mirror of
https://github.com/Ellpeck/MLEM.git
synced 2024-12-24 01:09:23 +01:00
code cleanup
This commit is contained in:
parent
71dabe7360
commit
deec553b22
43 changed files with 52 additions and 104 deletions
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@ -1,7 +1,5 @@
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using System.Reflection;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using Android.App;
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// General Information about an assembly is controlled through the following
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// set of attributes. Change these attribute values to modify the information
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@ -55,17 +55,19 @@ namespace Demos {
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var x1 = x;
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var y1 = y;
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// the connectsTo function determines for any given tile if it should connect to, that is, auto-tile with the
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// neighbor in the supplied offset direction. In this example, the layout determines where grass tiles are (X)
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// and where there are none ( ).
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AutoTiling.ConnectsTo connectsTo = (xOff, yOff) => {
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bool ConnectsTo(int xOff, int yOff) {
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// don't auto-tile out of bounds
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if (x1 + xOff < 0 || y1 + yOff < 0 || x1 + xOff >= 5 || y1 + yOff >= 5)
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return false;
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// check if the neighboring tile is also grass (X)
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return this.layout[y1 + yOff][x1 + xOff] == 'X';
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};
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AutoTiling.DrawAutoTile(this.SpriteBatch, new Vector2(x, y) * tileSize, this.texture, region, connectsTo, Color.White);
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}
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AutoTiling.DrawAutoTile(this.SpriteBatch, new Vector2(x, y) * tileSize, this.texture, region, ConnectsTo, Color.White);
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}
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}
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this.SpriteBatch.End();
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@ -40,7 +40,7 @@ namespace Demos {
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PanelTexture = new NinePatch(new TextureRegion(tex, 0, 8, 24, 24), 8),
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ButtonTexture = new NinePatch(new TextureRegion(tex, 24, 8, 16, 16), 4),
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ScrollBarBackground = new NinePatch(new TextureRegion(tex, 12, 0, 4, 8), 1, 1, 2, 2),
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ScrollBarScrollerTexture = new NinePatch(new TextureRegion(tex, 8, 0, 4, 8), 1, 1, 2, 2),
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ScrollBarScrollerTexture = new NinePatch(new TextureRegion(tex, 8, 0, 4, 8), 1, 1, 2, 2)
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};
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this.UiSystem.AutoScaleReferenceSize = new Point(1280, 720);
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this.UiSystem.AutoScaleWithScreen = true;
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@ -8,7 +8,6 @@ using MLEM.Input;
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using MLEM.Misc;
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using MLEM.Pathfinding;
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using MLEM.Startup;
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using MLEM.Textures;
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namespace Demos {
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public class PathfindingDemo : Demo {
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@ -39,14 +38,15 @@ namespace Demos {
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// If your game contains harder-to-move-on areas like, say, a muddy pit, you can return a higher cost value for those
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// locations. If you want to scale your cost function differently, you can specify a different default cost in your
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// pathfinder's constructor
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AStar<Point>.GetCost cost = (pos, nextPos) => {
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float Cost(Point pos, Point nextPos) {
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if (nextPos.X < 0 || nextPos.Y < 0 || nextPos.X >= 50 || nextPos.Y >= 50)
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return float.MaxValue;
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return this.world[nextPos.X, nextPos.Y] ? 1 : float.MaxValue;
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};
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}
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// Actually initialize the pathfinder with the cost function, as well as specify if moving diagonally between tiles should be
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// allowed or not (in this case it's not)
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this.pathfinder = new AStar2(cost, false);
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this.pathfinder = new AStar2(Cost, false);
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// Now find a path from the top left to the bottom right corner and store it in a variable
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// If no path can be found after the maximum amount of tries (10000 by default), the pathfinder will abort and return no path (null)
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@ -4,12 +4,9 @@ using System.Linq;
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using Coroutine;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using MLEM.Animations;
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using MLEM.Extensions;
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using MLEM.Font;
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using MLEM.Formatting;
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using MLEM.Formatting.Codes;
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using MLEM.Input;
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using MLEM.Misc;
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using MLEM.Startup;
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using MLEM.Textures;
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@ -143,7 +140,7 @@ namespace Demos {
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// Check the WobbleButton method for an explanation of how this button works
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var group = this.root.AddChild(new CustomDrawGroup(Anchor.AutoLeft, new Vector2(1, 0)));
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group.AddChild(new Button(Anchor.AutoCenter, new Vector2(0.5F, 10), "Wobble Me", "This button wobbles around visually when clicked, but this doesn't affect its actual size and positioning") {
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OnPressed = element => CoroutineHandler.Start(this.WobbleButton(group)),
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OnPressed = element => CoroutineHandler.Start(WobbleButton(group)),
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PositionOffset = new Vector2(0, 1)
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});
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this.root.AddChild(new Button(Anchor.AutoCenter, new Vector2(0.5F, 10), "Transform Ui", "This button causes the entire ui to be transformed (both in positioning, rotation and scale)") {
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@ -160,13 +157,13 @@ namespace Demos {
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this.root.AddChild(new VerticalSpace(3));
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this.root.AddChild(new Paragraph(Anchor.AutoLeft, 1, "Progress bars!"));
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var bar1 = this.root.AddChild(new ProgressBar(Anchor.AutoLeft, new Vector2(1, 8), Direction2.Right, 10) {PositionOffset = new Vector2(0, 1)});
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CoroutineHandler.Start(this.WobbleProgressBar(bar1));
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CoroutineHandler.Start(WobbleProgressBar(bar1));
