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public static implicit operator GenericInput(Keys key) {
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return new GenericInput(InputType.Keyboard, (int) keys);
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return new GenericInput(key);
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}
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}
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/// <summary>
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/// <summary>
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@ -95,16 +135,16 @@ namespace MLEM.Input {
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/// <param name="button">The button to convert</param>
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/// <param name="button">The button to convert</param>
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/// <returns>The resulting generic input</returns>
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/// <returns>The resulting generic input</returns>
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public static implicit operator GenericInput(MouseButton button) {
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public static implicit operator GenericInput(MouseButton button) {
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return new GenericInput(InputType.Mouse, (int) button);
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return new GenericInput(button);
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}
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}
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/// <summary>
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/// <summary>
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/// Converts a <see cref="Buttons"/> to a generic input.
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/// Converts a <see cref="Buttons"/> to a generic input.
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/// </summary>
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/// </summary>
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/// <param name="buttons">The buttons to convert</param>
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/// <param name="button">The buttons to convert</param>
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/// <returns>The resulting generic input</returns>
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/// <returns>The resulting generic input</returns>
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public static implicit operator GenericInput(Buttons buttons) {
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public static implicit operator GenericInput(Buttons button) {
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return new GenericInput(InputType.Gamepad, (int) buttons);
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return new GenericInput(button);
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}
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}
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/// <summary>
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/// <summary>
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@ -112,11 +152,9 @@ namespace MLEM.Input {
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/// </summary>
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/// </summary>
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/// <param name="input">The input to convert</param>
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/// <param name="input">The input to convert</param>
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/// <returns>The resulting keys</returns>
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/// <returns>The resulting keys</returns>
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/// <exception cref="ArgumentException">If the given generic input's <see cref="Type"/> is not <see cref="InputType.Keyboard"/> or <see cref="InputType.None"/></exception>
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/// <exception cref="InvalidOperationException">If the given generic input's <see cref="Type"/> is not <see cref="InputType.Keyboard"/> or <see cref="InputType.None"/></exception>
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public static implicit operator Keys(GenericInput input) {
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public static implicit operator Keys(GenericInput input) {
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if (input.Type == InputType.None)
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return input.Key;
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return Keys.None;
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return input.Type == InputType.Keyboard ? (Keys) input.value : throw new ArgumentException();
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}
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}
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/// <summary>
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/// <summary>
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@ -124,9 +162,9 @@ namespace MLEM.Input {
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/// </summary>
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/// </summary>
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/// <param name="input">The input to convert</param>
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/// <param name="input">The input to convert</param>
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/// <returns>The resulting button</returns>
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/// <returns>The resulting button</returns>
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/// <exception cref="ArgumentException">If the given generic input's <see cref="Type"/> is not <see cref="InputType.Mouse"/></exception>
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/// <exception cref="InvalidOperationException">If the given generic input's <see cref="Type"/> is not <see cref="InputType.Mouse"/></exception>
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public static implicit operator MouseButton(GenericInput input) {
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public static implicit operator MouseButton(GenericInput input) {
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return input.Type == InputType.Mouse ? (MouseButton) input.value : throw new ArgumentException();
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return input.MouseButton;
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}
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}
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/// <summary>
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/// <summary>
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@ -134,9 +172,9 @@ namespace MLEM.Input {
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/// </summary>
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/// </summary>
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/// <param name="input">The input to convert</param>
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/// <param name="input">The input to convert</param>
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/// <returns>The resulting buttons</returns>
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/// <returns>The resulting buttons</returns>
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/// <exception cref="ArgumentException">If the given generic input's <see cref="Type"/> is not <see cref="InputType.Gamepad"/></exception>
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/// <exception cref="InvalidOperationException">If the given generic input's <see cref="Type"/> is not <see cref="InputType.Gamepad"/></exception>
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public static implicit operator Buttons(GenericInput input) {
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public static implicit operator Buttons(GenericInput input) {
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return input.Type == InputType.Gamepad ? (Buttons) input.value : throw new ArgumentException();
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return input.Button;
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}
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}
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/// <summary>
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/// <summary>
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