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No commits in common. "3ad024b95a8dd2e6d495ec2f1f7f30eabfb8da17" and "c6fe72bdc9a439d1f20d95acd6c3623d021e61c6" have entirely different histories.
3ad024b95a
...
c6fe72bdc9
4 changed files with 21 additions and 66 deletions
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@ -26,7 +26,6 @@ Improvements
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- Allow better control over the order and layout of a Keybind's combinations
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- Allow setting a gamepad button deadzone in InputHandler
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- Trigger InputHandler key and gamepad repeats for the most recently pressed input
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- Added properties and constructors for existing operator overloads to GenericInput
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Fixes
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- **Fixed a formatting Code only knowing about the last Token that it is applied in**
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@ -54,7 +53,6 @@ Improvements
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- Automatically update all elements when changing a ui system's viewport
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- Allow setting a default color for clickable links in UiStyle
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- Allow ElementHelper's KeybindButton to query a combination at a given index
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- Allow ElementHelper's KeybindButton to accept a Keybind for clearing a combination
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- Automatically select the first element when a dropdown is opened in auto nav mode
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- Improved gamepad navigation by employing angles between elements
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- Prefer elements that have the same parent as the currently selected element when using gamepad navigation
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@ -27,7 +27,7 @@
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
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<DebugSymbols>true</DebugSymbols>
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<DebugType>portable</DebugType>
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<DebugType>full</DebugType>
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<Optimize>false</Optimize>
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<OutputPath>bin\$(MonoGamePlatform)\$(Platform)\$(Configuration)\</OutputPath>
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<DefineConstants>DEBUG;TRACE;ANDROID</DefineConstants>
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@ -37,7 +37,7 @@
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<AndroidLinkMode>None</AndroidLinkMode>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
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<DebugType>portable</DebugType>
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<DebugType>pdbonly</DebugType>
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<Optimize>true</Optimize>
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<OutputPath>bin\$(MonoGamePlatform)\$(Platform)\$(Configuration)\</OutputPath>
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<DefineConstants>TRACE;ANDROID</DefineConstants>
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@ -115,11 +115,6 @@ namespace MLEM.Ui.Elements {
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return group;
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}
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/// <inheritdoc cref="KeybindButton(MLEM.Ui.Anchor,Microsoft.Xna.Framework.Vector2,MLEM.Input.Keybind,MLEM.Input.InputHandler,string,MLEM.Input.Keybind,string,System.Func{MLEM.Input.GenericInput,string},int)"/>
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public static Button KeybindButton(Anchor anchor, Vector2 size, Keybind keybind, InputHandler inputHandler, string activePlaceholder, GenericInput unbindKey = default, string unboundPlaceholder = "", Func<GenericInput, string> inputName = null, int index = 0) {
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return KeybindButton(anchor, size, keybind, inputHandler, activePlaceholder, new Keybind(unbindKey), unboundPlaceholder, inputName, index);
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}
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/// <summary>
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/// Creates a <see cref="Button"/> that acts as a way to input a custom value for a <see cref="Keybind"/>.
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/// Note that only the <see cref="Keybind.Combination"/> at index <paramref name="index"/> of the given keybind is displayed and edited, all others are ignored.