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var bar2 = this.root.AddChild(new ProgressBar(Anchor.AutoLeft, new Vector2(1, 8), Direction2.Left, 10) {PositionOffset = new Vector2(0, 1)});
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CoroutineHandler.Start(this.WobbleProgressBar(bar2));
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CoroutineHandler.Start(WobbleProgressBar(bar2));
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var bar3 = this.root.AddChild(new ProgressBar(Anchor.AutoLeft, new Vector2(8, 30), Direction2.Down, 10) {PositionOffset = new Vector2(0, 1)});
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CoroutineHandler.Start(this.WobbleProgressBar(bar3));
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CoroutineHandler.Start(WobbleProgressBar(bar3));
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var bar4 = this.root.AddChild(new ProgressBar(Anchor.AutoInline, new Vector2(8, 30), Direction2.Up, 10) {PositionOffset = new Vector2(1, 1)});
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CoroutineHandler.Start(this.WobbleProgressBar(bar4));
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CoroutineHandler.Start(WobbleProgressBar(bar4));
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this.root.AddChild(new VerticalSpace(3));
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var dropdown = this.root.AddChild(new Dropdown(Anchor.AutoLeft, new Vector2(1, 10), "Dropdown Menu"));
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@ -203,7 +200,7 @@ namespace Demos {
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// This method is used by the wobbling button (see above)
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// Note that this particular example makes use of the Coroutine package, which is not required but makes demonstration easier
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private IEnumerator<Wait> WobbleButton(CustomDrawGroup group) {
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private static IEnumerator<Wait> WobbleButton(CustomDrawGroup group) {
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var counter = 0F;
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while (counter < 4 * Math.PI) {
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// A custom draw group allows the implementation of any sort of custom rendering for all of its child components
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@ -219,7 +216,7 @@ namespace Demos {
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group.Transform = Matrix.Identity;
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}
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private IEnumerator<Wait> WobbleProgressBar(ProgressBar bar) {
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private static IEnumerator<Wait> WobbleProgressBar(ProgressBar bar) {
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var reducing = false;
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while (bar.Root != null) {
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if (reducing) {
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@ -1,6 +1,5 @@
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using System;
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using System.Linq;
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using System.Reflection;
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using Newtonsoft.Json;
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namespace MLEM.Data.Json {
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@ -1,9 +1,7 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using MLEM.Extensions;
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using MLEM.Textures;
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using MonoGame.Extended;
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using MonoGame.Extended.BitmapFonts;
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namespace MLEM.Extended.Extensions {
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/// <summary>
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@ -1,8 +1,6 @@
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using System.Collections.Generic;
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using System.Text;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using MLEM.Extended.Extensions;
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using MLEM.Font;
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using MonoGame.Extended.BitmapFonts;
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@ -1,4 +1,3 @@
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using System;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Linq;
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@ -1,6 +1,5 @@
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using System;
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using System.Linq;
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using Microsoft.Xna.Framework;
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using MLEM.Extensions;
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@ -2,7 +2,6 @@ using Coroutine;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using MLEM.Input;
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using MLEM.Ui;
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using MLEM.Ui.Style;
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@ -1,6 +1,5 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using MLEM.Extensions;
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using MLEM.Textures;
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using MLEM.Ui.Style;
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@ -1,7 +1,5 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using MLEM.Extensions;
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using MLEM.Input;
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using MLEM.Misc;
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using MLEM.Textures;
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using MLEM.Ui.Style;
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@ -1,4 +1,3 @@
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using System;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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@ -1,7 +1,5 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Audio;
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using Microsoft.Xna.Framework.Graphics;
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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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var upButton = new Button(Anchor.TopRight, Vector2.One, "+") {
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OnPressed = element => {
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var text = field.Text.ToString();
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var text = field.Text;
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if (int.TryParse(text, out var val))
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field.SetText(val + stepPerClick);
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}
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var downButton = new Button(Anchor.BottomRight, Vector2.One, "-") {
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OnPressed = element => {
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var text = field.Text.ToString();
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var text = field.Text;
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if (int.TryParse(text, out var val))
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field.SetText(val - stepPerClick);
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}
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@ -1,6 +1,5 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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@ -1,17 +1,10 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Text.RegularExpressions;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using MLEM.Extensions;
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using MLEM.Font;
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using MLEM.Formatting;
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using MLEM.Formatting.Codes;
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using MLEM.Input;
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using MLEM.Misc;
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using MLEM.Textures;
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using MLEM.Ui.Style;
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namespace MLEM.Ui.Elements {
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@ -1,5 +1,4 @@
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using Microsoft.Xna.Framework;
