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0918e1700b
...
ed88862194
7 changed files with 87 additions and 144 deletions
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@ -17,7 +17,6 @@ Additions
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||||||
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Improvements
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Improvements
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- Generify GenericFont's string drawing
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- Generify GenericFont's string drawing
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- Added InputHandler mouse and touch position querying that preserves the game's viewport
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Fixes
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Fixes
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- Fixed StaticSpriteBatch handling rotated sprites incorrectly
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- Fixed StaticSpriteBatch handling rotated sprites incorrectly
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@ -37,11 +36,9 @@ Improvements
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- Allow setting a default text alignment for paragraphs in UiStyle
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- Allow setting a default text alignment for paragraphs in UiStyle
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- Made custom values of Element.Style persist when a new ui style is set
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- Made custom values of Element.Style persist when a new ui style is set
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- Update elements less aggressively when changing a ui system's style
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- Update elements less aggressively when changing a ui system's style
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- Automatically update all elements when changing a ui system's viewport
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Fixes
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Fixes
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- Fixed paragraph links having incorrect hover locations when using special text alignments
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- Fixed paragraph links having incorrect hover locations when using special text alignments
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- Fixed the graphics device's viewport being ignored for mouse and touch queries
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Removals
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Removals
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- Marked StyleProp equality members as obsolete
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- Marked StyleProp equality members as obsolete
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@ -137,14 +137,14 @@ namespace MLEM.Ui.Elements {
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// MOUSE INPUT
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// MOUSE INPUT
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var moused = this.Controls.MousedElement;
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var moused = this.Controls.MousedElement;
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if (moused == this && this.Input.IsMouseButtonPressed(MouseButton.Left)) {
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if (moused == this && this.Controls.Input.IsMouseButtonPressed(MouseButton.Left)) {
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this.isMouseHeld = true;
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this.isMouseHeld = true;
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this.scrollStartOffset = this.TransformInverseAll(this.Input.ViewportMousePosition.ToVector2()) - this.ScrollerPosition;
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this.scrollStartOffset = this.TransformInverseAll(this.Input.MousePosition.ToVector2()) - this.ScrollerPosition;
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} else if (this.isMouseHeld && !this.Input.IsMouseButtonDown(MouseButton.Left)) {
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} else if (this.isMouseHeld && !this.Controls.Input.IsMouseButtonDown(MouseButton.Left)) {
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this.isMouseHeld = false;
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this.isMouseHeld = false;
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}
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}
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if (this.isMouseHeld)
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if (this.isMouseHeld)
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this.ScrollToPos(this.TransformInverseAll(this.Input.ViewportMousePosition.ToVector2()));
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this.ScrollToPos(this.TransformInverseAll(this.Input.MousePosition.ToVector2()));
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if (!this.Horizontal && moused != null && (moused == this.Parent || moused.GetParentTree().Contains(this.Parent))) {
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if (!this.Horizontal && moused != null && (moused == this.Parent || moused.GetParentTree().Contains(this.Parent))) {
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var scroll = this.Input.LastScrollWheel - this.Input.ScrollWheel;
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var scroll = this.Input.LastScrollWheel - this.Input.ScrollWheel;
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if (scroll != 0)
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if (scroll != 0)
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@ -154,7 +154,7 @@ namespace MLEM.Ui.Elements {
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// TOUCH INPUT
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// TOUCH INPUT
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if (!this.Horizontal) {
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if (!this.Horizontal) {
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// are we dragging on top of the panel?
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// are we dragging on top of the panel?
