using System;
using System.Runtime.Serialization;
using Microsoft.Xna.Framework.Input;
namespace MLEM.Input {
///
/// A generic input represents any kind of input key.
/// This includes for keyboard keys, for mouse buttons and for gamepad buttons.
/// For creating and extracting inputs from a generic input, the implicit operators and can be used.
/// Note that this type is serializable using .
///
[DataContract]
public readonly struct GenericInput {
///
/// The of this generic input's current .
///
[DataMember]
public readonly InputType Type;
[DataMember]
private readonly int value;
private GenericInput(InputType type, int value) {
this.Type = type;
this.value = value;
}
///
public override string ToString() {
switch (this.Type) {
case InputType.Mouse:
return $"Mouse{(MouseButton) this}";
case InputType.Keyboard:
return ((Keys) this).ToString();
case InputType.Gamepad:
return $"Gamepad{(Buttons) this}";
default:
return this.Type.ToString();
}
}
///
public override bool Equals(object obj) {
return obj is GenericInput o && this.Type == o.Type && this.value == o.value;
}
///
public override int GetHashCode() {
return ((int) this.Type * 397) ^ this.value;
}
///
/// Compares the two generic input instances for equality using
///
/// The left input
/// The right input
/// Whether the two generic inputs are equal
public static bool operator ==(GenericInput left, GenericInput right) {
return left.Equals(right);
}
///
/// Compares the two generic input instances for inequality using
///
/// The left input
/// The right input
/// Whether the two generic inputs are not equal
public static bool operator !=(GenericInput left, GenericInput right) {
return !left.Equals(right);
}
///
/// Converts a to a generic input.
///
/// The keys to convert
/// The resulting generic input
public static implicit operator GenericInput(Keys keys) {
return new GenericInput(InputType.Keyboard, (int) keys);
}
///
/// Converts a to a generic input.
///
/// The button to convert
/// The resulting generic input
public static implicit operator GenericInput(MouseButton button) {
return new GenericInput(InputType.Mouse, (int) button);
}
///
/// Converts a to a generic input.
///
/// The buttons to convert
/// The resulting generic input
public static implicit operator GenericInput(Buttons buttons) {
return new GenericInput(InputType.Gamepad, (int) buttons);
}
///
/// Converts a generic input to a .
///
/// The input to convert
/// The resulting keys
/// If the given generic input's is not or
public static implicit operator Keys(GenericInput input) {
if (input.Type == InputType.None)
return Keys.None;
return input.Type == InputType.Keyboard ? (Keys) input.value : throw new ArgumentException();
}
///
/// Converts a generic input to a .
///
/// The input to convert
/// The resulting button
/// If the given generic input's is not
public static implicit operator MouseButton(GenericInput input) {
return input.Type == InputType.Mouse ? (MouseButton) input.value : throw new ArgumentException();
}
///
/// Converts a generic input to a .
///
/// The input to convert
/// The resulting buttons
/// If the given generic input's is not
public static implicit operator Buttons(GenericInput input) {
return input.Type == InputType.Gamepad ? (Buttons) input.value : throw new ArgumentException();
}
///
/// A type of input button.
///
[DataContract]
public enum InputType {
///
/// A type representing no value
///
[EnumMember]
None,
///
/// A type representing
///
[EnumMember]
Mouse,
///
/// A type representing
///
[EnumMember]
Keyboard,
///
/// A type representing
///
[EnumMember]
Gamepad
}
}
}