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using MLEM.Input;
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using MLEM.Ui.Style;
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namespace MLEM.Ui.Elements {
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@ -1,6 +1,4 @@
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using System.Linq;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Input;
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using MLEM.Misc;
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namespace MLEM.Ui.Elements {
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@ -1,6 +1,5 @@
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using Microsoft.Xna.Framework;
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using MLEM.Animations;
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using MLEM.Textures;
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namespace MLEM.Ui.Elements {
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/// <summary>
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@ -1,7 +1,5 @@
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using System;
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using Microsoft.Xna.Framework;
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using MLEM.Extensions;
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using MLEM.Font;
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using MLEM.Ui.Style;
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namespace MLEM.Ui.Elements {
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@ -1,4 +1,3 @@
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using System;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Audio;
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using MLEM.Font;
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@ -1,10 +1,8 @@
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using System.Collections.Generic;
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using System.Text;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using MLEM.Extensions;
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using MLEM.Font;
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using MLEM.Textures;
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namespace MLEM.Ui.Style {
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/// <summary>
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@ -1,10 +1,8 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Input;
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using Microsoft.Xna.Framework.Input.Touch;
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using MLEM.Extensions;
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using MLEM.Input;
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using MLEM.Misc;
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using MLEM.Ui.Elements;
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@ -5,9 +5,7 @@ using System.Linq;
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using System.Text.RegularExpressions;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using MLEM.Extensions;
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using MLEM.Font;
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using MLEM.Formatting;
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using MLEM.Formatting.Codes;
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using MLEM.Input;
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@ -10,7 +10,7 @@ namespace MLEM.Animations {
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/// </summary>
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public class SpriteAnimation : GenericDataHolder {
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private AnimationFrame[] frames;
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private readonly AnimationFrame[] frames;
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/// <summary>
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/// Returns the <see cref="AnimationFrame"/> at the given index.
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/// Index ordering is based on the order that animation frames were added in.
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@ -2,7 +2,6 @@ using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Reflection;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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@ -1,4 +1,3 @@
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using System;
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using System.IO;
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using Microsoft.Xna.Framework.Audio;
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@ -1,5 +1,4 @@
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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 Microsoft.Xna.Framework.Graphics;
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@ -79,7 +78,7 @@ namespace MLEM.Extensions {
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/// Represents a context in which a <see cref="RenderTarget2D"/> is applied.
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/// This class should be used with <see cref="GraphicsExtensions.WithRenderTarget"/>.
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/// </summary>
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public struct TargetContext : IDisposable {
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public readonly struct TargetContext : IDisposable {
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private readonly GraphicsDevice device;
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private readonly RenderTargetBinding[] lastTargets;
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|
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@ -1,5 +1,3 @@
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using System;
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using System.Collections.Generic;
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using System.Text;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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|
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|
@ -1,8 +1,6 @@
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using System.Collections.Generic;
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using System.Text;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using MLEM.Extensions;
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|
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namespace MLEM.Font {
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/// <inheritdoc/>
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|
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|
@ -1,4 +1,3 @@
|
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using System;
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using System.Text.RegularExpressions;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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|
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@ -1,6 +1,4 @@
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using System;
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using System.Collections.Generic;
|
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using System.Collections.ObjectModel;
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using System.Linq;
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using System.Text.RegularExpressions;
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using Microsoft.Xna.Framework;
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|
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@ -1,4 +1,3 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Microsoft.Xna.Framework;
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|
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|
@ -1,4 +1,3 @@
|
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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|
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@ -10,7 +10,7 @@ namespace MLEM.Input {
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/// Note that this type is serializable using <see cref="DataContractAttribute"/>.
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/// </summary>
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[DataContract]
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public struct GenericInput {
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public readonly struct GenericInput {
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/// <summary>
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/// The <see cref="InputType"/> of this generic input's current <see cref="value"/>.
