mirror of
https://github.com/Ellpeck/MLEM.git
synced 2024-11-22 20:58:34 +01:00
Added consuming variants of IsPressed methods to InputHandler
This commit is contained in:
parent
902391d278
commit
f445f59078
2 changed files with 77 additions and 2 deletions
|
@ -9,6 +9,9 @@ Jump to version:
|
||||||
- [5.0.0](#500)
|
- [5.0.0](#500)
|
||||||
|
|
||||||
## 5.4.0 (Unreleased)
|
## 5.4.0 (Unreleased)
|
||||||
|
### MLEM
|
||||||
|
Additions
|
||||||
|
- Added consuming variants of IsPressed methods to InputHandler
|
||||||
|
|
||||||
### MLEM.Ui
|
### MLEM.Ui
|
||||||
Fixes
|
Fixes
|
||||||
|
|
|
@ -140,6 +140,7 @@ namespace MLEM.Input {
|
||||||
private readonly bool[] triggerGamepadButtonRepeat = new bool[GamePad.MaximumGamePadCount];
|
private readonly bool[] triggerGamepadButtonRepeat = new bool[GamePad.MaximumGamePadCount];
|
||||||
private readonly Buttons?[] heldGamepadButtons = new Buttons?[GamePad.MaximumGamePadCount];
|
private readonly Buttons?[] heldGamepadButtons = new Buttons?[GamePad.MaximumGamePadCount];
|
||||||
private readonly List<GestureSample> gestures = new List<GestureSample>();
|
private readonly List<GestureSample> gestures = new List<GestureSample>();
|
||||||
|
private readonly HashSet<(GenericInput, int)> consumedPresses = new HashSet<(GenericInput, int)>();
|
||||||
|
|
||||||
private Point ViewportOffset => new Point(-this.Game.GraphicsDevice.Viewport.X, -this.Game.GraphicsDevice.Viewport.Y);
|
private Point ViewportOffset => new Point(-this.Game.GraphicsDevice.Viewport.X, -this.Game.GraphicsDevice.Viewport.Y);
|
||||||
private Dictionary<(GenericInput, int), DateTime> inputsDownAccum = new Dictionary<(GenericInput, int), DateTime>();
|
private Dictionary<(GenericInput, int), DateTime> inputsDownAccum = new Dictionary<(GenericInput, int), DateTime>();
|
||||||
|
@ -171,6 +172,9 @@ namespace MLEM.Input {
|
||||||
public void Update() {
|
public void Update() {
|
||||||
var now = DateTime.UtcNow;
|
var now = DateTime.UtcNow;
|
||||||
var active = this.Game.IsActive;
|
var active = this.Game.IsActive;
|
||||||
|
|
||||||
|
this.consumedPresses.Clear();
|
||||||
|
|
||||||
if (this.HandleKeyboard) {
|
if (this.HandleKeyboard) {
|
||||||
this.LastKeyboardState = this.KeyboardState;
|
this.LastKeyboardState = this.KeyboardState;
|
||||||
this.KeyboardState = active ? Keyboard.GetState() : default;
|
this.KeyboardState = active ? Keyboard.GetState() : default;
|
||||||
|
@ -351,6 +355,22 @@ namespace MLEM.Input {
|
||||||
return this.WasKeyUp(key) && this.IsKeyDown(key);
|
return this.WasKeyUp(key) && this.IsKeyDown(key);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns whether the given key is considered pressed, and marks the press as consumed if it is.
|
||||||
|
/// A key is considered pressed if it was not down the last update call, but is down the current update call.
|
||||||
|
/// A key press is considered consumed if this method has already returned true previously since the last <see cref="Update()"/> call.
|
||||||
|
/// If <see cref="HandleKeyboardRepeats"/> is true, this method will also return true to signify a key repeat.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="key">The key to query.</param>
|
||||||
|
/// <returns>If the key is pressed and the press is not consumed yet.</returns>
|
||||||
|
public bool TryConsumeKeyPressed(Keys key) {
|
||||||
|
if (this.IsKeyPressed(key) && !this.consumedPresses.Contains((key, -1))) {
|
||||||
|
this.consumedPresses.Add((key, -1));
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Returns whether the given modifier key is down.
|
/// Returns whether the given modifier key is down.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
@ -410,6 +430,21 @@ namespace MLEM.Input {
|
||||||
return this.WasMouseButtonUp(button) && this.IsMouseButtonDown(button);
|
return this.WasMouseButtonUp(button) && this.IsMouseButtonDown(button);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns whether the given mouse button is considered pressed, and marks the press as consumed if it is.
|
||||||
|
/// A mouse button is considered pressed if it was up the last update call, and is down the current update call.
