Reducing usage of #if CLIENT / #elif SERVER
The server will implement some classes it probably shouldn't need because certain items or game states depend on them.
This commit is contained in:
@@ -0,0 +1,166 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
public static class PlayerInput
|
||||
{
|
||||
static MouseState mouseState, oldMouseState;
|
||||
static MouseState latestMouseState; //the absolute latest state, do NOT use for player interaction
|
||||
static KeyboardState keyboardState, oldKeyboardState;
|
||||
|
||||
static double timeSinceClick;
|
||||
|
||||
const double doubleClickDelay = 0.4;
|
||||
|
||||
static bool doubleClicked;
|
||||
|
||||
public static Keys selectKey = Keys.E;
|
||||
|
||||
public static Vector2 MousePosition
|
||||
{
|
||||
get { return new Vector2(mouseState.Position.X, mouseState.Position.Y); }
|
||||
}
|
||||
|
||||
public static Vector2 LatestMousePosition
|
||||
{
|
||||
get { return new Vector2(latestMouseState.Position.X, latestMouseState.Position.Y); }
|
||||
}
|
||||
|
||||
//public static MouseState GetMouseState
|
||||
//{
|
||||
// get { return mouseState; }
|
||||
//}
|
||||
//public static MouseState GetOldMouseState
|
||||
//{
|
||||
// get { return oldMouseState; }
|
||||
//}
|
||||
|
||||
public static bool MouseInsideWindow
|
||||
{
|
||||
get { return new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight).Contains(MousePosition); }
|
||||
}
|
||||
|
||||
public static Vector2 MouseSpeed
|
||||
{
|
||||
get
|
||||
{
|
||||
return GameMain.WindowActive ? MousePosition - new Vector2(oldMouseState.X, oldMouseState.Y) : Vector2.Zero;
|
||||
}
|
||||
}
|
||||
|
||||
public static KeyboardState GetKeyboardState
|
||||
{
|
||||
get { return keyboardState; }
|
||||
}
|
||||
|
||||
public static KeyboardState GetOldKeyboardState
|
||||
{
|
||||
get { return oldKeyboardState; }
|
||||
}
|
||||
|
||||
public static int ScrollWheelSpeed
|
||||
{
|
||||
get { return GameMain.WindowActive ? mouseState.ScrollWheelValue - oldMouseState.ScrollWheelValue : 0; }
|
||||
|
||||
}
|
||||
|
||||
public static bool LeftButtonHeld()
|
||||
{
|
||||
return GameMain.WindowActive && mouseState.LeftButton == ButtonState.Pressed;
|
||||
}
|
||||
|
||||
public static bool LeftButtonDown()
|
||||
{
|
||||
return GameMain.WindowActive &&
|
||||
oldMouseState.LeftButton == ButtonState.Released &&
|
||||
mouseState.LeftButton == ButtonState.Pressed;
|
||||
}
|
||||
|
||||
public static bool LeftButtonReleased()
|
||||
{
|
||||
return GameMain.WindowActive && mouseState.LeftButton == ButtonState.Released;
|
||||
}
|
||||
|
||||
|
||||
public static bool LeftButtonClicked()
|
||||
{
|
||||
return (GameMain.WindowActive &&
|
||||
oldMouseState.LeftButton == ButtonState.Pressed
|
||||
&& mouseState.LeftButton == ButtonState.Released);
|
||||
}
|
||||
|
||||
public static bool RightButtonHeld()
|
||||
{
|
||||
return GameMain.WindowActive && mouseState.RightButton == ButtonState.Pressed;
|
||||
}
|
||||
|
||||
public static bool RightButtonClicked()
|
||||
{
|
||||
return (GameMain.WindowActive &&
|
||||
oldMouseState.RightButton == ButtonState.Pressed
|
||||
&& mouseState.RightButton == ButtonState.Released);
|
||||
}
|
||||
|
||||
public static bool DoubleClicked()
|
||||
{
|
||||
return GameMain.WindowActive && doubleClicked;
|
||||
}
|
||||
|
||||
public static bool KeyHit(InputType inputType)
|
||||
{
|
||||
return GameMain.WindowActive && GameMain.Config.KeyBind(inputType).IsHit();
|
||||
}
|
||||
|
||||
public static bool KeyDown(InputType inputType)
|
||||
{
|
||||
return GameMain.WindowActive && GameMain.Config.KeyBind(inputType).IsDown();
|
||||
}
|
||||
|
||||
public static bool KeyUp(InputType inputType)
|
||||
{
|
||||
return GameMain.WindowActive && !GameMain.Config.KeyBind(inputType).IsDown();
|
||||
}
|
||||
|
||||
public static bool KeyHit(Keys button)
|
||||
{
|
||||
return (GameMain.WindowActive && oldKeyboardState.IsKeyDown(button) && keyboardState.IsKeyUp(button));
|
||||
}
|
||||
|
||||
public static bool KeyDown(Keys button)
|
||||
{
|
||||
return (GameMain.WindowActive && keyboardState.IsKeyDown(button));
|
||||
}
|
||||
|
||||
public static bool KeyUp(Keys button)
|
||||
{
|
||||
return GameMain.WindowActive && keyboardState.IsKeyUp(button);
|
||||
}
|
||||
|
||||
public static void Update(double deltaTime)
|
||||
{
|
||||
timeSinceClick += deltaTime;
|
||||
|
||||
oldMouseState = mouseState;
|
||||
mouseState = latestMouseState;
|
||||
UpdateVariable();
|
||||
|
||||
oldKeyboardState = keyboardState;
|
||||
keyboardState = Keyboard.GetState();
|
||||
|
||||
doubleClicked = false;
|
||||
if (LeftButtonClicked())
|
||||
{
|
||||
if (timeSinceClick < doubleClickDelay) doubleClicked = true;
|
||||
timeSinceClick = 0.0;
|
||||
}
|
||||
}
|
||||
|
||||
public static void UpdateVariable()
|
||||
{
|
||||
//do NOT use this for actual interaction with the game, this is to be used for debugging and rendering ONLY
|
||||
|
||||
latestMouseState = Mouse.GetState();
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user