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if (this.Input.GetViewportGesture(GestureType.VerticalDrag, out var drag)) {
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if (this.Input.GetGesture(GestureType.VerticalDrag, out var drag)) {
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// if the element under the drag's start position is on top of the panel, start dragging
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// if the element under the drag's start position is on top of the panel, start dragging
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var touched = this.Parent.GetElementUnderPos(this.TransformInverseAll(drag.Position));
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var touched = this.Parent.GetElementUnderPos(this.TransformInverseAll(drag.Position));
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if (touched != null && touched != this)
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if (touched != null && touched != this)
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@ -167,11 +167,11 @@ namespace MLEM.Ui.Elements {
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this.isDragging = false;
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this.isDragging = false;
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}
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}
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}
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}
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if (this.Input.ViewportTouchState.Count <= 0) {
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if (this.Input.TouchState.Count <= 0) {
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// if no touch has occured this tick, then reset the variable
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// if no touch has occured this tick, then reset the variable
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this.isTouchHeld = false;
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this.isTouchHeld = false;
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} else {
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} else {
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foreach (var loc in this.Input.ViewportTouchState) {
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foreach (var loc in this.Input.TouchState) {
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var pos = this.TransformInverseAll(loc.Position);
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var pos = this.TransformInverseAll(loc.Position);
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// if we just started touching and are on top of the scroller, then we should start scrolling
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// if we just started touching and are on top of the scroller, then we should start scrolling
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if (this.DisplayArea.Contains(pos) && !loc.TryGetPreviousLocation(out _)) {
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if (this.DisplayArea.Contains(pos) && !loc.TryGetPreviousLocation(out _)) {
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@ -91,7 +91,7 @@ namespace MLEM.Ui.Elements {
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/// </summary>
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/// </summary>
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public void SnapPositionToMouse() {
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public void SnapPositionToMouse() {
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var viewport = this.System.Viewport;
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var viewport = this.System.Viewport;
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var offset = (this.Input.ViewportMousePosition.ToVector2() + this.MouseOffset.Value) / this.Scale;
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var offset = (this.Input.MousePosition.ToVector2() + this.MouseOffset.Value) / this.Scale;
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if (offset.X < viewport.X)
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if (offset.X < viewport.X)
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offset.X = viewport.X;
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offset.X = viewport.X;
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if (offset.Y < viewport.Y)
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if (offset.Y < viewport.Y)
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@ -143,7 +143,7 @@ namespace MLEM.Ui {
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// MOUSE INPUT
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// MOUSE INPUT
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if (this.HandleMouse) {
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if (this.HandleMouse) {
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var mousedNow = this.GetElementUnderPos(this.Input.ViewportMousePosition.ToVector2());
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var mousedNow = this.GetElementUnderPos(this.Input.MousePosition.ToVector2());
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this.SetMousedElement(mousedNow);
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this.SetMousedElement(mousedNow);
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if (this.Input.IsMouseButtonPressed(MouseButton.Left)) {
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if (this.Input.IsMouseButtonPressed(MouseButton.Left)) {
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@ -184,22 +184,22 @@ namespace MLEM.Ui {
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// TOUCH INPUT
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// TOUCH INPUT
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if (this.HandleTouch) {
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if (this.HandleTouch) {
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if (this.Input.GetViewportGesture(GestureType.Tap, out var tap)) {
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if (this.Input.GetGesture(GestureType.Tap, out var tap)) {
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this.IsAutoNavMode = false;
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this.IsAutoNavMode = false;
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var tapped = this.GetElementUnderPos(tap.Position);
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var tapped = this.GetElementUnderPos(tap.Position);
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this.SelectElement(this.ActiveRoot, tapped);
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this.SelectElement(this.ActiveRoot, tapped);
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if (tapped != null && tapped.CanBePressed)
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if (tapped != null && tapped.CanBePressed)
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this.System.InvokeOnElementPressed(tapped);
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this.System.InvokeOnElementPressed(tapped);
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} else if (this.Input.GetViewportGesture(GestureType.Hold, out var hold)) {
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} else if (this.Input.GetGesture(GestureType.Hold, out var hold)) {
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this.IsAutoNavMode = false;
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this.IsAutoNavMode = false;
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var held = this.GetElementUnderPos(hold.Position);
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var held = this.GetElementUnderPos(hold.Position);
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this.SelectElement(this.ActiveRoot, held);
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this.SelectElement(this.ActiveRoot, held);
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if (held != null && held.CanBePressed)
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if (held != null && held.CanBePressed)
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this.System.InvokeOnElementSecondaryPressed(held);
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this.System.InvokeOnElementSecondaryPressed(held);
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} else if (this.Input.ViewportTouchState.Count <= 0) {
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} else if (this.Input.TouchState.Count <= 0) {
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this.SetTouchedElement(null);
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this.SetTouchedElement(null);
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} else {
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} else {
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foreach (var location in this.Input.ViewportTouchState) {
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foreach (var location in this.Input.TouchState) {
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var element = this.GetElementUnderPos(location.Position);
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var element = this.GetElementUnderPos(location.Position);
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if (location.State == TouchLocationState.Pressed) {
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if (location.State == TouchLocationState.Pressed) {
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// start touching an element if we just touched down on it
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// start touching an element if we just touched down on it
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@ -23,16 +23,9 @@ namespace MLEM.Ui {
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/// <summary>
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/// <summary>
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/// The viewport that this ui system is rendering inside of.
