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4 changed files with 132 additions and 35 deletions

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@ -19,6 +19,7 @@ Additions
- Added RandomPitchModifier and GetRandomPitch to SoundEffectInfo
- Added TextInput class, which is an isolated version of MLEM.Ui's TextField logic
- Added MLEM.FNA, which is fully compatible with FNA
- Added TryGetUpTime, GetUpTime, TryGetTimeSincePress and GetTimeSincePress to InputHandler
Improvements
- Allow comparing Keybind and Combination based on the amount of modifiers they have

View file

@ -145,13 +145,15 @@ namespace MLEM.Input {
/// </summary>
public KeyboardState KeyboardState { get; private set; }
private readonly GamePadState[] lastGamepads = new GamePadState[MaximumGamePadCount];
private readonly GamePadState[] gamepads = new GamePadState[MaximumGamePadCount];
private readonly DateTime[] lastGamepadButtonRepeats = new DateTime[MaximumGamePadCount];
private readonly bool[] triggerGamepadButtonRepeat = new bool[MaximumGamePadCount];
private readonly Buttons?[] heldGamepadButtons = new Buttons?[MaximumGamePadCount];
private readonly GamePadState[] lastGamepads = new GamePadState[InputHandler.MaximumGamePadCount];
private readonly GamePadState[] gamepads = new GamePadState[InputHandler.MaximumGamePadCount];
private readonly DateTime[] lastGamepadButtonRepeats = new DateTime[InputHandler.MaximumGamePadCount];
private readonly bool[] triggerGamepadButtonRepeat = new bool[InputHandler.MaximumGamePadCount];
private readonly Buttons?[] heldGamepadButtons = new Buttons?[InputHandler.MaximumGamePadCount];
private readonly List<GestureSample> gestures = new List<GestureSample>();
private readonly HashSet<(GenericInput, int)> consumedPresses = new HashSet<(GenericInput, int)>();
private readonly Dictionary<(GenericInput, int), DateTime> inputUpTimes = new Dictionary<(GenericInput, int), DateTime>();
private readonly Dictionary<(GenericInput, int), DateTime> inputPressedTimes = new Dictionary<(GenericInput, int), DateTime>();
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>();
@ -232,8 +234,8 @@ namespace MLEM.Input {
}
if (this.HandleGamepads) {
this.ConnectedGamepads = MaximumGamePadCount;
for (var i = 0; i < MaximumGamePadCount; i++) {
this.ConnectedGamepads = InputHandler.MaximumGamePadCount;
for (var i = 0; i < InputHandler.MaximumGamePadCount; i++) {
this.lastGamepads[i] = this.gamepads[i];
this.gamepads[i] = default;
if (GamePad.GetCapabilities((PlayerIndex) i).IsConnected) {
@ -293,12 +295,28 @@ namespace MLEM.Input {
if (this.inputsDownAccum.Count <= 0 && this.inputsDown.Count <= 0) {
this.InputsPressed = Array.Empty<GenericInput>();
this.InputsDown = Array.Empty<GenericInput>();
this.inputsDown.Clear();
} else {
// handle pressed inputs
var pressed = new List<GenericInput>();
// if we're inverting press behavior, we need to check the press state for the inputs that were down in the last frame
var down = this.InvertPressBehavior ? this.inputsDown : this.inputsDownAccum;
this.InputsPressed = down.Keys.Where(kv => this.IsPressed(kv.Item1, kv.Item2)).Select(kv => kv.Item1).ToArray();
this.InputsDown = this.inputsDownAccum.Keys.Select(kv => kv.Item1).ToArray();
foreach (var key in (this.InvertPressBehavior ? this.inputsDown : this.inputsDownAccum).Keys) {
if (this.IsPressed(key.Item1, key.Item2)) {
this.inputPressedTimes[key] = DateTime.UtcNow;
pressed.Add(key.Item1);
}
}
this.InputsPressed = pressed.ToArray();
// handle inputs that changed to up
foreach (var key in this.inputsDownAccum.Keys)
this.inputUpTimes.Remove(key);
foreach (var key in this.inputsDown.Keys) {
if (!this.inputsDownAccum.ContainsKey(key))
this.inputUpTimes[key] = DateTime.UtcNow;
}
// handle inputs that are currently down
this.InputsDown = this.inputsDownAccum.Keys.Select(key => key.Item1).ToArray();
// swapping these collections means that we don't have to keep moving entries between them
(this.inputsDown, this.inputsDownAccum) = (this.inputsDownAccum, this.inputsDown);
this.inputsDownAccum.Clear();
@ -788,7 +806,7 @@ namespace MLEM.Input {
/// <summary>
