mirror of
https://github.com/Ellpeck/MLEM.git
synced 2024-11-22 12:58:33 +01:00
small keybind improvements
- Added a constructor that accepts a set of combinations - Made the Combinations collection a public property
This commit is contained in:
parent
6f51b3542b
commit
b4f45ba6b5
2 changed files with 35 additions and 21 deletions
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@ -20,8 +20,10 @@ Additions
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- **Added the ability for formatted (tokenized) strings to be drawn with custom rotation, origin and flipping**
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- **Added the ability for formatted (tokenized) strings to be drawn with custom rotation, origin and flipping**
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- Added a RectangleF.FromCorners overload that accepts points
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- Added a RectangleF.FromCorners overload that accepts points
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- Added indexers and Count to SpriteAnimation and SpriteAnimationGroup
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- Added indexers and Count to SpriteAnimation and SpriteAnimationGroup
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- Added a Keybind constructor that accepts a set of combinations
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Improvements
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Improvements
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- **Made the Keybind.Combinations collection a public property**
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- Allow NumberExtensions.GetPoints to include bottom and right coordinates
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- Allow NumberExtensions.GetPoints to include bottom and right coordinates
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- Allow AutoTiling overlayTextures to return null texture regions
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- Allow AutoTiling overlayTextures to return null texture regions
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@ -20,8 +20,12 @@ namespace MLEM.Input {
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private static readonly Combination[] EmptyCombinations = new Combination[0];
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private static readonly Combination[] EmptyCombinations = new Combination[0];
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private static readonly GenericInput[] EmptyInputs = new GenericInput[0];
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private static readonly GenericInput[] EmptyInputs = new GenericInput[0];
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/// <summary>
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/// The combinations that make up this keybind.
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/// This collection can be modified using <see cref="Add(MLEM.Input.GenericInput,MLEM.Input.GenericInput[])"/>, <see cref="Remove"/>, <see cref="Clear"/>, <see cref="CopyFrom"/>, etc.
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/// </summary>
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[DataMember]
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[DataMember]
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private Combination[] combinations = Keybind.EmptyCombinations;
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public Combination[] Combinations { get; private set; } = Keybind.EmptyCombinations;
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/// <summary>
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/// <summary>
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/// Creates a new keybind and adds the given key and modifiers using <see cref="Add(MLEM.Input.GenericInput,MLEM.Input.GenericInput[])"/>
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/// Creates a new keybind and adds the given key and modifiers using <see cref="Add(MLEM.Input.GenericInput,MLEM.Input.GenericInput[])"/>
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@ -37,6 +41,14 @@ namespace MLEM.Input {
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this.Add(key, modifier);
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this.Add(key, modifier);
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}
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}
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/// <summary>
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/// Creates a new keybind with the given <paramref name="combinations"/>.
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/// </summary>
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/// <param name="combinations">The combinations to initialize this keybind with.</param>
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public Keybind(params Combination[] combinations) {
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this.Combinations = combinations.ToArray();
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}
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/// <summary>
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/// <summary>
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/// Creates a new keybind with no default combinations
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/// Creates a new keybind with no default combinations
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/// </summary>
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/// </summary>
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@ -58,7 +70,7 @@ namespace MLEM.Input {
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/// <param name="combination">The combination to add.</param>
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/// <param name="combination">The combination to add.</param>
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/// <returns>This keybind, for chaining</returns>
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/// <returns>This keybind, for chaining</returns>
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public Keybind Add(Combination combination) {
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public Keybind Add(Combination combination) {
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this.combinations = this.combinations.Append(combination).ToArray();
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this.Combinations = this.Combinations.Append(combination).ToArray();
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return this;
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return this;
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}
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}
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@ -87,7 +99,7 @@ namespace MLEM.Input {
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/// <param name="combination">The combination to insert.</param>
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/// <param name="combination">The combination to insert.</param>
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/// <returns>This keybind, for chaining.</returns>
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/// <returns>This keybind, for chaining.</returns>
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public Keybind Insert(int index, Combination combination) {
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public Keybind Insert(int index, Combination combination) {
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this.combinations = this.combinations.Take(index).Append(combination).Concat(this.combinations.Skip(index)).ToArray();
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this.Combinations = this.Combinations.Take(index).Append(combination).Concat(this.Combinations.Skip(index)).ToArray();
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return this;
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return this;
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}
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}
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@ -103,7 +115,7 @@ namespace MLEM.Input {
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/// </summary>
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/// </summary>
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/// <returns>This keybind, for chaining</returns>
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/// <returns>This keybind, for chaining</returns>
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public Keybind Clear() {
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public Keybind Clear() {
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this.combinations = Keybind.EmptyCombinations;