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/// The viewport that this ui system is rendering inside of.
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/// This is automatically updated during <see cref="GameWindow.ClientSizeChanged"/> by default.
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/// This is automatically updated during <see cref="GameWindow.ClientSizeChanged"/>
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/// </summary>
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/// </summary>
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public Rectangle Viewport {
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public Rectangle Viewport;
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get => this.viewport;
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set {
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this.viewport = value;
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foreach (var root in this.rootElements)
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root.Element.ForceUpdateArea();
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}
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}
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/// <summary>
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/// <summary>
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/// Set this field to true to cause the ui system and all of its elements to automatically scale up or down with greater and lower resolution, respectively.
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/// Set this field to true to cause the ui system and all of its elements to automatically scale up or down with greater and lower resolution, respectively.
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/// If this field is true, <see cref="AutoScaleReferenceSize"/> is used as the size that uses default <see cref="GlobalScale"/>
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/// If this field is true, <see cref="AutoScaleReferenceSize"/> is used as the size that uses default <see cref="GlobalScale"/>
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@ -188,7 +181,6 @@ namespace MLEM.Ui {
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private float globalScale = 1;
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private float globalScale = 1;
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private bool drewEarly;
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private bool drewEarly;
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private UiStyle style;
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private UiStyle style;
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private Rectangle viewport;
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/// <summary>
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/// <summary>
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/// Creates a new ui system with the given settings.
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/// Creates a new ui system with the given settings.
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@ -236,6 +228,8 @@ namespace MLEM.Ui {
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this.AutoScaleReferenceSize = this.Viewport.Size;
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this.AutoScaleReferenceSize = this.Viewport.Size;
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game.Window.ClientSizeChanged += (sender, args) => {
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game.Window.ClientSizeChanged += (sender, args) => {
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this.Viewport = new Rectangle(Point.Zero, game.Window.ClientBounds.Size);
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this.Viewport = new Rectangle(Point.Zero, game.Window.ClientBounds.Size);
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foreach (var root in this.rootElements)
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root.Element.ForceUpdateArea();
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};
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};
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}
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}
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@ -3,7 +3,6 @@ using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using System.Collections.ObjectModel;
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using System.Linq;
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using System.Linq;
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using Microsoft.Xna.Framework;
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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 Microsoft.Xna.Framework.Input;
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using Microsoft.Xna.Framework.Input.Touch;
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using Microsoft.Xna.Framework.Input.Touch;
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using MLEM.Misc;
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using MLEM.Misc;
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@ -16,27 +15,78 @@ namespace MLEM.Input {
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public class InputHandler : GameComponent {
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public class InputHandler : GameComponent {
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/// <summary>
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/// <summary>
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/// Contains all of the gestures that have finished during the last update call.
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/// Contains the keyboard state from the last update call
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/// To easily query these gestures, use <see cref="GetGesture"/> or <see cref="GetViewportGesture"/>.
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/// </summary>
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/// </summary>
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public readonly ReadOnlyCollection<GestureSample> Gestures;
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public KeyboardState LastKeyboardState { get; private set; }
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/// <summary>
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/// Contains the current keyboard state
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/// </summary>
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public KeyboardState KeyboardState { get; private set; }
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/// <summary>
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/// <summary>
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/// Set this field to false to disable keyboard handling for this input handler.
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/// Set this field to false to disable keyboard handling for this input handler.