/// Returns the amount of time that a given <see cref="GenericInput"/> has been held down for.
/// If this input isn't currently own, this method returns <see cref="TimeSpan.Zero"/>.
/// If this input isn't currently down, this method returns <see cref="TimeSpan.Zero"/>.
/// </summary>
/// <param name="input">The input whose down time to query.</param>
/// <param name="index">The index of the gamepad to query (if applicable), or -1 for any gamepad.</param>
@ -798,6 +816,62 @@ namespace MLEM.Input {
return time;
}
/// <summary>
/// Tries to retrieve the amount of time that a given <see cref="GenericInput"/> has been up for since the last time it was down.
/// If the input is currently up, this method returns true and the amount of time that it has been up for is stored in <paramref name="upTime"/>.
/// </summary>
/// <param name="input">The input whose up time to query.</param>
/// <param name="upTime">The resulting up time, or <see cref="TimeSpan.Zero"/> if the input is being held.</param>
/// <param name="index">The index of the gamepad to query (if applicable), or -1 for any gamepad.</param>
/// <returns>Whether the input is currently up.</returns>
public bool TryGetUpTime(GenericInput input, out TimeSpan upTime, int index = -1) {
if (this.inputUpTimes.TryGetValue((input, index), out var start)) {
upTime = DateTime.UtcNow - start;
return true;
}
return false;
}
/// <summary>
/// Returns the amount of time that a given <see cref="GenericInput"/> has been up for since the last time it was down.
/// If this input isn't currently up, this method returns <see cref="TimeSpan.Zero"/>.
/// </summary>
/// <param name="input">The input whose up time to query.</param>
/// <param name="index">The index of the gamepad to query (if applicable), or -1 for any gamepad.</param>
/// <returns>The resulting up time, or <see cref="TimeSpan.Zero"/> if the input is being held.</returns>
public TimeSpan GetUpTime(GenericInput input, int index = -1) {
this.TryGetUpTime(input, out var time, index);
return time;
}
/// <summary>
/// Tries to retrieve the amount of time that has passed since a given <see cref="GenericInput"/> last counted as pressed.
/// If the input has previously been pressed, or is currently pressed, this method returns true and the amount of time that has passed since it was last pressed is stored in <paramref name="lastPressTime"/>.
/// </summary>
/// <param name="input">The input whose last press time to query.</param>
/// <param name="lastPressTime">The resulting up time, or <see cref="TimeSpan.Zero"/> if the input was never pressed or is currently pressed.</param>
/// <param name="index">The index of the gamepad to query (if applicable), or -1 for any gamepad.</param>
/// <returns><see langword="true"/> if the input has previously been pressed or is currently pressed, <see langword="false"/> otherwise.</returns>
public bool TryGetTimeSincePress(GenericInput input, out TimeSpan lastPressTime, int index = -1) {
if (this.inputPressedTimes.TryGetValue((input, index), out var start)) {
lastPressTime = DateTime.UtcNow - start;
return true;
}
return false;
}
/// <summary>
/// Returns the amount of time that has passed since a given <see cref="GenericInput"/> last counted as pressed.
/// If this input hasn't been pressed previously, or is currently pressed, this method returns <see cref="TimeSpan.Zero"/>.
/// </summary>
/// <param name="input">The input whose up time to query.</param>
/// <param name="index">The index of the gamepad to query (if applicable), or -1 for any gamepad.</param>
/// <returns>The resulting up time, or <see cref="TimeSpan.Zero"/> if the input has never been pressed, or is currently pressed.</returns>
public TimeSpan GetTimeSincePress(GenericInput input, int index = -1) {
this.TryGetTimeSincePress(input, out var time, index);
return time;
}
/// <summary>
/// Returns whether the given <see cref="GenericInput"/>'s press state has been consumed using <see cref="TryConsumePressed"/>.
/// If an input has been consumed, <see cref="IsPressedAvailable"/> and <see cref="TryConsumePressed"/> will always return false for that input.