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this.Combinations = Keybind.EmptyCombinations;
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return this;
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return this;
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}
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}
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@ -113,7 +125,7 @@ namespace MLEM.Input {
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/// <param name="predicate">The predicate to match against</param>
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/// <param name="predicate">The predicate to match against</param>
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/// <returns>This keybind, for chaining</returns>
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/// <returns>This keybind, for chaining</returns>
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public Keybind Remove(Func<Combination, int, bool> predicate) {
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public Keybind Remove(Func<Combination, int, bool> predicate) {
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this.combinations = this.combinations.Where((c, i) => !predicate(c, i)).ToArray();
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this.Combinations = this.Combinations.Where((c, i) => !predicate(c, i)).ToArray();
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return this;
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return this;
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}
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}
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@ -124,7 +136,7 @@ namespace MLEM.Input {
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/// <param name="other">The keybind to copy from</param>
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/// <param name="other">The keybind to copy from</param>
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/// <returns>This keybind, for chaining</returns>
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/// <returns>This keybind, for chaining</returns>
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public Keybind CopyFrom(Keybind other) {
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public Keybind CopyFrom(Keybind other) {
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this.combinations = this.combinations.Concat(other.combinations).ToArray();
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this.Combinations = this.Combinations.Concat(other.Combinations).ToArray();
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return this;
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return this;
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}
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}
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@ -136,7 +148,7 @@ namespace MLEM.Input {
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/// <param name="gamepadIndex">The index of the gamepad to query, or -1 to query all gamepads</param>
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/// <param name="gamepadIndex">The index of the gamepad to query, or -1 to query all gamepads</param>
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/// <returns>Whether this keybind is considered to be down</returns>
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/// <returns>Whether this keybind is considered to be down</returns>
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public bool IsDown(InputHandler handler, int gamepadIndex = -1) {
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public bool IsDown(InputHandler handler, int gamepadIndex = -1) {
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foreach (var combination in this.combinations) {
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foreach (var combination in this.Combinations) {
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if (combination.IsDown(handler, gamepadIndex))
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if (combination.IsDown(handler, gamepadIndex))
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return true;
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return true;
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}
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}
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@ -151,7 +163,7 @@ namespace MLEM.Input {
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/// <param name="gamepadIndex">The index of the gamepad to query, or -1 to query all gamepads</param>
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/// <param name="gamepadIndex">The index of the gamepad to query, or -1 to query all gamepads</param>
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/// <returns>Whether this keybind was considered to be down</returns>
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/// <returns>Whether this keybind was considered to be down</returns>
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public bool WasDown(InputHandler handler, int gamepadIndex = -1) {
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public bool WasDown(InputHandler handler, int gamepadIndex = -1) {
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foreach (var combination in this.combinations) {
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foreach (var combination in this.Combinations) {
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if (combination.WasDown(handler, gamepadIndex))
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if (combination.WasDown(handler, gamepadIndex))
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return true;
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return true;
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}
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}
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@ -166,7 +178,7 @@ namespace MLEM.Input {
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/// <param name="gamepadIndex">The index of the gamepad to query, or -1 to query all gamepads</param>
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/// <param name="gamepadIndex">The index of the gamepad to query, or -1 to query all gamepads</param>
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/// <returns>Whether this keybind is considered to be pressed</returns>
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/// <returns>Whether this keybind is considered to be pressed</returns>
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public bool IsPressed(InputHandler handler, int gamepadIndex = -1) {
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public bool IsPressed(InputHandler handler, int gamepadIndex = -1) {
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foreach (var combination in this.combinations) {
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foreach (var combination in this.Combinations) {
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if (combination.IsPressed(handler, gamepadIndex))
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if (combination.IsPressed(handler, gamepadIndex))
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return true;
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return true;
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}
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}
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@ -181,7 +193,7 @@ namespace MLEM.Input {
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/// <param name="gamepadIndex">The index of the gamepad to query, or -1 to query all gamepads</param>
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/// <param name="gamepadIndex">The index of the gamepad to query, or -1 to query all gamepads</param>
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/// <returns>Whether this keybind is considered to be pressed</returns>
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/// <returns>Whether this keybind is considered to be pressed</returns>
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public bool IsPressedAvailable(InputHandler handler, int gamepadIndex = -1) {
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public bool IsPressedAvailable(InputHandler handler, int gamepadIndex = -1) {
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foreach (var combination in this.combinations) {
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foreach (var combination in this.Combinations) {
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if (combination.IsPressedAvailable(handler, gamepadIndex))
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if (combination.IsPressedAvailable(handler, gamepadIndex))
