Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/Source/PlayerInput.cs
Joonas Rikkonen 044fd3344b 2f107db...5202af9
2019-03-18 21:42:26 +02:00

275 lines
8.4 KiB
C#

using System.Collections.Generic;
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;
static Point lastClickPosition;
const float DoubleClickDelay = 0.4f;
const float MaxDoubleClickDistance = 10.0f;
static bool doubleClicked;
static bool allowInput;
static bool wasWindowActive;
#if LINUX || OSX
static readonly Keys[] manuallyHandledTextInputKeys = { Keys.Left, Keys.Right, Keys.Up, Keys.Down };
const float AutoRepeatDelay = 0.5f;
const float AutoRepeatRate = 25;
static Dictionary<Keys, float> autoRepeatTimer = new Dictionary<Keys, float>();
#endif
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 bool MouseInsideWindow
{
get { return new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight).Contains(MousePosition); }
}
public static Vector2 MouseSpeed
{
get
{
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; }
}
public static KeyboardState GetOldKeyboardState
{
get { return oldKeyboardState; }
}
public static int ScrollWheelSpeed
{
get { return AllowInput ? mouseState.ScrollWheelValue - oldMouseState.ScrollWheelValue : 0; }
}
public static bool LeftButtonHeld()
{
return AllowInput && mouseState.LeftButton == ButtonState.Pressed;
}
public static bool LeftButtonDown()
{
return AllowInput &&
oldMouseState.LeftButton == ButtonState.Released &&
mouseState.LeftButton == ButtonState.Pressed;
}
public static bool LeftButtonReleased()
{
return AllowInput && mouseState.LeftButton == ButtonState.Released;
}
public static bool LeftButtonClicked()
{
return (AllowInput &&
oldMouseState.LeftButton == ButtonState.Pressed
&& mouseState.LeftButton == ButtonState.Released);
}
public static bool RightButtonHeld()
{
return AllowInput && mouseState.RightButton == ButtonState.Pressed;
}
public static bool RightButtonClicked()
{
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 Mouse4ButtonClicked()
{
return (AllowInput &&
oldMouseState.XButton1 == ButtonState.Pressed
&& mouseState.XButton1 == ButtonState.Released);
}
public static bool Mouse4ButtonHeld()
{
return AllowInput && mouseState.XButton1 == ButtonState.Pressed;
}
public static bool Mouse5ButtonClicked()
{
return (AllowInput &&
oldMouseState.XButton2 == ButtonState.Pressed
&& mouseState.XButton2 == ButtonState.Released);
}
public static bool Mouse5ButtonHeld()
{
return AllowInput && mouseState.XButton2 == ButtonState.Pressed;
}
public static bool MouseWheelUpClicked()
{
return (AllowInput && ScrollWheelSpeed > 0);
}
public static bool MouseWheelDownClicked()
{
return (AllowInput && ScrollWheelSpeed < 0);
}
public static bool DoubleClicked()
{
return AllowInput && doubleClicked;
}
public static bool KeyHit(InputType inputType)
{
return AllowInput && GameMain.Config.KeyBind(inputType).IsHit();
}
public static bool KeyDown(InputType inputType)
{
return AllowInput && GameMain.Config.KeyBind(inputType).IsDown();
}
public static bool KeyUp(InputType inputType)
{
return AllowInput && !GameMain.Config.KeyBind(inputType).IsDown();
}
public static bool KeyHit(Keys button)
{
return (AllowInput && oldKeyboardState.IsKeyDown(button) && keyboardState.IsKeyUp(button));
}
public static bool KeyDown(Keys button)
{
return (AllowInput && keyboardState.IsKeyDown(button));
}
public static bool KeyUp(Keys 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();
oldKeyboardState = keyboardState;
keyboardState = Keyboard.GetState();
MouseSpeedPerSecond = MouseSpeed / (float)deltaTime;
doubleClicked = false;
if (LeftButtonClicked())
{
if (timeSinceClick < DoubleClickDelay &&
(mouseState.Position - lastClickPosition).ToVector2().Length() < MaxDoubleClickDistance)
{
doubleClicked = true;
}
lastClickPosition = mouseState.Position;
timeSinceClick = 0.0;
}
#if LINUX || OSX
//arrow keys cannot be received using window.TextInput on Linux (see https://github.com/MonoGame/MonoGame/issues/5808)
//so lets do it manually here and pass to the KeyboardDispatcher:
foreach (Keys key in manuallyHandledTextInputKeys)
{
if (!autoRepeatTimer.ContainsKey(key))
{
autoRepeatTimer[key] = 0.0f;
}
if (KeyDown(key))
{
if (autoRepeatTimer[key] <= 0.0f)
{
GUI.KeyboardDispatcher.EventInput_KeyDown(null, new EventInput.KeyEventArgs(key));
}
else if (autoRepeatTimer[key] > AutoRepeatDelay)
{
GUI.KeyboardDispatcher.EventInput_KeyDown(null, new EventInput.KeyEventArgs(key));
autoRepeatTimer[key] -= 1.0f / AutoRepeatRate;
}
autoRepeatTimer[key] += (float)deltaTime;
}
else
{
autoRepeatTimer[key] = 0.0f;
}
}
#endif
}
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();
}
}
}