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/// </summary>
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/// </summary>
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public bool HandleKeyboard;
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public bool HandleKeyboard;
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/// <summary>
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/// Contains the mouse state from the last update call
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/// </summary>
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public MouseState LastMouseState { get; private set; }
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/// <summary>
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/// Contains the current mouse state
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/// </summary>
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public MouseState MouseState { get; private set; }
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/// <summary>
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/// Contains the current position of the mouse, extracted from <see cref="MouseState"/>
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/// </summary>
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public Point MousePosition => this.MouseState.Position;
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/// <summary>
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/// Contains the position of the mouse from the last update call, extracted from <see cref="LastMouseState"/>
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/// </summary>
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public Point LastMousePosition => this.LastMouseState.Position;
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/// <summary>
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/// Contains the current scroll wheel value, in increments of 120
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/// </summary>
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public int ScrollWheel => this.MouseState.ScrollWheelValue;
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/// <summary>
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/// Contains the scroll wheel value from the last update call, in increments of 120
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/// </summary>
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public int LastScrollWheel => this.LastMouseState.ScrollWheelValue;
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/// <summary>
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/// <summary>
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/// Set this field to false to disable mouse handling for this input handler.
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/// Set this field to false to disable mouse handling for this input handler.
|
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/// </summary>
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/// </summary>
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public 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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/// <summary>
|
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/// Contains the amount of gamepads that are currently connected.
|
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/// This field is automatically updated in <see cref="Update()"/>
|
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/// </summary>
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public int ConnectedGamepads { get; private set; }
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/// <summary>
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/// <summary>
|
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/// Set this field to false to disable keyboard handling for this input handler.
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/// Set this field to false to disable keyboard handling for this input handler.
|
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/// </summary>
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/// </summary>
|
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public bool HandleGamepads;
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public bool HandleGamepads;
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|
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/// <summary>
|
||||||
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/// Contains the touch state from the last update call
|
||||||
|
/// </summary>
|
||||||
|
public TouchCollection LastTouchState { get; private set; }
|
||||||
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/// <summary>
|
||||||
|
/// Contains the current touch state
|
||||||
|
/// </summary>
|
||||||
|
public TouchCollection TouchState { get; private set; }
|
||||||
|
/// <summary>
|
||||||
|
/// Contains all of the gestures that have finished during the last update call.
|
||||||
|
/// To easily query these gestures, use <see cref="GetGesture"/>
|
||||||
|
/// </summary>
|
||||||
|
public readonly ReadOnlyCollection<GestureSample> Gestures;
|
||||||
|
private readonly List<GestureSample> gestures = new List<GestureSample>();
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Set this field to false to disable touch handling for this input handler.
|
/// Set this field to false to disable touch handling for this input handler.
|
||||||
/// </summary>
|
/// </summary>
|
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public bool HandleTouch;
|
public bool HandleTouch;
|
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|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// This is the amount of time that has to pass before the first keyboard repeat event is triggered.
|
/// This is the amount of time that has to pass before the first keyboard repeat event is triggered.
|
||||||
/// <seealso cref="KeyRepeatRate"/>
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/// <seealso cref="KeyRepeatRate"/>
|
||||||
|
@ -47,18 +97,24 @@ namespace MLEM.Input {
|
||||||
/// <seealso cref="KeyRepeatDelay"/>
|
/// <seealso cref="KeyRepeatDelay"/>
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public TimeSpan KeyRepeatRate = TimeSpan.FromSeconds(0.05);
|
public TimeSpan KeyRepeatRate = TimeSpan.FromSeconds(0.05);
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Set this field to false to disable keyboard repeat event handling.
|
/// Set this field to false to disable keyboard repeat event handling.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public bool HandleKeyboardRepeats = true;
|
public bool HandleKeyboardRepeats = true;
|
||||||
|
private DateTime heldKeyStart;
|
||||||
|
private DateTime lastKeyRepeat;
|
||||||
|
private bool triggerKeyRepeat;
|
||||||
|
private Keys heldKey;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Set this field to false to disable gamepad repeat event handling.
