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Added TryGetUpTime, GetUpTime, TryGetTimeSincePress and GetTimeSincePress to InputHandler
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3 changed files with 91 additions and 12 deletions
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@ -19,6 +19,7 @@ Additions
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- Added RandomPitchModifier and GetRandomPitch to SoundEffectInfo
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- Added RandomPitchModifier and GetRandomPitch to SoundEffectInfo
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- Added TextInput class, which is an isolated version of MLEM.Ui's TextField logic
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- Added TextInput class, which is an isolated version of MLEM.Ui's TextField logic
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- Added MLEM.FNA, which is fully compatible with FNA
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- Added MLEM.FNA, which is fully compatible with FNA
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- Added TryGetUpTime, GetUpTime, TryGetTimeSincePress and GetTimeSincePress to InputHandler
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Improvements
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Improvements
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- Allow comparing Keybind and Combination based on the amount of modifiers they have
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- Allow comparing Keybind and Combination based on the amount of modifiers they have
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@ -145,13 +145,15 @@ namespace MLEM.Input {
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/// </summary>
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/// </summary>
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public KeyboardState KeyboardState { get; private set; }
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public KeyboardState KeyboardState { get; private set; }
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private readonly GamePadState[] lastGamepads = new GamePadState[MaximumGamePadCount];
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private readonly GamePadState[] lastGamepads = new GamePadState[InputHandler.MaximumGamePadCount];
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private readonly GamePadState[] gamepads = new GamePadState[MaximumGamePadCount];
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private readonly GamePadState[] gamepads = new GamePadState[InputHandler.MaximumGamePadCount];
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private readonly DateTime[] lastGamepadButtonRepeats = new DateTime[MaximumGamePadCount];
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private readonly DateTime[] lastGamepadButtonRepeats = new DateTime[InputHandler.MaximumGamePadCount];
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private readonly bool[] triggerGamepadButtonRepeat = new bool[MaximumGamePadCount];
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private readonly bool[] triggerGamepadButtonRepeat = new bool[InputHandler.MaximumGamePadCount];
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private readonly Buttons?[] heldGamepadButtons = new Buttons?[MaximumGamePadCount];
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private readonly Buttons?[] heldGamepadButtons = new Buttons?[InputHandler.MaximumGamePadCount];
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private readonly List<GestureSample> gestures = new List<GestureSample>();
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private readonly List<GestureSample> gestures = new List<GestureSample>();
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private readonly HashSet<(GenericInput, int)> consumedPresses = new HashSet<(GenericInput, int)>();
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private readonly HashSet<(GenericInput, int)> consumedPresses = new HashSet<(GenericInput, int)>();
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private readonly Dictionary<(GenericInput, int), DateTime> inputUpTimes = new Dictionary<(GenericInput, int), DateTime>();
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private readonly Dictionary<(GenericInput, int), DateTime> inputPressedTimes = new Dictionary<(GenericInput, int), DateTime>();
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private Point ViewportOffset => new Point(-this.Game.GraphicsDevice.Viewport.X, -this.Game.GraphicsDevice.Viewport.Y);
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private Point ViewportOffset => new Point(-this.Game.GraphicsDevice.Viewport.X, -this.Game.GraphicsDevice.Viewport.Y);
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private Dictionary<(GenericInput, int), DateTime> inputsDownAccum = new Dictionary<(GenericInput, int), DateTime>();
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private Dictionary<(GenericInput, int), DateTime> inputsDownAccum = new Dictionary<(GenericInput, int), DateTime>();
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@ -232,8 +234,8 @@ namespace MLEM.Input {
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}
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}
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if (this.HandleGamepads) {
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if (this.HandleGamepads) {
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this.ConnectedGamepads = MaximumGamePadCount;
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this.ConnectedGamepads = InputHandler.MaximumGamePadCount;
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for (var i = 0; i < MaximumGamePadCount; i++) {
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for (var i = 0; i < InputHandler.MaximumGamePadCount; i++) {
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this.lastGamepads[i] = this.gamepads[i];
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this.lastGamepads[i] = this.gamepads[i];
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this.gamepads[i] = default;
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this.gamepads[i] = default;
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if (GamePad.GetCapabilities((PlayerIndex) i).IsConnected) {
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if (GamePad.GetCapabilities((PlayerIndex) i).IsConnected) {