View file

@ -95,7 +95,7 @@ namespace MLEM.Input {
if (this.caretPos != val) {
this.caretPos = val;
this.caretBlinkTimer = 0;
this.UpdateTextData(false);
this.SetTextDataDirty(false);
}
}
}
@ -103,12 +103,22 @@ namespace MLEM.Input {
/// The line of text that the caret is currently on.
/// This can only be only non-0 if <see cref="Multiline"/> is true.
/// </summary>
public int CaretLine { get; private set; }
public int CaretLine {
get {
this.UpdateTextDataIfDirty();
return this.caretLine;
}
}
/// <summary>
/// The position in the current <see cref="CaretLine"/> that the caret is currently on.
/// If <see cref="Multiline"/> is false, this value is always equal to <see cref="CaretPos"/>.
/// </summary>
public int CaretPosInLine { get; private set; }
public int CaretPosInLine {
get {
this.UpdateTextDataIfDirty();
return this.caretPosInLine;
}
}
/// <summary>
/// A character that should be displayed instead of this text input's <see cref="Text"/> content.
/// The amount of masking characters displayed will be equal to the <see cref="Text"/>'s length.
@ -119,7 +129,7 @@ namespace MLEM.Input {
set {
if (this.maskingCharacter != value) {
this.maskingCharacter = value;
this.UpdateTextData(false);
this.SetTextDataDirty(false);
}
}
}
@ -138,7 +148,7 @@ namespace MLEM.Input {
set {
if (this.multiline != value) {
this.multiline = value;
this.UpdateTextData(false);
this.SetTextDataDirty(false);
}
}
}
@ -150,7 +160,7 @@ namespace MLEM.Input {
set {
if (this.font != value) {
this.font = value;
this.UpdateTextData(false);
this.SetTextDataDirty(false);
}
}
}
@ -163,7 +173,7 @@ namespace MLEM.Input {
set {
if (this.textScale != value) {
this.textScale = value;
this.UpdateTextData(false);
this.SetTextDataDirty(false);
}
}
}
@ -176,7 +186,7 @@ namespace MLEM.Input {
set {
if (this.size != value) {
this.size = value;
this.UpdateTextData(false);
this.SetTextDataDirty(false);
}
}
}
@ -200,11 +210,14 @@ namespace MLEM.Input {
private int textOffset;
private int lineOffset;
private int caretPos;
private int caretLine;
private int caretPosInLine;
private float caretDrawOffset;
private bool multiline;
private GenericFont font;
private float textScale;
private Vector2 size;
private bool textDataDirty;
/// <summary>
/// Creates a new text input with the given settings.
@ -259,6 +272,8 @@ namespace MLEM.Input {
/// <param name="time">The current game time.</param>
/// <param name="input">The input handler to use for input querying.</param>
public void Update(GameTime time, InputHandler input) {
this.UpdateTextDataIfDirty();
// FNA's text input event doesn't supply keys, so we handle this here
#if FNA
if (this.CaretPos > 0 && input.TryConsumePressed(Keys.Back)) {
@ -309,9 +324,7 @@ namespace MLEM.Input {
/// <param name="caretWidth">The width that the caret should have, which is multiplied with <paramref name="drawScale"/> before drawing.</param>
/// <param name="textColor">The color to draw the text and caret with.</param>
public void Draw(SpriteBatch batch, Vector2 textPos, float drawScale, float caretWidth, Color textColor) {
// handle first initialization if not done
if (this.displayedText == null)
this.UpdateTextData(false);
this.UpdateTextDataIfDirty();
var scale = this.TextScale * drawScale;
this.Font.DrawString(batch, this.displayedText, textPos, textColor, 0, Vector2.Zero, scale, SpriteEffects.None, 0);