|
/// Set this field to false to disable gamepad repeat event handling.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public bool HandleGamepadRepeats = true;
|
public bool HandleGamepadRepeats = true;
|
||||||
/// <summary>
|
private readonly DateTime[] heldGamepadButtonStarts = new DateTime[GamePad.MaximumGamePadCount];
|
||||||
/// Set this field to false to enable <see cref="InputsDown"/> and <see cref="InputsPressed"/> being calculated.
|
private readonly DateTime[] lastGamepadButtonRepeats = new DateTime[GamePad.MaximumGamePadCount];
|
||||||
/// </summary>
|
private readonly bool[] triggerGamepadButtonRepeat = new bool[GamePad.MaximumGamePadCount];
|
||||||
public bool StoreAllActiveInputs;
|
private readonly Buttons?[] heldGamepadButtons = new Buttons?[GamePad.MaximumGamePadCount];
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// An array of all <see cref="Keys"/>, <see cref="Buttons"/> and <see cref="MouseButton"/> values that are currently down.
|
/// An array of all <see cref="Keys"/>, <see cref="Buttons"/> and <see cref="MouseButton"/> values that are currently down.
|
||||||
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@ -71,82 +127,11 @@ namespace MLEM.Input {
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||||||
/// Note that this value only gets set if <see cref="StoreAllActiveInputs"/> is true.
|
/// Note that this value only gets set if <see cref="StoreAllActiveInputs"/> is true.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public GenericInput[] InputsPressed { get; private set; } = Array.Empty<GenericInput>();
|
public GenericInput[] InputsPressed { get; private set; } = Array.Empty<GenericInput>();
|
||||||
/// <summary>
|
|
||||||
/// Contains the touch state from the last update call
|
|
||||||
/// </summary>
|
|
||||||
public TouchCollection LastTouchState { get; private set; }
|
|
||||||
/// <summary>
|
|
||||||
/// Contains the current touch state
|
|
||||||
/// </summary>
|
|
||||||
public TouchCollection TouchState { get; private set; }
|
|
||||||
/// <summary>
|
|
||||||
/// Contains the <see cref="LastTouchState"/>, but with the <see cref="GraphicsDevice.Viewport"/> taken into account.
|
|
||||||
/// </summary>
|
|
||||||
public IList<TouchLocation> LastViewportTouchState { get; private set; }
|
|
||||||
/// <summary>
|
|
||||||
/// Contains the <see cref="TouchState"/>, but with the <see cref="GraphicsDevice.Viewport"/> taken into account.
|
|
||||||
/// </summary>
|
|
||||||
public IList<TouchLocation> ViewportTouchState { get; private set; }
|
|
||||||
/// <summary>
|
|
||||||
/// Contains the amount of gamepads that are currently connected.
|
|
||||||
/// This field is automatically updated in <see cref="Update()"/>
|
|
||||||
/// </summary>
|
|
||||||
public int ConnectedGamepads { get; private set; }
|
|
||||||
/// <summary>
|
|
||||||
/// Contains the mouse state from the last update call
|
|
||||||
/// </summary>
|
|
||||||
public MouseState LastMouseState { get; private set; }
|
|
||||||
/// <summary>
|
|
||||||
/// Contains the current mouse state
|
|
||||||
/// </summary>
|
|
||||||
public MouseState MouseState { get; private set; }
|
|
||||||
/// <summary>
|
|
||||||
/// Contains the position of the mouse from the last update call, extracted from <see cref="LastMouseState"/>
|
|
||||||
/// </summary>
|
|
||||||
public Point LastMousePosition => this.LastMouseState.Position;
|
|
||||||
/// <summary>
|
|
||||||
/// Contains the <see cref="LastMousePosition"/>, but with the <see cref="GraphicsDevice.Viewport"/> taken into account.
|
|
||||||
/// </summary>
|
|
||||||
public Point LastViewportMousePosition => this.LastMousePosition + this.ViewportOffset;
|
|
||||||
/// <summary>
|
|
||||||
/// Contains the current position of the mouse, extracted from <see cref="MouseState"/>
|
|
||||||
/// </summary>
|
|
||||||
public Point MousePosition => this.MouseState.Position;
|
|
||||||
/// <summary>
|
|
||||||
/// Contains the <see cref="MousePosition"/>, but with the <see cref="GraphicsDevice.Viewport"/> taken into account.