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@ -293,12 +295,28 @@ namespace MLEM.Input {
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if (this.inputsDownAccum.Count <= 0 && this.inputsDown.Count <= 0) {
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if (this.inputsDownAccum.Count <= 0 && this.inputsDown.Count <= 0) {
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this.InputsPressed = Array.Empty<GenericInput>();
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this.InputsPressed = Array.Empty<GenericInput>();
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this.InputsDown = Array.Empty<GenericInput>();
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this.InputsDown = Array.Empty<GenericInput>();
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this.inputsDown.Clear();
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} else {
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} else {
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// handle pressed inputs
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var pressed = new List<GenericInput>();
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// if we're inverting press behavior, we need to check the press state for the inputs that were down in the last frame
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// if we're inverting press behavior, we need to check the press state for the inputs that were down in the last frame
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var down = this.InvertPressBehavior ? this.inputsDown : this.inputsDownAccum;
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foreach (var key in (this.InvertPressBehavior ? this.inputsDown : this.inputsDownAccum).Keys) {
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this.InputsPressed = down.Keys.Where(kv => this.IsPressed(kv.Item1, kv.Item2)).Select(kv => kv.Item1).ToArray();
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if (this.IsPressed(key.Item1, key.Item2)) {
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this.InputsDown = this.inputsDownAccum.Keys.Select(kv => kv.Item1).ToArray();
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this.inputPressedTimes[key] = DateTime.UtcNow;
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pressed.Add(key.Item1);
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}
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}
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this.InputsPressed = pressed.ToArray();
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// handle inputs that changed to up
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foreach (var key in this.inputsDownAccum.Keys)
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this.inputUpTimes.Remove(key);
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foreach (var key in this.inputsDown.Keys) {
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if (!this.inputsDownAccum.ContainsKey(key))
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this.inputUpTimes[key] = DateTime.UtcNow;
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}
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// handle inputs that are currently down
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this.InputsDown = this.inputsDownAccum.Keys.Select(key => key.Item1).ToArray();
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// swapping these collections means that we don't have to keep moving entries between them
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// swapping these collections means that we don't have to keep moving entries between them
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(this.inputsDown, this.inputsDownAccum) = (this.inputsDownAccum, this.inputsDown);
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(this.inputsDown, this.inputsDownAccum) = (this.inputsDownAccum, this.inputsDown);
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this.inputsDownAccum.Clear();
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this.inputsDownAccum.Clear();
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@ -788,7 +806,7 @@ namespace MLEM.Input {
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/// <summary>
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/// <summary>
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/// Returns the amount of time that a given <see cref="GenericInput"/> has been held down for.
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/// Returns the amount of time that a given <see cref="GenericInput"/> has been held down for.
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/// If this input isn't currently own, this method returns <see cref="TimeSpan.Zero"/>.
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/// If this input isn't currently down, this method returns <see cref="TimeSpan.Zero"/>.
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/// </summary>
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/// </summary>
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/// <param name="input">The input whose down time to query.</param>
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/// <param name="input">The input whose down time to query.</param>
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/// <param name="index">The index of the gamepad to query (if applicable), or -1 for any gamepad.</param>
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/// <param name="index">The index of the gamepad to query (if applicable), or -1 for any gamepad.</param>
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@ -798,6 +816,62 @@ namespace MLEM.Input {
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return time;
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return time;
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}
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}
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/// <summary>
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/// Tries to retrieve the amount of time that a given <see cref="GenericInput"/> has been up for since the last time it was down.
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/// If the input is currently up, this method returns true and the amount of time that it has been up for is stored in <paramref name="upTime"/>.
