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MLEM/MLEM/Input/Keybind.cs

124 lines
5.5 KiB
C#

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 readonly List<Combination> combinations = new List<Combination>();
/// <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.Add(new Combination(key, modifiers));
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.Clear();
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.AddRange(other.combinations);
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) {
return this.combinations.Any(c => c.IsDown(handler, gamepadIndex));
}
/// <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) {
return this.combinations.Any(c => c.IsPressed(handler, gamepadIndex));
}
/// <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>
/// 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;
internal Combination(GenericInput key, GenericInput[] modifiers) {
this.Modifiers = modifiers;
this.Key = key;
}
internal bool IsDown(InputHandler handler, int gamepadIndex = -1) {
return this.IsModifierDown(handler, gamepadIndex) && handler.IsDown(this.Key, gamepadIndex);
}
internal bool IsPressed(InputHandler handler, int gamepadIndex = -1) {
return this.IsModifierDown(handler, gamepadIndex) && handler.IsPressed(this.Key, gamepadIndex);
}
private bool IsModifierDown(InputHandler handler, int gamepadIndex = -1) {
return this.Modifiers.Length <= 0 || this.Modifiers.Any(m => handler.IsDown(m, gamepadIndex));
}
}
}
}