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@ -131,12 +126,12 @@ namespace MLEM.Ui.Elements {
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/// <param name="keybind">The keybind that this button should represent</param>
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/// <param name="inputHandler">The input handler to query inputs with</param>
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/// <param name="activePlaceholder">A placeholder text that is displayed while the keybind is being edited</param>
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/// <param name="unbind">An optional keybind to press that allows the keybind value to be unbound, clearing the combination</param>
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/// <param name="unbindKey">An optional generic input that allows the keybind value to be unbound, clearing all combinations</param>
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/// <param name="unboundPlaceholder">A placeholder text that is displayed if the keybind is unbound</param>
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/// <param name="inputName">An optional function to give each input a display name that is easier to read. If this is null, <see cref="GenericInput.ToString"/> is used.</param>
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/// <param name="index">The index in the <paramref name="keybind"/> that the button should display. Note that, if the index is greater than the amount of combinations, combinations entered using this button will be stored at an earlier index.</param>
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/// <returns>A keybind button with the given settings</returns>
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public static Button KeybindButton(Anchor anchor, Vector2 size, Keybind keybind, InputHandler inputHandler, string activePlaceholder, Keybind unbind = default, string unboundPlaceholder = "", Func<GenericInput, string> inputName = null, int index = 0) {
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public static Button KeybindButton(Anchor anchor, Vector2 size, Keybind keybind, InputHandler inputHandler, string activePlaceholder, GenericInput unbindKey = default, string unboundPlaceholder = "", Func<GenericInput, string> inputName = null, int index = 0) {
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string GetCurrentName() => keybind.TryGetCombination(index, out var combination) ? combination.ToString(" + ", inputName) : unboundPlaceholder;
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var button = new Button(anchor, size, GetCurrentName());
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@ -150,7 +145,7 @@ namespace MLEM.Ui.Elements {
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button.SetData("Active", true);
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activeNext = false;
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} else if (button.GetData<bool>("Active")) {
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if (unbind != null && unbind.IsPressed(inputHandler)) {
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if (unbindKey != default && inputHandler.IsPressed(unbindKey)) {
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keybind.Remove((c, i) => i == index);
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button.Text.Text = unboundPlaceholder;
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button.SetData("Active", false);
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@ -6,7 +6,7 @@ namespace MLEM.Input {
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/// <summary>
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/// A generic input represents any kind of input key.
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/// This includes <see cref="Keys"/> for keyboard keys, <see cref="MouseButton"/> for mouse buttons and <see cref="Buttons"/> for gamepad buttons.
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/// For creating and extracting inputs from a generic input, the implicit operators and <see cref="Type"/> can additionally be used.
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/// For creating and extracting inputs from a generic input, the implicit operators and <see cref="Type"/> can be used.
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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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@ -20,46 +20,6 @@ namespace MLEM.Input {
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[DataMember]
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private readonly int value;
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/// <summary>
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/// Returns this generic input's <see cref="Keys"/>.
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/// </summary>
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/// <exception cref="InvalidOperationException">If this generic input's <see cref="Type"/> is not <see cref="InputType.Keyboard"/> or <see cref="InputType.None"/>.</exception>
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public Keys Key {
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get {
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if (this.Type == InputType.None)
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return Keys.None;
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return this.Type == InputType.Keyboard ? (Keys) this.value : throw new InvalidOperationException();
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}
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}
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/// <summary>
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/// Returns this generic input's <see cref="MouseButton"/>.
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/// </summary>
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/// <exception cref="InvalidOperationException">If this generic input's <see cref="Type"/> is not <see cref="InputType.Mouse"/>.</exception>
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public MouseButton MouseButton => this.Type == InputType.Mouse ? (MouseButton) this.value : throw new InvalidOperationException();
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/// <summary>
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/// Returns this generic input's <see cref="Buttons"/>.
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/// </summary>
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/// <exception cref="InvalidOperationException">If this generic input's <see cref="Type"/> is not <see cref="InputType.Gamepad"/>.</exception>
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public Buttons Button => this.Type == InputType.Gamepad ? (Buttons) this.value : throw new InvalidOperationException();
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/// <summary>
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/// Creates a new generic input from the given keyboard <see cref="Keys"/>.
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/// </summary>
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/// <param name="key">The key to convert.</param>
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public GenericInput(Keys key) : this(InputType.Keyboard, (int) key) {}
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/// <summary>
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/// Creates a new generic input from the given <see cref="MouseButton"/>.