@ -339,7 +352,7 @@ namespace MLEM.Input {
this.text.Clear();
this.text.Append(strg);
this.CaretPos = this.text.Length;
this.UpdateTextData();
this.SetTextDataDirty();
}
/// <summary>
@ -356,7 +369,7 @@ namespace MLEM.Input {
strg = strg.Substring(0, this.MaximumCharacters.Value - this.text.Length);
this.text.Insert(this.CaretPos, strg);
this.CaretPos += strg.Length;
this.UpdateTextData();
this.SetTextDataDirty();
return true;
}
@ -371,7 +384,7 @@ namespace MLEM.Input {
this.text.Remove(index, length);
// ensure that caret pos is still in bounds
this.CaretPos = this.CaretPos;
this.UpdateTextData();
this.SetTextDataDirty();
return true;
}
@ -382,6 +395,7 @@ namespace MLEM.Input {
/// <param name="line">The line to move the caret to</param>
/// <returns>True if the caret was moved, false if it was not (which indicates that the line with the given <paramref name="line"/> index does not exist)</returns>
public bool MoveCaretToLine(int line) {
this.UpdateTextDataIfDirty();
var (destStart, destEnd) = this.GetLineBounds(line);
if (destEnd > 0) {
// find the position whose distance from the start is closest to the current distance from the start
@ -413,9 +427,16 @@ namespace MLEM.Input {
return true;
}
private void UpdateTextData(bool textChanged = true) {
if (this.Font == null)
private void SetTextDataDirty(bool textChanged = true) {
this.textDataDirty = true;
if (textChanged)
this.OnTextChange?.Invoke(this, this.Text);
}
private void UpdateTextDataIfDirty() {
if (!this.textDataDirty || this.Font == null)
return;
this.textDataDirty = false;
if (this.Multiline) {
// soft wrap if we're multiline
this.splitText = this.Font.SplitStringSeparate(this.text, this.Size.X, this.TextScale).ToArray();
@ -482,9 +503,6 @@ namespace MLEM.Input {
if (this.MaskingCharacter != null)
this.displayedText = new string(this.MaskingCharacter.Value, this.displayedText.Length);
if (textChanged)
this.OnTextChange?.Invoke(this, this.Text);
}
private void UpdateCaretData() {
@ -496,8 +514,8 @@ namespace MLEM.Input {
var split = this.splitText[d];
for (var i = 0; i <= split.Length; i++) {
if (index == this.CaretPos) {
this.CaretLine = line;
this.CaretPosInLine = i - startOfLine;
this.caretLine = line;
this.caretPosInLine = i - startOfLine;
this.caretDrawOffset = this.Font.MeasureString(split.Substring(startOfLine, this.CaretPosInLine)).X;
return;
}
@ -514,8 +532,8 @@ namespace MLEM.Input {
line++;
}
} else if (this.displayedText != null) {
this.CaretLine = 0;
this.CaretPosInLine = this.CaretPos;
this.caretLine = 0;
this.caretPosInLine = this.CaretPos;
this.caretDrawOffset = this.Font.MeasureString(this.displayedText.Substring(0, this.CaretPos - this.textOffset)).X;
}
}

View file

@ -365,6 +365,10 @@ namespace Sandbox {
Console.WriteLine("Down: " + string.Join(", ", Input.InputsDown));*/
if (MlemGame.Input.InputsPressed.Length > 0)
Console.WriteLine("Pressed: " + string.Join(", ", MlemGame.Input.InputsPressed));
MlemGame.Input.HandleKeyboardRepeats = false;
Console.WriteLine("Down time: " + MlemGame.Input.GetDownTime(Keys.A));
Console.WriteLine("Time since press: " + MlemGame.Input.GetTimeSincePress(Keys.A));
Console.WriteLine("Up time: " + MlemGame.Input.GetUpTime(Keys.A));
}
protected override void DoDraw(GameTime gameTime) {