275 lines
8.4 KiB
C#
275 lines
8.4 KiB
C#
using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Input;
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namespace Barotrauma
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{
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public static class PlayerInput
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{
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static MouseState mouseState, oldMouseState;
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static MouseState latestMouseState; //the absolute latest state, do NOT use for player interaction
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static KeyboardState keyboardState, oldKeyboardState;
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static double timeSinceClick;
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static Point lastClickPosition;
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const float DoubleClickDelay = 0.4f;
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const float MaxDoubleClickDistance = 10.0f;
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static bool doubleClicked;
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static bool allowInput;
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static bool wasWindowActive;
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#if LINUX || OSX
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static readonly Keys[] manuallyHandledTextInputKeys = { Keys.Left, Keys.Right, Keys.Up, Keys.Down };
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const float AutoRepeatDelay = 0.5f;
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const float AutoRepeatRate = 25;
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static Dictionary<Keys, float> autoRepeatTimer = new Dictionary<Keys, float>();
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#endif
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public static Vector2 MousePosition
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{
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get { return new Vector2(mouseState.Position.X, mouseState.Position.Y); }
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}
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public static Vector2 LatestMousePosition
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{
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get { return new Vector2(latestMouseState.Position.X, latestMouseState.Position.Y); }
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}
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public static bool MouseInsideWindow
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{
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get { return new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight).Contains(MousePosition); }
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}
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public static Vector2 MouseSpeed
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{
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get
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{
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return AllowInput ? MousePosition - new Vector2(oldMouseState.X, oldMouseState.Y) : Vector2.Zero;
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}
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}
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private static bool AllowInput
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{
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get { return GameMain.WindowActive && allowInput; }
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}
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public static Vector2 MouseSpeedPerSecond { get; private set; }
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public static KeyboardState GetKeyboardState
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{
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get { return keyboardState; }
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}
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public static KeyboardState GetOldKeyboardState
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{
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get { return oldKeyboardState; }
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}
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public static int ScrollWheelSpeed
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{
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get { return AllowInput ? mouseState.ScrollWheelValue - oldMouseState.ScrollWheelValue : 0; }
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}
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public static bool LeftButtonHeld()
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{
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return AllowInput && mouseState.LeftButton == ButtonState.Pressed;
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}
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public static bool LeftButtonDown()
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{
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return AllowInput &&
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oldMouseState.LeftButton == ButtonState.Released &&
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mouseState.LeftButton == ButtonState.Pressed;
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}
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public static bool LeftButtonReleased()
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{
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return AllowInput && mouseState.LeftButton == ButtonState.Released;
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}
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public static bool LeftButtonClicked()
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{
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return (AllowInput &&
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oldMouseState.LeftButton == ButtonState.Pressed
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&& mouseState.LeftButton == ButtonState.Released);
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}
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public static bool RightButtonHeld()
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{
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return AllowInput && mouseState.RightButton == ButtonState.Pressed;
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}
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public static bool RightButtonClicked()
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{
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return (AllowInput &&
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oldMouseState.RightButton == ButtonState.Pressed
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&& mouseState.RightButton == ButtonState.Released);
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}
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public static bool MidButtonClicked()
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{
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return (AllowInput &&
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oldMouseState.MiddleButton == ButtonState.Pressed
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&& mouseState.MiddleButton == ButtonState.Released);
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}
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public static bool MidButtonHeld()
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{
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return AllowInput && mouseState.MiddleButton == ButtonState.Pressed;
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}
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public static bool Mouse4ButtonClicked()
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{
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return (AllowInput &&
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oldMouseState.XButton1 == ButtonState.Pressed
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&& mouseState.XButton1 == ButtonState.Released);
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}
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public static bool Mouse4ButtonHeld()
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{
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return AllowInput && mouseState.XButton1 == ButtonState.Pressed;
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}
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public static bool Mouse5ButtonClicked()
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{
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return (AllowInput &&
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oldMouseState.XButton2 == ButtonState.Pressed
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&& mouseState.XButton2 == ButtonState.Released);
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}
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public static bool Mouse5ButtonHeld()
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{
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return AllowInput && mouseState.XButton2 == ButtonState.Pressed;
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}
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public static bool MouseWheelUpClicked()
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{
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return (AllowInput && ScrollWheelSpeed > 0);
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}
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public static bool MouseWheelDownClicked()
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{
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return (AllowInput && ScrollWheelSpeed < 0);
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}
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public static bool DoubleClicked()
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{
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return AllowInput && doubleClicked;
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}
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public static bool KeyHit(InputType inputType)
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{
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return AllowInput && GameMain.Config.KeyBind(inputType).IsHit();
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}
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public static bool KeyDown(InputType inputType)
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{
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return AllowInput && GameMain.Config.KeyBind(inputType).IsDown();
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}
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public static bool KeyUp(InputType inputType)
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{
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return AllowInput && !GameMain.Config.KeyBind(inputType).IsDown();
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}
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public static bool KeyHit(Keys button)
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{
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return (AllowInput && oldKeyboardState.IsKeyDown(button) && keyboardState.IsKeyUp(button));
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}
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public static bool KeyDown(Keys button)
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{
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return (AllowInput && keyboardState.IsKeyDown(button));
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}
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public static bool KeyUp(Keys button)
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{
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return AllowInput && keyboardState.IsKeyUp(button);
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}
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public static void Update(double deltaTime)
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{
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timeSinceClick += deltaTime;
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if (!GameMain.WindowActive)
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{
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wasWindowActive = false;
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return;
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}
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//window was not active during the previous frame -> ignore inputs from this frame
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if (!wasWindowActive)
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{
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wasWindowActive = true;
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allowInput = false;
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}
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else
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{
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allowInput = true;
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}
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oldMouseState = mouseState;
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mouseState = latestMouseState;
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UpdateVariable();
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oldKeyboardState = keyboardState;
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keyboardState = Keyboard.GetState();
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MouseSpeedPerSecond = MouseSpeed / (float)deltaTime;
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doubleClicked = false;
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if (LeftButtonClicked())
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{
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if (timeSinceClick < DoubleClickDelay &&
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(mouseState.Position - lastClickPosition).ToVector2().Length() < MaxDoubleClickDistance)
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{
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doubleClicked = true;
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}
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lastClickPosition = mouseState.Position;
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timeSinceClick = 0.0;
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}
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#if LINUX || OSX
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//arrow keys cannot be received using window.TextInput on Linux (see https://github.com/MonoGame/MonoGame/issues/5808)
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//so lets do it manually here and pass to the KeyboardDispatcher:
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foreach (Keys key in manuallyHandledTextInputKeys)
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{
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if (!autoRepeatTimer.ContainsKey(key))
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{
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autoRepeatTimer[key] = 0.0f;
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}
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if (KeyDown(key))
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{
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if (autoRepeatTimer[key] <= 0.0f)
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{
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GUI.KeyboardDispatcher.EventInput_KeyDown(null, new EventInput.KeyEventArgs(key));
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}
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else if (autoRepeatTimer[key] > AutoRepeatDelay)
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{
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GUI.KeyboardDispatcher.EventInput_KeyDown(null, new EventInput.KeyEventArgs(key));
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autoRepeatTimer[key] -= 1.0f / AutoRepeatRate;
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}
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autoRepeatTimer[key] += (float)deltaTime;
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}
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else
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{
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autoRepeatTimer[key] = 0.0f;
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}
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}
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#endif
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}
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public static void UpdateVariable()
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{
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//do NOT use this for actual interaction with the game, this is to be used for debugging and rendering ONLY
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latestMouseState = Mouse.GetState();
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}
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}
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}
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