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https://github.com/Ellpeck/MLEM.git
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added an element helper method to create a keybind button
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parent
a5a73af01c
commit
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5 changed files with 128 additions and 21 deletions
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@ -1,4 +1,7 @@
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using System;
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using System.Linq;
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using Microsoft.Xna.Framework;
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using MLEM.Input;
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using MLEM.Textures;
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namespace MLEM.Ui.Elements {
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@ -111,6 +114,60 @@ namespace MLEM.Ui.Elements {
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return group;
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}
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/// <summary>
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/// Creates a <see cref="Button"/> that acts as a way to input a custom value for a <see cref="Keybind"/>.
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/// Note that only the first <see cref="Keybind.Combination"/> of the given keybind is displayed and edited, all others are ignored. The exception is that, if <paramref name="unbindKey"/> is set, unbinding the keybind clears all combinations.
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/// Inputting custom keybinds using this element supports <see cref="ModifierKey"/>-based modifiers and any <see cref="GenericInput"/>-based keys.
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/// </summary>
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/// <param name="anchor">The button's anchor</param>
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/// <param name="size">The button's size</param>
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/// <param name="keybind">The keybind that this button should represent</param>
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/// <param name="inputHandler">The input handler to query inputs with</param>
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/// <param name="activePlaceholder">A placeholder text that is displayed while the keybind is being edited</param>
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/// <param name="unbindKey">An optional generic input that allows the keybind value to be unbound, clearing all combinations</param>
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/// <param name="unboundPlaceholder">A placeholder text that is displayed if the keybind is unbound</param>
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/// <param name="inputName">An optional function to give each input a display name that is easier to read. If this is null, <see cref="GenericInput.ToString"/> is used.</param>
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/// <returns>A keybind button with the given settings</returns>
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public static Button KeybindButton(Anchor anchor, Vector2 size, Keybind keybind, InputHandler inputHandler, string activePlaceholder, GenericInput unbindKey = default, string unboundPlaceholder = "", Func<GenericInput, string> inputName = null) {
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string GetCurrentName() {
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var combination = keybind.GetCombinations().FirstOrDefault();
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if (combination == null)
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return unboundPlaceholder;
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return string.Join(" + ", combination.Modifiers
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.Append(combination.Key)
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.Select(i => inputName?.Invoke(i) ?? i.ToString()));
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}
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var button = new Button(anchor, size, GetCurrentName());
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var active = false;
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var activeNext = false;
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button.OnPressed = e => {
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button.Text.Text = activePlaceholder;
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activeNext = true;
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};
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button.OnUpdated = (e, time) => {
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if (activeNext) {
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active = true;
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activeNext = false;
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} else if (active) {
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if (unbindKey != default && inputHandler.IsPressed(unbindKey)) {
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keybind.Clear();
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button.Text.Text = unboundPlaceholder;
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active = false;
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} else if (inputHandler.InputsPressed.Length > 0) {
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var key = inputHandler.InputsPressed.FirstOrDefault(i => !i.IsModifier());
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if (key != default) {
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var mods = inputHandler.InputsDown.Where(i => i.IsModifier());
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keybind.Remove((c, i) => i == 0).Add(key, mods.ToArray());
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button.Text.Text = GetCurrentName();
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active = false;
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}
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}
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}
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};
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return button;
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}
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}
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/// <summary>
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@ -29,13 +29,13 @@ namespace MLEM.Input {
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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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return this.Type.ToString() + (MouseButton) this;
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case InputType.Keyboard:
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return ((Keys) this).ToString();
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return this.Type.ToString() + (Keys) this;
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case InputType.Gamepad:
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return ((Buttons) this).ToString();
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return this.Type.ToString() + (Buttons) this;
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default:
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throw new ArgumentOutOfRangeException(nameof(this.Type));
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return this.Type.ToString();
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}
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}
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@ -101,11 +101,11 @@ namespace MLEM.Input {
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/// </summary>
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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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/// <exception cref="ArgumentException">If the given generic input's <see cref="Type"/> is not <see cref="InputType.Keyboard"/></exception>
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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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public static implicit operator Keys(GenericInput input) {
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if (input.Type != InputType.Keyboard)
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throw new ArgumentException();
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return (Keys) input.value;
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if (input.Type == InputType.None)
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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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/// <summary>
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@ -115,9 +115,7 @@ namespace MLEM.Input {
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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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public static implicit operator MouseButton(GenericInput input) {
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if (input.Type != InputType.Mouse)
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throw new ArgumentException();
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return (MouseButton) input.value;
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return input.Type == InputType.Mouse ? (MouseButton) input.value : throw new ArgumentException();
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}
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/// <summary>
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@ -127,9 +125,7 @@ namespace MLEM.Input {
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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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public static implicit operator Buttons(GenericInput input) {
