using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; namespace Barotrauma { public static class PlayerInput { public static Keys selectKey = Keys.E; public static Vector2 MousePosition { get { return Vector2.Zero; } } public static Vector2 LatestMousePosition { get { return Vector2.Zero; } } //public static MouseState GetMouseState //{ // get { return mouseState; } //} //public static MouseState GetOldMouseState //{ // get { return oldMouseState; } //} public static bool MouseInsideWindow { get { return false; } } public static Vector2 MouseSpeed { get { return Vector2.Zero; } } public static KeyboardState GetKeyboardState { get { return new KeyboardState(); } } public static KeyboardState GetOldKeyboardState { get { return new KeyboardState(); } } public static int ScrollWheelSpeed { get { return 0; } } public static bool LeftButtonHeld() { return false; } public static bool LeftButtonDown() { return false; } public static bool LeftButtonReleased() { return false; } public static bool LeftButtonClicked() { return false; } public static bool RightButtonHeld() { return false; } public static bool RightButtonClicked() { return false; } public static bool DoubleClicked() { return false; } public static bool KeyHit(InputType inputType) { return false; } public static bool KeyDown(InputType inputType) { return false; } public static bool KeyUp(InputType inputType) { return false; } public static bool KeyHit(Keys button) { return false; } public static bool KeyDown(Keys button) { return false; } public static bool KeyUp(Keys button) { return false; } public static void Update(double deltaTime) { } public static void UpdateVariable() { } } }