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MLEM/MLEM/Input/Keybind.cs
2021-12-28 14:56:11 +01:00

244 lines
12 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.Serialization;
namespace MLEM.Input {
/// <summary>
/// A keybind represents a generic way to trigger input.
/// A keybind is made up of multiple key combinations, one of which has to be pressed for the keybind to be triggered.
/// Note that this type is serializable using <see cref="DataContractAttribute"/>.
/// </summary>
[DataContract]
public class Keybind {
[DataMember]
private Combination[] combinations = Array.Empty<Combination>();
/// <summary>
/// Creates a new keybind and adds the given key and modifiers using <see cref="Add(MLEM.Input.GenericInput,MLEM.Input.GenericInput[])"/>
/// </summary>
/// <param name="key">The key to be pressed.</param>
/// <param name="modifiers">The modifier keys that have to be held down.</param>
public Keybind(GenericInput key, params GenericInput[] modifiers) {
this.Add(key, modifiers);
}
/// <inheritdoc cref="Keybind(GenericInput, GenericInput[])"/>
public Keybind(GenericInput key, ModifierKey modifier) {
this.Add(key, modifier);
}
/// <summary>
/// Creates a new keybind with no default combinations
/// </summary>
public Keybind() {}
/// <summary>
/// Adds a new key combination to this keybind that can optionally be pressed for the keybind to trigger.
/// </summary>
/// <param name="key">The key to be pressed.</param>
/// <param name="modifiers">The modifier keys that have to be held down.</param>
/// <returns>This keybind, for chaining</returns>
public Keybind Add(GenericInput key, params GenericInput[] modifiers) {
this.combinations = this.combinations.Append(new Combination(key, modifiers)).ToArray();
return this;
}
/// <inheritdoc cref="Add(MLEM.Input.GenericInput,MLEM.Input.GenericInput[])"/>
public Keybind Add(GenericInput key, ModifierKey modifier) {
return this.Add(key, modifier.GetKeys().Select(m => (GenericInput) m).ToArray());
}
/// <summary>
/// Clears this keybind, removing all active combinations.
/// </summary>
/// <returns>This keybind, for chaining</returns>
public Keybind Clear() {
this.combinations = Array.Empty<Combination>();
return this;
}
/// <summary>
/// Removes all combinations that match the given predicate
/// </summary>
/// <param name="predicate">The predicate to match against</param>
/// <returns>This keybind, for chaining</returns>
public Keybind Remove(Func<Combination, int, bool> predicate) {
this.combinations = this.combinations.Where((c, i) => !predicate(c, i)).ToArray();
return this;
}
/// <summary>
/// Copies all of the combinations from the given keybind into this keybind.
/// Note that this doesn't <see cref="Clear"/> this keybind, so combinations will be merged rather than replaced.
/// </summary>
/// <param name="other">The keybind to copy from</param>
/// <returns>This keybind, for chaining</returns>
public Keybind CopyFrom(Keybind other) {
this.combinations = this.combinations.Concat(other.combinations).ToArray();
return this;
}
/// <summary>
/// Returns whether this keybind is considered to be down.
/// See <see cref="InputHandler.IsDown"/> for more information.
/// </summary>
/// <param name="handler">The input handler to query the keys with</param>
/// <param name="gamepadIndex">The index of the gamepad to query, or -1 to query all gamepads</param>
/// <returns>Whether this keybind is considered to be down</returns>
public bool IsDown(InputHandler handler, int gamepadIndex = -1) {
foreach (var combination in this.combinations) {
if (combination.IsDown(handler, gamepadIndex))
return true;
}
return false;
}
/// <summary>
/// Returns whether this keybind is considered to be pressed.
/// See <see cref="InputHandler.IsPressed"/> for more information.
/// </summary>
/// <param name="handler">The input handler to query the keys with</param>
/// <param name="gamepadIndex">The index of the gamepad to query, or -1 to query all gamepads</param>
/// <returns>Whether this keybind is considered to be pressed</returns>
public bool IsPressed(InputHandler handler, int gamepadIndex = -1) {
foreach (var combination in this.combinations) {
if (combination.IsPressed(handler, gamepadIndex))
return true;
}
return false;
}
/// <summary>
/// Returns whether any of this keybind's modifier keys are currently down.
/// See <see cref="InputHandler.IsDown"/> for more information.
/// </summary>
/// <param name="handler">The input handler to query the keys with</param>
/// <param name="gamepadIndex">The index of the gamepad to query, or -1 to query all gamepads</param>
/// <returns>Whether any of this keyboard's modifier keys are down</returns>
public bool IsModifierDown(InputHandler handler, int gamepadIndex = -1) {
foreach (var combination in this.combinations) {
if (combination.IsModifierDown(handler, gamepadIndex))
return true;
}
return false;
}
/// <summary>
/// Returns an enumerable of all of the combinations that this keybind currently contains
/// </summary>
/// <returns>This keybind's combinations</returns>
public IEnumerable<Combination> GetCombinations() {
foreach (var combination in this.combinations)
yield return combination;
}
/// <summary>
/// Converts this keybind into an easily human-readable string.