|
|
||||||
/// </summary>
|
|
||||||
public Point ViewportMousePosition => this.MousePosition + this.ViewportOffset;
|
|
||||||
/// <summary>
|
|
||||||
/// Contains the current scroll wheel value, in increments of 120
|
|
||||||
/// </summary>
|
|
||||||
public int ScrollWheel => this.MouseState.ScrollWheelValue;
|
|
||||||
/// <summary>
|
|
||||||
/// Contains the scroll wheel value from the last update call, in increments of 120
|
|
||||||
/// </summary>
|
|
||||||
public int LastScrollWheel => this.LastMouseState.ScrollWheelValue;
|
|
||||||
/// <summary>
|
|
||||||
/// Contains the keyboard state from the last update call
|
|
||||||
/// </summary>
|
|
||||||
public KeyboardState LastKeyboardState { get; private set; }
|
|
||||||
/// <summary>
|
|
||||||
/// Contains the current keyboard state
|
|
||||||
/// </summary>
|
|
||||||
public KeyboardState KeyboardState { get; private set; }
|
|
||||||
|
|
||||||
private readonly GamePadState[] lastGamepads = new GamePadState[GamePad.MaximumGamePadCount];
|
|
||||||
private readonly GamePadState[] gamepads = new GamePadState[GamePad.MaximumGamePadCount];
|
|
||||||
private readonly DateTime[] heldGamepadButtonStarts = new DateTime[GamePad.MaximumGamePadCount];
|
|
||||||
private readonly DateTime[] lastGamepadButtonRepeats = new DateTime[GamePad.MaximumGamePadCount];
|
|
||||||
private readonly bool[] triggerGamepadButtonRepeat = new bool[GamePad.MaximumGamePadCount];
|
|
||||||
private readonly Buttons?[] heldGamepadButtons = new Buttons?[GamePad.MaximumGamePadCount];
|
|
||||||
private readonly List<GenericInput> inputsDownAccum = new List<GenericInput>();
|
private readonly List<GenericInput> inputsDownAccum = new List<GenericInput>();
|
||||||
private readonly List<GestureSample> gestures = new List<GestureSample>();
|
/// <summary>
|
||||||
|
/// Set this field to false to enable <see cref="InputsDown"/> and <see cref="InputsPressed"/> being calculated.
|
||||||
private Point ViewportOffset => new Point(-this.Game.GraphicsDevice.Viewport.X, -this.Game.GraphicsDevice.Viewport.Y);
|
/// </summary>
|
||||||
private DateTime heldKeyStart;
|
public bool StoreAllActiveInputs;
|
||||||
private DateTime lastKeyRepeat;
|
|
||||||
private bool triggerKeyRepeat;
|
|
||||||
private Keys heldKey;
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Creates a new input handler with optional initial values.
|
/// Creates a new input handler with optional initial values.
|
||||||
|
@ -285,18 +270,7 @@ namespace MLEM.Input {
|
||||||
|
|
||||||
if (this.HandleTouch) {
|
if (this.HandleTouch) {
|
||||||
this.LastTouchState = this.TouchState;
|
this.LastTouchState = this.TouchState;
|
||||||
this.LastViewportTouchState = this.ViewportTouchState;
|
|
||||||
|
|
||||||
this.TouchState = active ? TouchPanel.GetState() : default;
|
this.TouchState = active ? TouchPanel.GetState() : default;
|
||||||
if (this.TouchState.Count > 0 && this.ViewportOffset != Point.Zero) {
|
|
||||||
this.ViewportTouchState = new List<TouchLocation>();
|
|
||||||
foreach (var touch in this.TouchState) {
|
|
||||||
touch.TryGetPreviousLocation(out var previous);
|
|
||||||
this.ViewportTouchState.Add(new TouchLocation(touch.Id, touch.State, touch.Position + this.ViewportOffset.ToVector2(), previous.State, previous.Position + this.ViewportOffset.ToVector2()));
|
|
||||||
}
|
|
||||||
} else {
|
|
||||||
this.ViewportTouchState = this.TouchState;
|
|
||||||
}
|
|
||||||
|
|
||||||
this.gestures.Clear();
|
this.gestures.Clear();
|
||||||
while (active && TouchPanel.IsGestureAvailable)
|
while (active && TouchPanel.IsGestureAvailable)
|
||||||
|
@ -541,22 +515,6 @@ namespace MLEM.Input {
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Queries for a gesture of the given type that finished during the current update call.