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if (input.Type != InputType.Gamepad)
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throw new ArgumentException();
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return (Buttons) input.value;
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return input.Type == InputType.Gamepad ? (Buttons) input.value : throw new ArgumentException();
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}
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/// <summary>
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@ -138,6 +134,11 @@ namespace MLEM.Input {
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[DataContract]
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public enum InputType {
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/// <summary>
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/// A type representing no value
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/// </summary>
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[EnumMember]
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None,
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/// <summary>
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/// A type representing <see cref="MouseButton"/>
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/// </summary>
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@ -523,7 +523,7 @@ namespace MLEM.Input {
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case GenericInput.InputType.Mouse:
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return this.IsMouseButtonDown(control);
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default:
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throw new ArgumentException(nameof(control));
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return false;
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}
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}
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@ -544,7 +544,7 @@ namespace MLEM.Input {
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case GenericInput.InputType.Mouse:
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return this.IsMouseButtonUp(control);
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default:
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throw new ArgumentException(nameof(control));
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return false;
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}
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}
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@ -565,7 +565,7 @@ namespace MLEM.Input {
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case GenericInput.InputType.Mouse:
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return this.IsMouseButtonPressed(control);
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default:
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throw new ArgumentException(nameof(control));
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return false;
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}
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}
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@ -60,6 +60,16 @@ namespace MLEM.Input {
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return this;
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}
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/// <summary>
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/// Removes all combinations that match the given predicate
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/// </summary>
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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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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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return this;
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}
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/// <summary>
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/// Copies all of the combinations from the given keybind into this keybind.
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/// Note that this doesn't <see cref="Clear"/> this keybind, so combinations will be merged rather than replaced.
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@ -93,6 +103,17 @@ namespace MLEM.Input {
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return this.combinations.Any(c => c.IsPressed(handler, gamepadIndex));
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}
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/// <summary>
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/// Returns whether any of this keybind's modifier keys are currently down.
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/// See <see cref="InputHandler.IsDown"/> for more information.
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/// </summary>
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/// <param name="handler">The input handler to query the keys with</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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public bool IsModifierDown(InputHandler handler, int gamepadIndex = -1) {
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return this.combinations.Any(c => c.IsModifierDown(handler, gamepadIndex));
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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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@ -133,15 +154,33 @@ namespace MLEM.Input {
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this.Key = key;
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}
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internal bool IsDown(InputHandler handler, int gamepadIndex = -1) {
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/// <summary>
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/// Returns whether this combination is currently down
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/// </summary>
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/// <param name="handler">The input handler to query the keys with</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 combination is down</returns>
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public 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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}
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internal bool IsPressed(InputHandler handler, int gamepadIndex = -1) {
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/// <summary>
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/// Returns whether this combination is currently pressed
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/// </summary>
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/// <param name="handler">The input handler to query the keys with</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 combination is pressed</returns>
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public 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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}
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private bool IsModifierDown(InputHandler handler, int gamepadIndex = -1) {
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/// <summary>
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/// Returns whether this combination's modifier keys are currently down
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/// </summary>
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/// <param name="handler">The input handler to query the keys with</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 combination's modifiers are down</returns>
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public 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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}
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@ -50,6 +50,11 @@ namespace MLEM.Input {
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return ModifierKey.None;
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}
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/// <inheritdoc cref="GetModifier(Microsoft.Xna.Framework.Input.Keys)"/>
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public static ModifierKey GetModifier(this GenericInput input) {
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return input.Type == GenericInput.InputType.Keyboard ? GetModifier(input) : ModifierKey.None;
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}
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/// <summary>
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/// Returns whether the given key is a modifier key or not.
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/// </summary>
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return GetModifier(key) != ModifierKey.None;
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}
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/// <inheritdoc cref="IsModifier(Microsoft.Xna.Framework.Input.Keys)"/>
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public static bool IsModifier(this GenericInput input) {
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return GetModifier(input) != ModifierKey.None;
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}
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}
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/// <summary>
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public enum ModifierKey {
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/// <summary>
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/// No modifier key. Only used for <see cref="KeysExtensions.GetModifier"/>
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/// No modifier key. Only used for <see cref="KeysExtensions.GetModifier(Keys)"/>
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/// </summary>
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None,
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/// <summary>
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