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https://github.com/Ellpeck/MLEM.git
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added very basic touch support to the input handler
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parent
0668d044b6
commit
e04f2fbdd2
1 changed files with 37 additions and 10 deletions
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@ -1,8 +1,10 @@
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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 Microsoft.Xna.Framework.Input;
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using Microsoft.Xna.Framework.Input.Touch;
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using MLEM.Misc;
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namespace MLEM.Input {
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@ -12,7 +14,7 @@ namespace MLEM.Input {
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public KeyboardState LastKeyboardState { get; private set; }
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public KeyboardState KeyboardState { get; private set; }
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private readonly bool handleKeyboard;
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public bool HandleKeyboard;
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public MouseState LastMouseState { get; private set; }
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public MouseState MouseState { get; private set; }
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@ -20,29 +22,38 @@ namespace MLEM.Input {
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public Point LastMousePosition => this.LastMouseState.Position;
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public int ScrollWheel => this.MouseState.ScrollWheelValue;
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public int LastScrollWheel => this.LastMouseState.ScrollWheelValue;
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private readonly bool handleMouse;
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public bool HandleMouse;
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private readonly GamePadState[] lastGamepads = new GamePadState[GamePad.MaximumGamePadCount];
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private readonly GamePadState[] gamepads = new GamePadState[GamePad.MaximumGamePadCount];
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private readonly bool handleGamepads;
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public int ConnectedGamepads { get; private set; }
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public bool HandleGamepads;
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public InputHandler(bool handleKeyboard = true, bool handleMouse = true, bool handleGamepads = true) {
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this.handleKeyboard = handleKeyboard;
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this.handleMouse = handleMouse;
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this.handleGamepads = handleGamepads;
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public TouchCollection LastTouchState { get; private set; }
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public TouchCollection TouchState { get; private set; }
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public readonly ReadOnlyCollection<GestureSample> Gestures;
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private readonly List<GestureSample> gestures = new List<GestureSample>();
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public bool HandleTouch;
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public InputHandler(bool handleKeyboard = true, bool handleMouse = true, bool handleGamepads = true, bool handleTouch = true) {
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this.HandleKeyboard = handleKeyboard;
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this.HandleMouse = handleMouse;
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this.HandleGamepads = handleGamepads;
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this.HandleTouch = handleTouch;
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this.Gestures = this.gestures.AsReadOnly();
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}
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public void Update() {
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if (this.handleKeyboard) {
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if (this.HandleKeyboard) {
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this.LastKeyboardState = this.KeyboardState;
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this.KeyboardState = Keyboard.GetState();
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}
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if (this.handleMouse) {
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if (this.HandleMouse) {
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this.LastMouseState = this.MouseState;
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this.MouseState = Mouse.GetState();
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}
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if (this.handleGamepads) {
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if (this.HandleGamepads) {
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for (var i = 0; i < GamePad.MaximumGamePadCount; i++) {
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this.lastGamepads[i] = this.gamepads[i];
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this.gamepads[i] = GamePad.GetState(i);
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@ -50,6 +61,14 @@ namespace MLEM.Input {
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this.ConnectedGamepads = i;
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}
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}
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if (this.HandleTouch) {
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this.LastTouchState = this.TouchState;
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this.TouchState = TouchPanel.GetState();
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this.gestures.Clear();
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while (TouchPanel.IsGestureAvailable)
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this.gestures.Add(TouchPanel.ReadGesture());
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}
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}
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public GamePadState GetLastGamepadState(int index) {
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@ -157,6 +176,14 @@ namespace MLEM.Input {
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return this.WasGamepadButtonUp(button, index) && this.IsGamepadButtonDown(button, index);
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}
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public GestureSample GetGesture(GestureType type) {
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foreach (var gesture in this.Gestures) {
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if (gesture.GestureType == type)
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return gesture;
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}
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return default;
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}
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public bool IsDown(object control, int index = -1) {
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if (control is Keys key)
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return this.IsKeyDown(key);
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