|
||||||
|
/// A mouse button press is considered consumed if this method has already returned true previously since the last <see cref="Update()"/> call.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="button">The button to query.</param>
|
||||||
|
/// <returns>If the button is pressed and the press is not consumed yet.</returns>
|
||||||
|
public bool TryConsumeMouseButtonPressed(MouseButton button) {
|
||||||
|
if (this.IsMouseButtonPressed(button) && !this.consumedPresses.Contains((button, -1))) {
|
||||||
|
this.consumedPresses.Add((button, -1));
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
/// <inheritdoc cref="GamePadState.IsButtonDown"/>
|
/// <inheritdoc cref="GamePadState.IsButtonDown"/>
|
||||||
public bool IsGamepadButtonDown(Buttons button, int index = -1) {
|
public bool IsGamepadButtonDown(Buttons button, int index = -1) {
|
||||||
if (index < 0) {
|
if (index < 0) {
|
||||||
|
@ -492,6 +527,23 @@ namespace MLEM.Input {
|
||||||
return this.WasGamepadButtonUp(button, index) && this.IsGamepadButtonDown(button, index);
|
return this.WasGamepadButtonUp(button, index) && this.IsGamepadButtonDown(button, index);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns whether the given gamepad button on the given index is considered pressed, and marks the press as consumed if it is.
|
||||||
|
/// A gamepad button is considered pressed if it was down the last update call, and is up the current update call.
|
||||||
|
/// A gamepad button press is considered consumed if this method has already returned true previously since the last <see cref="Update()"/> call.
|
||||||
|
/// If <see cref="HandleGamepadRepeats"/> is true, this method will also return true to signify a gamepad button repeat.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="button">The button to query.</param>
|
||||||
|
/// <param name="index">The zero-based index of the gamepad, or -1 for any gamepad.</param>
|
||||||
|
/// <returns>Whether the given button is pressed and the press is not consumed yet.</returns>
|
||||||
|
public bool TryConsumeGamepadButtonPressed(Buttons button, int index = -1) {
|
||||||
|
if (this.IsGamepadButtonPressed(button) && !this.consumedPresses.Contains((button, index))) {
|
||||||
|
this.consumedPresses.Add((button, index));
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Queries for a gesture of a given type that finished during the current update call.
|
/// Queries for a gesture of a given type that finished during the current update call.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
@ -552,7 +604,7 @@ namespace MLEM.Input {
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="control">The control whose up state to query</param>
|
/// <param name="control">The control whose up state to query</param>
|
||||||
/// <param name="index">The index of the gamepad to query (if applicable), or -1 for any gamepad</param>
|
/// <param name="index">The index of the gamepad to query (if applicable), or -1 for any gamepad</param>
|
||||||
/// <returns>Whether the given control is down</returns>
|
/// <returns>Whether the given control is up.</returns>
|
||||||
/// <exception cref="ArgumentException">If the passed control isn't of a supported type</exception>
|
/// <exception cref="ArgumentException">If the passed control isn't of a supported type</exception>
|
||||||
public bool IsUp(GenericInput control, int index = -1) {
|
public bool IsUp(GenericInput control, int index = -1) {
|
||||||
switch (control.Type) {
|
switch (control.Type) {
|
||||||
|
@ -573,7 +625,7 @@ namespace MLEM.Input {
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="control">The control whose pressed state to query</param>
|
/// <param name="control">The control whose pressed state to query</param>
|
||||||
/// <param name="index">The index of the gamepad to query (if applicable), or -1 for any gamepad</param>
|
/// <param name="index">The index of the gamepad to query (if applicable), or -1 for any gamepad</param>
|
||||||
/// <returns>Whether the given control is down</returns>
|
/// <returns>Whether the given control is pressed.</returns>
|
||||||
/// <exception cref="ArgumentException">If the passed control isn't of a supported type</exception>
|
/// <exception cref="ArgumentException">If the passed control isn't of a supported type</exception>
|
||||||
public bool IsPressed(GenericInput control, int index = -1) {
|
public bool IsPressed(GenericInput control, int index = -1) {
|
||||||
switch (control.Type) {
|
switch (control.Type) {
|
||||||
|
@ -588,6 +640,26 @@ namespace MLEM.Input {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns if a given control of any kind is pressed, and marks the press as consumed if it is.
|
||||||
|
/// This is a helper function that can be passed a <see cref="Keys"/>, <see cref="Buttons"/> or <see cref="MouseButton"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="control">The control whose pressed state to query.</param>
|
||||||
|
/// <param name="index">The index of the gamepad to query (if applicable), or -1 for any gamepad.</param>
|
||||||
|
/// <returns>Whether the given control is pressed and the press is not consumed yet.</returns>
|
||||||
|
public bool TryConsumePressed(GenericInput control, int index = -1) {
|
||||||
|
switch (control.Type) {
|
||||||
|
case GenericInput.InputType.Keyboard:
|
||||||
|
return this.TryConsumeKeyPressed(control);
|
||||||
|
case GenericInput.InputType.Gamepad:
|
||||||
|
return this.TryConsumeGamepadButtonPressed(control, index);
|
||||||
|
case GenericInput.InputType.Mouse:
|
||||||
|
return this.TryConsumeMouseButtonPressed(control);
|
||||||
|
default:
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/// <inheritdoc cref="IsDown"/>
|
/// <inheritdoc cref="IsDown"/>
|
||||||
public bool IsAnyDown(params GenericInput[] controls) {
|
public bool IsAnyDown(params GenericInput[] controls) {
|
||||||
foreach (var control in controls) {
|
foreach (var control in controls) {
|
||||||
|
|
Loading…
Reference in a new issue