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return true;
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return true;
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}
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}
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@ -196,7 +208,7 @@ namespace MLEM.Input {
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/// <param name="gamepadIndex">The index of the gamepad to query, or -1 to query all gamepads</param>
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/// <param name="gamepadIndex">The index of the gamepad to query, or -1 to query all gamepads</param>
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/// <returns>Whether this keybind is considered to be pressed</returns>
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/// <returns>Whether this keybind is considered to be pressed</returns>
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public bool TryConsumePressed(InputHandler handler, int gamepadIndex = -1) {
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public bool TryConsumePressed(InputHandler handler, int gamepadIndex = -1) {
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foreach (var combination in this.combinations) {
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foreach (var combination in this.Combinations) {
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if (combination.TryConsumePressed(handler, gamepadIndex))
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if (combination.TryConsumePressed(handler, gamepadIndex))
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return true;
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return true;
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}
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}
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@ -211,7 +223,7 @@ namespace MLEM.Input {
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/// <param name="gamepadIndex">The index of the gamepad to query, or -1 to query all gamepads</param>
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/// <param name="gamepadIndex">The index of the gamepad to query, or -1 to query all gamepads</param>
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/// <returns>Whether any of this keyboard's modifier keys are down</returns>
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/// <returns>Whether any of this keyboard's modifier keys are down</returns>
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public bool IsModifierDown(InputHandler handler, int gamepadIndex = -1) {
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public bool IsModifierDown(InputHandler handler, int gamepadIndex = -1) {
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foreach (var combination in this.combinations) {
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foreach (var combination in this.Combinations) {
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if (combination.IsModifierDown(handler, gamepadIndex))
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if (combination.IsModifierDown(handler, gamepadIndex))
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return true;
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return true;
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}
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}
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@ -226,7 +238,7 @@ namespace MLEM.Input {
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/// <param name="gamepadIndex">The index of the gamepad to query, or -1 to query all gamepads</param>
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/// <param name="gamepadIndex">The index of the gamepad to query, or -1 to query all gamepads</param>
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/// <returns>Whether any of this keyboard's modifier keys were down</returns>
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/// <returns>Whether any of this keyboard's modifier keys were down</returns>
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public bool WasModifierDown(InputHandler handler, int gamepadIndex = -1) {
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public bool WasModifierDown(InputHandler handler, int gamepadIndex = -1) {
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foreach (var combination in this.combinations) {
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foreach (var combination in this.Combinations) {
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if (combination.WasModifierDown(handler, gamepadIndex))
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if (combination.WasModifierDown(handler, gamepadIndex))
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return true;
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return true;
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}
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}
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@ -242,7 +254,7 @@ namespace MLEM.Input {
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/// <returns>The resulting down time, or <see cref="TimeSpan.Zero"/> if the input is not being held.</returns>
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/// <returns>The resulting down time, or <see cref="TimeSpan.Zero"/> if the input is not being held.</returns>
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[Obsolete("This method is deprecated, as it does not query Modifiers or InverseModifiers. Use InputHandler.GetDownTime or custom handling instead.")]
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[Obsolete("This method is deprecated, as it does not query Modifiers or InverseModifiers. Use InputHandler.GetDownTime or custom handling instead.")]
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public TimeSpan GetDownTime(InputHandler handler, int gamepadIndex = -1) {
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public TimeSpan GetDownTime(InputHandler handler, int gamepadIndex = -1) {
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return this.combinations.Max(c => c.GetDownTime(handler, gamepadIndex));
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return this.Combinations.Max(c => c.GetDownTime(handler, gamepadIndex));
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}
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}
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/// <summary>
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/// <summary>
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@ -254,7 +266,7 @@ namespace MLEM.Input {
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/// <returns>The resulting up time, or <see cref="TimeSpan.Zero"/> if the input is being held.</returns>
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/// <returns>The resulting up time, or <see cref="TimeSpan.Zero"/> if the input is being held.</returns>
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[Obsolete("This method is deprecated, as it does not query Modifiers or InverseModifiers. Use InputHandler.GetUpTime or custom handling instead.")]
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[Obsolete("This method is deprecated, as it does not query Modifiers or InverseModifiers. Use InputHandler.GetUpTime or custom handling instead.")]
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public TimeSpan GetUpTime(InputHandler handler, int gamepadIndex = -1) {
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public TimeSpan GetUpTime(InputHandler handler, int gamepadIndex = -1) {
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return this.combinations.Min(c => c.GetUpTime(handler, gamepadIndex));
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return this.Combinations.Min(c => c.GetUpTime(handler, gamepadIndex));
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}
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}
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/// <summary>
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/// <summary>
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@ -266,7 +278,7 @@ namespace MLEM.Input {
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/// <returns>The resulting up time, or <see cref="TimeSpan.Zero"/> if the input has never been pressed, or is currently pressed.</returns>
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/// <returns>The resulting up time, or <see cref="TimeSpan.Zero"/> if the input has never been pressed, or is currently pressed.</returns>
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[Obsolete("This method is deprecated, as it does not query Modifiers or InverseModifiers. Use InputHandler.GetTimeSincePress or custom handling instead.")]