|
|
||||||
/// Unlike <see cref="GetGesture"/>, the return value of this method takes the <see cref="GraphicsDevice.Viewport"/> into account.
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="type">The type of gesture to query for</param>
|
|
||||||
/// <param name="sample">The resulting gesture sample with the <see cref="GraphicsDevice.Viewport"/> taken into account, or default if there isn't one</param>
|
|
||||||
/// <returns>True if a gesture of the type was found, otherwise false</returns>
|
|
||||||
public bool GetViewportGesture(GestureType type, out GestureSample sample) {
|
|
||||||
if (this.GetGesture(type, out var original)) {
|
|
||||||
sample = new GestureSample(original.GestureType, original.Timestamp, original.Position + this.ViewportOffset.ToVector2(), original.Position2 + this.ViewportOffset.ToVector2(), original.Delta, original.Delta2);
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
sample = default;
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Returns if a given control of any kind is down.
|
/// Returns if a given control of any kind is down.
|
||||||
/// This is a helper function that can be passed a <see cref="Keys"/>, <see cref="Buttons"/> or <see cref="MouseButton"/>.
|
/// This is a helper function that can be passed a <see cref="Keys"/>, <see cref="Buttons"/> or <see cref="MouseButton"/>.
|
||||||
|
|
|
@ -22,7 +22,6 @@ using MLEM.Ui;
|
||||||
using MLEM.Ui.Elements;
|
using MLEM.Ui.Elements;
|
||||||
using MLEM.Ui.Style;
|
using MLEM.Ui.Style;
|
||||||
using MonoGame.Extended.Tiled;
|
using MonoGame.Extended.Tiled;
|
||||||
using MonoGame.Extended.ViewportAdapters;
|
|
||||||
|
|
||||||
namespace Sandbox {
|
namespace Sandbox {
|
||||||
public class GameImpl : MlemGame {
|
public class GameImpl : MlemGame {
|
||||||
|
@ -299,11 +298,6 @@ namespace Sandbox {
|
||||||
}
|
}
|
||||||
this.SpriteBatch.End();
|
this.SpriteBatch.End();
|
||||||
};
|
};
|
||||||
|
|
||||||
var viewport = new BoxingViewportAdapter(this.Window, this.GraphicsDevice, 1280, 720);
|
|
||||||
var newPanel = new Panel(Anchor.TopLeft, new Vector2(200, 100), new Vector2(10, 10));
|
|
||||||
newPanel.AddChild(new Button(Anchor.TopLeft, new Vector2(100, 20), "Text", "Tooltip text"));
|
|
||||||
this.UiSystem.Add("Panel", newPanel);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void DoUpdate(GameTime gameTime) {
|
protected override void DoUpdate(GameTime gameTime) {
|
||||||
|
@ -313,7 +307,7 @@ namespace Sandbox {
|
||||||
|
|
||||||
var delta = this.InputHandler.ScrollWheel - this.InputHandler.LastScrollWheel;
|
var delta = this.InputHandler.ScrollWheel - this.InputHandler.LastScrollWheel;
|
||||||
if (delta != 0) {
|
if (delta != 0) {
|
||||||
this.camera.Zoom(0.1F * Math.Sign(delta), this.InputHandler.ViewportMousePosition.ToVector2());
|
this.camera.Zoom(0.1F * Math.Sign(delta), this.InputHandler.MousePosition.ToVector2());
|
||||||
}
|
}
|
||||||
|
|
||||||
/*if (Input.InputsDown.Length > 0)
|
/*if (Input.InputsDown.Length > 0)
|
||||||
|
|
Loading…
Reference in a new issue