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/// </summary>
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/// <param name="input">The input whose up time to query.</param>
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/// <param name="upTime">The resulting up time, or <see cref="TimeSpan.Zero"/> if the input is being held.</param>
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/// <param name="index">The index of the gamepad to query (if applicable), or -1 for any gamepad.</param>
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/// <returns>Whether the input is currently up.</returns>
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public bool TryGetUpTime(GenericInput input, out TimeSpan upTime, int index = -1) {
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if (this.inputUpTimes.TryGetValue((input, index), out var start)) {
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upTime = DateTime.UtcNow - start;
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return true;
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}
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return false;
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}
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/// <summary>
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/// Returns the amount of time that a given <see cref="GenericInput"/> has been up for since the last time it was down.
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/// If this input isn't currently up, this method returns <see cref="TimeSpan.Zero"/>.
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/// </summary>
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/// <param name="input">The input whose up time to query.</param>
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/// <param name="index">The index of the gamepad to query (if applicable), or -1 for any gamepad.</param>
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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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public TimeSpan GetUpTime(GenericInput input, int index = -1) {
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this.TryGetUpTime(input, out var time, index);
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return time;
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}
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/// <summary>
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/// Tries to retrieve the amount of time that has passed since a given <see cref="GenericInput"/> last counted as pressed.
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/// If the input has previously been pressed, or is currently pressed, this method returns true and the amount of time that has passed since it was last pressed is stored in <paramref name="lastPressTime"/>.
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/// </summary>
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/// <param name="input">The input whose last press time to query.</param>
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/// <param name="lastPressTime">The resulting up time, or <see cref="TimeSpan.Zero"/> if the input was never pressed or is currently pressed.</param>
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/// <param name="index">The index of the gamepad to query (if applicable), or -1 for any gamepad.</param>
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/// <returns><see langword="true"/> if the input has previously been pressed or is currently pressed, <see langword="false"/> otherwise.</returns>
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public bool TryGetTimeSincePress(GenericInput input, out TimeSpan lastPressTime, int index = -1) {
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if (this.inputPressedTimes.TryGetValue((input, index), out var start)) {
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lastPressTime = DateTime.UtcNow - start;
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return true;
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}
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return false;
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}
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/// <summary>
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/// Returns the amount of time that has passed since a given <see cref="GenericInput"/> last counted as pressed.
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/// If this input hasn't been pressed previously, or is currently pressed, this method returns <see cref="TimeSpan.Zero"/>.
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/// </summary>
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/// <param name="input">The input whose up time to query.</param>
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/// <param name="index">The index of the gamepad to query (if applicable), or -1 for any gamepad.</param>
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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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public TimeSpan GetTimeSincePress(GenericInput input, int index = -1) {
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this.TryGetTimeSincePress(input, out var time, index);
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return time;
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}
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/// <summary>
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/// <summary>
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/// Returns whether the given <see cref="GenericInput"/>'s press state has been consumed using <see cref="TryConsumePressed"/>.
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/// Returns whether the given <see cref="GenericInput"/>'s press state has been consumed using <see cref="TryConsumePressed"/>.
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/// If an input has been consumed, <see cref="IsPressedAvailable"/> and <see cref="TryConsumePressed"/> will always return false for that input.
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/// If an input has been consumed, <see cref="IsPressedAvailable"/> and <see cref="TryConsumePressed"/> will always return false for that input.
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@ -365,6 +365,10 @@ namespace Sandbox {
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Console.WriteLine("Down: " + string.Join(", ", Input.InputsDown));*/
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Console.WriteLine("Down: " + string.Join(", ", Input.InputsDown));*/
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if (MlemGame.Input.InputsPressed.Length > 0)
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if (MlemGame.Input.InputsPressed.Length > 0)
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Console.WriteLine("Pressed: " + string.Join(", ", MlemGame.Input.InputsPressed));
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Console.WriteLine("Pressed: " + string.Join(", ", MlemGame.Input.InputsPressed));
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MlemGame.Input.HandleKeyboardRepeats = false;
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Console.WriteLine("Down time: " + MlemGame.Input.GetDownTime(Keys.A));
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Console.WriteLine("Time since press: " + MlemGame.Input.GetTimeSincePress(Keys.A));
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Console.WriteLine("Up time: " + MlemGame.Input.GetUpTime(Keys.A));
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}
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}
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protected override void DoDraw(GameTime gameTime) {
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protected override void DoDraw(GameTime gameTime) {
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