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[Obsolete("This method is deprecated, as it does not query Modifiers or InverseModifiers. Use InputHandler.GetTimeSincePress or custom handling instead.")]
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public TimeSpan GetTimeSincePress(InputHandler handler, int gamepadIndex = -1) {
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public TimeSpan GetTimeSincePress(InputHandler handler, int gamepadIndex = -1) {
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return this.combinations.Min(c => c.GetTimeSincePress(handler, gamepadIndex));
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return this.Combinations.Min(c => c.GetTimeSincePress(handler, gamepadIndex));
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}
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}
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/// <summary>
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/// <summary>
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/// </summary>
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/// </summary>
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/// <returns>This keybind's combinations</returns>
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/// <returns>This keybind's combinations</returns>
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public IEnumerable<Combination> GetCombinations() {
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public IEnumerable<Combination> GetCombinations() {
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foreach (var combination in this.combinations)
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foreach (var combination in this.Combinations)
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yield return combination;
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yield return combination;
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}
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}
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@ -285,8 +297,8 @@ namespace MLEM.Input {
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/// <param name="combination">The combination, or default if this method returns false.</param>
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/// <param name="combination">The combination, or default if this method returns false.</param>
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/// <returns>Whether the combination could be successfully retrieved or the index was out of bounds of this keybind's combination collection.</returns>
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/// <returns>Whether the combination could be successfully retrieved or the index was out of bounds of this keybind's combination collection.</returns>
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public bool TryGetCombination(int index, out Combination combination) {
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public bool TryGetCombination(int index, out Combination combination) {
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if (index >= 0 && index < this.combinations.Length) {
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if (index >= 0 && index < this.Combinations.Length) {
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combination = this.combinations[index];
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combination = this.Combinations[index];
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return true;
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return true;
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} else {
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} else {
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combination = default;
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combination = default;
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@ -303,7 +315,7 @@ namespace MLEM.Input {
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/// <param name="inputName">The function to use for determining the display name of generic inputs, see <see cref="Combination.ToString(string,System.Func{MLEM.Input.GenericInput,string})"/></param>
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/// <param name="inputName">The function to use for determining the display name of generic inputs, see <see cref="Combination.ToString(string,System.Func{MLEM.Input.GenericInput,string})"/></param>
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/// <returns>A human-readable string representing this keybind</returns>
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/// <returns>A human-readable string representing this keybind</returns>
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public string ToString(string joiner, string combinationJoiner = " + ", Func<GenericInput, string> inputName = null) {
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public string ToString(string joiner, string combinationJoiner = " + ", Func<GenericInput, string> inputName = null) {
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return string.Join(joiner, this.combinations.Select(c => c.ToString(combinationJoiner, inputName)));
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return string.Join(joiner, this.Combinations.Select(c => c.ToString(combinationJoiner, inputName)));
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}
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}
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/// <summary>Compares the current instance with another object of the same type and returns an integer that indicates whether the current instance precedes, follows, or occurs in the same position in the sort order as the other object.</summary>
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/// <summary>Compares the current instance with another object of the same type and returns an integer that indicates whether the current instance precedes, follows, or occurs in the same position in the sort order as the other object.</summary>
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///
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///
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/// <list type="table"><listheader><term> Value</term><description> Meaning</description></listheader><item><term> Less than zero</term><description> This instance precedes <paramref name="other" /> in the sort order.</description></item><item><term> Zero</term><description> This instance occurs in the same position in the sort order as <paramref name="other" />.</description></item><item><term> Greater than zero</term><description> This instance follows <paramref name="other" /> in the sort order.</description></item></list></returns>
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/// <list type="table"><listheader><term> Value</term><description> Meaning</description></listheader><item><term> Less than zero</term><description> This instance precedes <paramref name="other" /> in the sort order.</description></item><item><term> Zero</term><description> This instance occurs in the same position in the sort order as <paramref name="other" />.</description></item><item><term> Greater than zero</term><description> This instance follows <paramref name="other" /> in the sort order.</description></item></list></returns>
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public int CompareTo(Keybind other) {
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public int CompareTo(Keybind other) {
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return this.combinations.Sum(c => other.combinations.Sum(c.CompareTo));
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return this.Combinations.Sum(c => other.Combinations.Sum(c.CompareTo));
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}
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}
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/// <summary>Compares the current instance with another object of the same type and returns an integer that indicates whether the current instance precedes, follows, or occurs in the same position in the sort order as the other object.</summary>
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/// <summary>Compares the current instance with another object of the same type and returns an integer that indicates whether the current instance precedes, follows, or occurs in the same position in the sort order as the other object.</summary>
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