mirror of
https://github.com/Ellpeck/MLEM.git
synced 2024-11-22 20:58:34 +01:00
added very basic touch support to the input handler
This commit is contained in:
parent
0668d044b6
commit
e04f2fbdd2
1 changed files with 37 additions and 10 deletions
|
@ -1,8 +1,10 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Collections.ObjectModel;
|
||||
using System.Linq;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
using Microsoft.Xna.Framework.Input.Touch;
|
||||
using MLEM.Misc;
|
||||
|
||||
namespace MLEM.Input {
|
||||
|
@ -12,7 +14,7 @@ namespace MLEM.Input {
|
|||
|
||||
public KeyboardState LastKeyboardState { get; private set; }
|
||||
public KeyboardState KeyboardState { get; private set; }
|
||||
private readonly bool handleKeyboard;
|
||||
public bool HandleKeyboard;
|
||||
|
||||
public MouseState LastMouseState { get; private set; }
|
||||
public MouseState MouseState { get; private set; }
|
||||
|
@ -20,29 +22,38 @@ namespace MLEM.Input {
|
|||
public Point LastMousePosition => this.LastMouseState.Position;
|
||||
public int ScrollWheel => this.MouseState.ScrollWheelValue;
|
||||
public int LastScrollWheel => this.LastMouseState.ScrollWheelValue;
|
||||
private readonly bool handleMouse;
|
||||
public bool HandleMouse;
|
||||
|
||||
private readonly GamePadState[] lastGamepads = new GamePadState[GamePad.MaximumGamePadCount];
|
||||
private readonly GamePadState[] gamepads = new GamePadState[GamePad.MaximumGamePadCount];
|
||||
private readonly bool handleGamepads;
|
||||
public int ConnectedGamepads { get; private set; }
|
||||
public bool HandleGamepads;
|
||||
|
||||
public InputHandler(bool handleKeyboard = true, bool handleMouse = true, bool handleGamepads = true) {
|
||||
this.handleKeyboard = handleKeyboard;
|
||||
this.handleMouse = handleMouse;
|
||||
this.handleGamepads = handleGamepads;
|
||||
public TouchCollection LastTouchState { get; private set; }
|
||||
public TouchCollection TouchState { get; private set; }
|
||||
public readonly ReadOnlyCollection<GestureSample> Gestures;
|
||||
private readonly List<GestureSample> gestures = new List<GestureSample>();
|
||||
public bool HandleTouch;
|
||||
|
||||
public InputHandler(bool handleKeyboard = true, bool handleMouse = true, bool handleGamepads = true, bool handleTouch = true) {
|
||||
this.HandleKeyboard = handleKeyboard;
|
||||
this.HandleMouse = handleMouse;
|
||||
this.HandleGamepads = handleGamepads;
|
||||
this.HandleTouch = handleTouch;
|
||||
|
||||
this.Gestures = this.gestures.AsReadOnly();
|
||||
}
|
||||
|
||||
public void Update() {
|
||||
if (this.handleKeyboard) {
|
||||
if (this.HandleKeyboard) {
|
||||
this.LastKeyboardState = this.KeyboardState;
|
||||
this.KeyboardState = Keyboard.GetState();
|
||||
}
|
||||
if (this.handleMouse) {
|
||||
if (this.HandleMouse) {
|
||||
this.LastMouseState = this.MouseState;
|
||||
this.MouseState = Mouse.GetState();
|
||||
}
|
||||
if (this.handleGamepads) {
|
||||
if (this.HandleGamepads) {
|
||||
for (var i = 0; i < GamePad.MaximumGamePadCount; i++) {
|
||||
this.lastGamepads[i] = this.gamepads[i];
|
||||
this.gamepads[i] = GamePad.GetState(i);
|
||||
|
@ -50,6 +61,14 @@ namespace MLEM.Input {
|
|||
this.ConnectedGamepads = i;
|
||||
}
|
||||
}
|
||||
if (this.HandleTouch) {
|
||||
this.LastTouchState = this.TouchState;
|
||||
this.TouchState = TouchPanel.GetState();
|
||||
|
||||
this.gestures.Clear();
|
||||
while (TouchPanel.IsGestureAvailable)
|
||||
this.gestures.Add(TouchPanel.ReadGesture());
|
||||
}
|
||||
}
|
||||
|
||||
public GamePadState GetLastGamepadState(int index) {
|
||||
|
@ -157,6 +176,14 @@ namespace MLEM.Input {
|
|||
return this.WasGamepadButtonUp(button, index) && this.IsGamepadButtonDown(button, index);
|
||||
}
|
||||
|
||||
public GestureSample GetGesture(GestureType type) {
|
||||
foreach (var gesture in this.Gestures) {
|
||||
if (gesture.GestureType == type)
|
||||
return gesture;
|
||||
}
|
||||
return default;
|
||||
}
|
||||
|
||||
public bool IsDown(object control, int index = -1) {
|
||||
if (control is Keys key)
|
||||
return this.IsKeyDown(key);
|
||||
|
|
Loading…
Reference in a new issue