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/// </summary>
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/// <param name="button">The button to convert.</param>
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public GenericInput(MouseButton button) : this(InputType.Mouse, (int) button) {}
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/// <summary>
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/// Creates a new generic input from the given gamepad <see cref="Buttons"/>.
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/// </summary>
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/// <param name="button">The button to convert.</param>
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public GenericInput(Buttons button) : this(InputType.Gamepad, (int) button) {}
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private GenericInput(InputType type, int value) {
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this.Type = type;
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this.value = value;
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@ -123,10 +83,10 @@ namespace MLEM.Input {
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/// <summary>
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/// Converts a <see cref="Keys"/> to a generic input.
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/// </summary>
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/// <param name="key">The keys to convert</param>
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/// <param name="keys">The keys to convert</param>
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/// <returns>The resulting generic input</returns>
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public static implicit operator GenericInput(Keys key) {
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return new GenericInput(key);
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public static implicit operator GenericInput(Keys keys) {
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return new GenericInput(InputType.Keyboard, (int) keys);
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}
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/// <summary>
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@ -135,16 +95,16 @@ namespace MLEM.Input {
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/// <param name="button">The button to convert</param>
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/// <returns>The resulting generic input</returns>
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public static implicit operator GenericInput(MouseButton button) {
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return new GenericInput(button);
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return new GenericInput(InputType.Mouse, (int) button);
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}
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/// <summary>
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/// Converts a <see cref="Buttons"/> to a generic input.
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/// </summary>
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/// <param name="button">The buttons to convert</param>
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/// <param name="buttons">The buttons to convert</param>
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/// <returns>The resulting generic input</returns>
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public static implicit operator GenericInput(Buttons button) {
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return new GenericInput(button);
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public static implicit operator GenericInput(Buttons buttons) {
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return new GenericInput(InputType.Gamepad, (int) buttons);
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}
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/// <summary>
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@ -152,9 +112,11 @@ namespace MLEM.Input {
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/// </summary>
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/// <param name="input">The input to convert</param>
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/// <returns>The resulting keys</returns>
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/// <exception cref="InvalidOperationException">If the given generic input's <see cref="Type"/> is not <see cref="InputType.Keyboard"/> or <see cref="InputType.None"/></exception>
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/// <exception cref="ArgumentException">If the given generic input's <see cref="Type"/> is not <see cref="InputType.Keyboard"/> or <see cref="InputType.None"/></exception>
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public static implicit operator Keys(GenericInput input) {
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return input.Key;
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if (input.Type == InputType.None)
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return Keys.None;
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return input.Type == InputType.Keyboard ? (Keys) input.value : throw new ArgumentException();
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}
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/// <summary>
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@ -162,9 +124,9 @@ namespace MLEM.Input {
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/// </summary>
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/// <param name="input">The input to convert</param>
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/// <returns>The resulting button</returns>
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/// <exception cref="InvalidOperationException">If the given generic input's <see cref="Type"/> is not <see cref="InputType.Mouse"/></exception>
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/// <exception cref="ArgumentException">If the given generic input's <see cref="Type"/> is not <see cref="InputType.Mouse"/></exception>
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public static implicit operator MouseButton(GenericInput input) {
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return input.MouseButton;
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return input.Type == InputType.Mouse ? (MouseButton) input.value : throw new ArgumentException();
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}
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/// <summary>
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@ -172,9 +134,9 @@ namespace MLEM.Input {
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/// </summary>
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/// <param name="input">The input to convert</param>
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/// <returns>The resulting buttons</returns>
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/// <exception cref="InvalidOperationException">If the given generic input's <see cref="Type"/> is not <see cref="InputType.Gamepad"/></exception>
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/// <exception cref="ArgumentException">If the given generic input's <see cref="Type"/> is not <see cref="InputType.Gamepad"/></exception>
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public static implicit operator Buttons(GenericInput input) {
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return input.Button;
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return input.Type == InputType.Gamepad ? (Buttons) input.value : throw new ArgumentException();
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}
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/// <summary>
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