/// When using <see cref="ToString()"/>, this method is used with <paramref name="joiner"/> set to ", ".
/// </summary>
/// <param name="joiner">The string to use to join combinations</param>
/// <param name="combinationJoiner">The string to use for combination-internal joining, see <see cref="Combination.ToString(string,System.Func{MLEM.Input.GenericInput,string})"/></param>
/// <param name="inputName">The function to use for determining the display name of generic inputs, see <see cref="Combination.ToString(string,System.Func{MLEM.Input.GenericInput,string})"/></param>
/// <returns>A human-readable string representing this keybind</returns>
public string ToString(string joiner, string combinationJoiner = " + ", Func<GenericInput, string> inputName = null) {
return string.Join(joiner, this.combinations.Select(c => c.ToString(combinationJoiner, inputName)));
}
/// <summary>
/// Converts this keybind into a string, separating every included <see cref="Combination"/> by a comma
/// </summary>
/// <returns>This keybind as a string</returns>
public override string ToString() {
return this.ToString(", ");
}
/// <summary>
/// A key combination is a combination of a set of modifier keys and a key.
/// All of the keys are <see cref="GenericInput"/> instances, so they can be keyboard-, mouse- or gamepad-based.
/// </summary>
[DataContract]
public class Combination {
/// <summary>
/// The inputs that have to be held down for this combination to be valid.
/// If this collection is empty, there are no required modifier keys.
/// </summary>
[DataMember]
public readonly GenericInput[] Modifiers;
/// <summary>
/// The input that has to be down (or pressed) for this combination to be considered down (or pressed).
/// Note that <see cref="Modifiers"/> needs to be empty, or all of its values need to be down, as well.
/// </summary>
[DataMember]
public readonly GenericInput Key;
/// <summary>
/// Creates a new combination with the given settings.
/// To add a combination to a <see cref="Keybind"/>, use <see cref="Keybind.Add(MLEM.Input.GenericInput,MLEM.Input.GenericInput[])"/> instead.
/// </summary>
/// <param name="key">The key</param>
/// <param name="modifiers">The modifiers</param>
public Combination(GenericInput key, GenericInput[] modifiers) {
this.Modifiers = modifiers;
this.Key = key;
}
/// <summary>
/// Returns whether this combination is currently down
/// </summary>
/// <param name="handler">The input handler to query the keys with</param>
/// <param name="gamepadIndex">The index of the gamepad to query, or -1 to query all gamepads</param>
/// <returns>Whether this combination is down</returns>
public bool IsDown(InputHandler handler, int gamepadIndex = -1) {
return this.IsModifierDown(handler, gamepadIndex) && handler.IsDown(this.Key, gamepadIndex);
}
/// <summary>
/// Returns whether this combination is currently pressed
/// </summary>
/// <param name="handler">The input handler to query the keys with</param>
/// <param name="gamepadIndex">The index of the gamepad to query, or -1 to query all gamepads</param>
/// <returns>Whether this combination is pressed</returns>
public bool IsPressed(InputHandler handler, int gamepadIndex = -1) {
return this.IsModifierDown(handler, gamepadIndex) && handler.IsPressed(this.Key, gamepadIndex);
}
/// <summary>
/// Returns whether this combination's modifier keys are currently down
/// </summary>
/// <param name="handler">The input handler to query the keys with</param>
/// <param name="gamepadIndex">The index of the gamepad to query, or -1 to query all gamepads</param>
/// <returns>Whether this combination's modifiers are down</returns>
public bool IsModifierDown(InputHandler handler, int gamepadIndex = -1) {
if (this.Modifiers.Length <= 0)
return true;
foreach (var modifier in this.Modifiers) {
if (handler.IsDown(modifier, gamepadIndex))
return true;
}
return false;
}
/// <summary>
/// Converts this combination into an easily human-readable string.
/// When using <see cref="ToString()"/>, this method is used with <paramref name="joiner"/> set to " + ".
/// </summary>
/// <param name="joiner">The string to use to join this combination's <see cref="Modifiers"/> and <see cref="Key"/> together</param>
/// <param name="inputName">The function to use for determining the display name of a <see cref="GenericInput"/>. If this is null, the generic input's default <see cref="GenericInput.ToString"/> method is used.</param>
/// <returns>A human-readable string representing this combination</returns>
public string ToString(string joiner, Func<GenericInput, string> inputName = null) {
return string.Join(joiner, this.Modifiers.Append(this.Key).Select(i => inputName?.Invoke(i) ?? i.ToString()));
}
/// <summary>Returns a string that represents the current object.</summary>
/// <returns>A string that represents the current object.</returns>
public override string ToString() {
return this.ToString(" + ");
}
}
}
}