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|
|
|
@ -5,7 +5,6 @@ using System.Linq;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Input;
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using Microsoft.Xna.Framework.Input.Touch;
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using MLEM.Extensions;
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using MLEM.Misc;
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|
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namespace MLEM.Input {
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@ -433,13 +432,16 @@ namespace MLEM.Input {
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/// <returns>Whether the given control is down</returns>
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/// <exception cref="ArgumentException">If the passed control isn't of a supported type</exception>
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public bool IsDown(GenericInput control, int index = -1) {
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if (control.Type == GenericInput.InputType.Keyboard)
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return this.IsKeyDown(control);
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if (control.Type == GenericInput.InputType.Gamepad)
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return this.IsGamepadButtonDown(control, index);
|
||||
if (control.Type == GenericInput.InputType.Mouse)
|
||||
return this.IsMouseButtonDown(control);
|
||||
throw new ArgumentException(nameof(control));
|
||||
switch (control.Type) {
|
||||
case GenericInput.InputType.Keyboard:
|
||||
return this.IsKeyDown(control);
|
||||
case GenericInput.InputType.Gamepad:
|
||||
return this.IsGamepadButtonDown(control, index);
|
||||
case GenericInput.InputType.Mouse:
|
||||
return this.IsMouseButtonDown(control);
|
||||
default:
|
||||
throw new ArgumentException(nameof(control));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -451,13 +453,16 @@ namespace MLEM.Input {
|
|||
/// <returns>Whether the given control is down</returns>
|
||||
/// <exception cref="ArgumentException">If the passed control isn't of a supported type</exception>
|
||||
public bool IsUp(GenericInput control, int index = -1) {
|
||||
if (control.Type == GenericInput.InputType.Keyboard)
|
||||
return this.IsKeyUp(control);
|
||||
if (control.Type == GenericInput.InputType.Gamepad)
|
||||
return this.IsGamepadButtonUp(control, index);
|
||||
if (control.Type == GenericInput.InputType.Mouse)
|
||||
return this.IsMouseButtonUp(control);
|
||||
throw new ArgumentException(nameof(control));
|
||||
switch (control.Type) {
|
||||
case GenericInput.InputType.Keyboard:
|
||||
return this.IsKeyUp(control);
|
||||
case GenericInput.InputType.Gamepad:
|
||||
return this.IsGamepadButtonUp(control, index);
|
||||
case GenericInput.InputType.Mouse:
|
||||
return this.IsMouseButtonUp(control);
|
||||
default:
|
||||
throw new ArgumentException(nameof(control));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -469,13 +474,16 @@ namespace MLEM.Input {
|
|||
/// <returns>Whether the given control is down</returns>
|
||||
/// <exception cref="ArgumentException">If the passed control isn't of a supported type</exception>
|
||||
public bool IsPressed(GenericInput control, int index = -1) {
|
||||
if (control.Type == GenericInput.InputType.Keyboard)
|
||||
return this.IsKeyPressed(control);
|
||||
if (control.Type == GenericInput.InputType.Gamepad)
|
||||
return this.IsGamepadButtonPressed(control, index);
|
||||
if (control.Type == GenericInput.InputType.Mouse)
|
||||
return this.IsMouseButtonPressed(control);
|
||||
throw new ArgumentException(nameof(control));
|
||||
switch (control.Type) {
|
||||
case GenericInput.InputType.Keyboard:
|
||||
return this.IsKeyPressed(control);
|
||||
case GenericInput.InputType.Gamepad:
|
||||
return this.IsGamepadButtonPressed(control, index);
|
||||
case GenericInput.InputType.Mouse:
|
||||
return this.IsMouseButtonPressed(control);
|
||||
default:
|
||||
throw new ArgumentException(nameof(control));
|
||||
}
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="IsDown"/>
|
||||
|
|
|
@ -1,8 +1,6 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Runtime.Serialization;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
|
||||
namespace MLEM.Input {
|
||||
/// <summary>
|
||||
|
|
|
@ -1,5 +1,4 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
|
|
@ -1,6 +1,5 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace MLEM.Pathfinding {
|
||||
|
|
|
@ -1,4 +1,3 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
|
|
@ -1,6 +1,5 @@
|
|||
using System;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
|
@ -11,7 +10,6 @@ using MLEM.Extended.Extensions;
|
|||
using MLEM.Extended.Font;
|
||||
using MLEM.Extended.Tiled;
|
||||
using MLEM.Extensions;
|
||||
using MLEM.Font;
|
||||
using MLEM.Formatting;
|
||||
using MLEM.Formatting.Codes;
|
||||
using MLEM.Input;
|
||||
|
@ -21,10 +19,8 @@ using MLEM.Textures;
|
|||
using MLEM.Ui;
|
||||
using MLEM.Ui.Elements;
|
||||
using MLEM.Ui.Style;
|
||||
using MonoGame.Extended;
|
||||
using MonoGame.Extended.BitmapFonts;
|
||||
using MonoGame.Extended.Tiled;
|
||||
using Newtonsoft.Json.Linq;
|
||||
using RectangleF = MonoGame.Extended.RectangleF;
|
||||
|
||||
namespace Sandbox {
|
||||
|
|
Loading…
Reference in a new issue