38f1ddb...178a853: v0.8.9.1, removed content folder

This commit is contained in:
Joonas Rikkonen
2019-03-18 19:46:58 +02:00
parent 38f1ddb6fe
commit 6c0679c297
1054 changed files with 151673 additions and 144931 deletions
@@ -17,8 +17,9 @@ namespace Barotrauma
static bool doubleClicked;
public static Keys selectKey = Keys.E;
static bool allowInput;
static bool wasWindowActive;
public static Vector2 MousePosition
{
get { return new Vector2(mouseState.Position.X, mouseState.Position.Y); }
@@ -47,10 +48,17 @@ namespace Barotrauma
{
get
{
return GameMain.WindowActive ? MousePosition - new Vector2(oldMouseState.X, oldMouseState.Y) : Vector2.Zero;
return AllowInput ? MousePosition - new Vector2(oldMouseState.X, oldMouseState.Y) : Vector2.Zero;
}
}
private static bool AllowInput
{
get { return GameMain.WindowActive && allowInput; }
}
public static Vector2 MouseSpeedPerSecond { get; private set; }
public static KeyboardState GetKeyboardState
{
get { return keyboardState; }
@@ -63,86 +71,115 @@ namespace Barotrauma
public static int ScrollWheelSpeed
{
get { return GameMain.WindowActive ? mouseState.ScrollWheelValue - oldMouseState.ScrollWheelValue : 0; }
get { return AllowInput ? mouseState.ScrollWheelValue - oldMouseState.ScrollWheelValue : 0; }
}
public static bool LeftButtonHeld()
{
return GameMain.WindowActive && mouseState.LeftButton == ButtonState.Pressed;
return AllowInput && mouseState.LeftButton == ButtonState.Pressed;
}
public static bool LeftButtonDown()
{
return GameMain.WindowActive &&
return AllowInput &&
oldMouseState.LeftButton == ButtonState.Released &&
mouseState.LeftButton == ButtonState.Pressed;
}
public static bool LeftButtonReleased()
{
return GameMain.WindowActive && mouseState.LeftButton == ButtonState.Released;
return AllowInput && mouseState.LeftButton == ButtonState.Released;
}
public static bool LeftButtonClicked()
{
return (GameMain.WindowActive &&
return (AllowInput &&
oldMouseState.LeftButton == ButtonState.Pressed
&& mouseState.LeftButton == ButtonState.Released);
}
public static bool RightButtonHeld()
{
return GameMain.WindowActive && mouseState.RightButton == ButtonState.Pressed;
return AllowInput && mouseState.RightButton == ButtonState.Pressed;
}
public static bool RightButtonClicked()
{
return (GameMain.WindowActive &&
return (AllowInput &&
oldMouseState.RightButton == ButtonState.Pressed
&& mouseState.RightButton == ButtonState.Released);
}
public static bool MidButtonClicked()
{
return (AllowInput &&
oldMouseState.MiddleButton == ButtonState.Pressed
&& mouseState.MiddleButton == ButtonState.Released);
}
public static bool MidButtonHeld()
{
return AllowInput && mouseState.MiddleButton == ButtonState.Pressed;
}
public static bool DoubleClicked()
{
return GameMain.WindowActive && doubleClicked;
return AllowInput && doubleClicked;
}
public static bool KeyHit(InputType inputType)
{
return GameMain.WindowActive && GameMain.Config.KeyBind(inputType).IsHit();
return AllowInput && GameMain.Config.KeyBind(inputType).IsHit();
}
public static bool KeyDown(InputType inputType)
{
return GameMain.WindowActive && GameMain.Config.KeyBind(inputType).IsDown();
return AllowInput && GameMain.Config.KeyBind(inputType).IsDown();
}
public static bool KeyUp(InputType inputType)
{
return GameMain.WindowActive && !GameMain.Config.KeyBind(inputType).IsDown();
return AllowInput && !GameMain.Config.KeyBind(inputType).IsDown();
}
public static bool KeyHit(Keys button)
{
return (GameMain.WindowActive && oldKeyboardState.IsKeyDown(button) && keyboardState.IsKeyUp(button));
return (AllowInput && oldKeyboardState.IsKeyDown(button) && keyboardState.IsKeyUp(button));
}
public static bool KeyDown(Keys button)
{
return (GameMain.WindowActive && keyboardState.IsKeyDown(button));
return (AllowInput && keyboardState.IsKeyDown(button));
}
public static bool KeyUp(Keys button)
{
return GameMain.WindowActive && keyboardState.IsKeyUp(button);
return AllowInput && keyboardState.IsKeyUp(button);
}
public static void Update(double deltaTime)
{
timeSinceClick += deltaTime;
if (!GameMain.WindowActive)
{
wasWindowActive = false;
return;
}
//window was not active during the previous frame -> ignore inputs from this frame
if (!wasWindowActive)
{
wasWindowActive = true;
allowInput = false;
}
else
{
allowInput = true;
}
oldMouseState = mouseState;
mouseState = latestMouseState;
UpdateVariable();
@@ -150,6 +187,8 @@ namespace Barotrauma
oldKeyboardState = keyboardState;
keyboardState = Keyboard.GetState();
MouseSpeedPerSecond = MouseSpeed / (float)deltaTime;
doubleClicked = false;
if (LeftButtonClicked())
{