Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/PlayerInput.cs
T
Joonas Rikkonen 110d803b78 5d2c9f2...bdbcef4
commit bdbcef41bfbc42beeb2d942e7db431b8ab627f1c
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Thu Mar 7 13:31:02 2019 +0200

    Simplify the sprite related commands.

commit 49c8e1cd01953ae31cff99bf35432ab887b45d62
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Thu Mar 7 13:05:20 2019 +0200

    Rename "Reload Texture" button as "Reload Sprite", because it actually reloads both the xml and the texture. Add the button text into the localization file.

commit 84f58d9e0bb46f29412f936d569348e46227c9d5
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Thu Mar 7 12:50:51 2019 +0200

    Add the option to reload xml/texture/both for items when they are hovered over with the mouse. dry.

commit 732084c044e6a2c220cee8d5c1d9b5e4ce05587d
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Thu Mar 7 12:48:49 2019 +0200

    Fix the sprite name of the right hand in the assistant job gear.

commit 30344369d7e87a17312cc839f195c36c77c4a3b2
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Thu Mar 7 12:26:20 2019 +0200

    Fix ReloadXML failing when multiple source elements are found.

commit ddb6fb48b6e0789b18a1ea889dcdf408fcbb5b12
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Thu Mar 7 11:47:13 2019 +0200

    Fix damagemodifier multiplier not applied on particles if no sound is played.

commit 41206013be41d240b12dad48f4ddaba9b072742b
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Thu Mar 7 11:46:22 2019 +0200

    Fix engigear lower arm sprite name.

commit 8ce938305206ca65aeb00515639e799d9f2fd526
Merge: e6166d2ef 61703e8af
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Wed Mar 6 18:53:36 2019 +0200

    Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into dev

commit e6166d2ef24489bac6f217211849884013dbf4e6
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Wed Mar 6 18:53:30 2019 +0200

    Implement husk sprite overlays as wearables. Add new husk injector (wip).

commit 367c4f5b3784c65c3c26807dd6c10e837960c6bb
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Wed Mar 6 18:52:15 2019 +0200

    Add console commands for changing the gender and race of the character.

commit 61703e8af274c8f5d9e05575ebaf13c9bde8855f
Author: Iiro Enges <iiro@fakefish.fi>
Date:   Wed Mar 6 17:47:09 2019 +0200

    Refined environment item scales and colors
2019-03-18 22:31:14 +02:00

247 lines
5.6 KiB
C#

using Microsoft.Xna.Framework.Input;
namespace Barotrauma
{
public enum InputType
{
Select,
Use,
Aim,
Up, Down, Left, Right,
Attack,
Run, Crouch,
InfoTab, Chat, RadioChat, CrewOrders,
Ragdoll, Health, Grab,
SelectNextCharacter,
SelectPreviousCharacter,
Voice
}
public class KeyOrMouse
{
public Keys Key { get; private set; }
public int? MouseButton { get; private set; }
public KeyOrMouse(Keys keyBinding)
{
this.Key = keyBinding;
}
public KeyOrMouse(int mouseButton)
{
this.MouseButton = mouseButton;
}
public bool IsDown()
{
switch (MouseButton)
{
case null:
return PlayerInput.KeyDown(Key);
case 0:
return PlayerInput.LeftButtonHeld();
case 1:
return PlayerInput.RightButtonHeld();
case 2:
return PlayerInput.MidButtonHeld();
case 3:
return PlayerInput.Mouse4ButtonHeld();
case 4:
return PlayerInput.Mouse5ButtonHeld();
case 5: // No real way of "holding" a mouse wheel key, but then again it makes no sense to bind the key to this kind of task.
return PlayerInput.MouseWheelUpClicked();
case 6:
return PlayerInput.MouseWheelDownClicked();
}
return false;
}
public bool IsHit()
{
switch (MouseButton)
{
case null:
return PlayerInput.KeyHit(Key);
case 0:
return PlayerInput.LeftButtonClicked();
case 1:
return PlayerInput.RightButtonClicked();
case 2:
return PlayerInput.MidButtonClicked();
case 3:
return PlayerInput.Mouse4ButtonClicked();
case 4:
return PlayerInput.Mouse5ButtonClicked();
case 5:
return PlayerInput.MouseWheelUpClicked();
case 6:
return PlayerInput.MouseWheelDownClicked();
}
return false;
}
public override string ToString()
{
switch (MouseButton)
{
case null:
return Key.ToString();
case 0:
return "Mouse1";
case 1:
return "Mouse2";
case 2:
return "Mouse3";
case 3:
return "Mouse4";
case 4:
return "Mouse5";
case 5:
return "MouseWheelUp";
case 6:
return "MouseWheelDown";
}
return "None";
}
}
class Key
{
private bool hit, hitQueue;
private bool held, heldQueue;
#if CLIENT
private InputType inputType;
public Key(InputType inputType)
{
this.inputType = inputType;
}
private InputType inputType;
public Key(InputType inputType)
{
this.inputType = inputType;
}
#if CLIENT
private KeyOrMouse binding
{
get { return GameMain.Config.KeyBind(inputType); }
}
public KeyOrMouse State
{
get { return binding; }
}
#endif
public void SetState()
{
hit = binding.IsHit();
if (hit) hitQueue = true;
held = binding.IsDown();
if (held) heldQueue = true;
}
#endif
public void SetState()
{
hit = binding.IsHit();
if (hit) hitQueue = true;
held = binding.IsDown();
if (held) heldQueue = true;
}
#endif
public void SetState()
{
hit = binding.IsHit();
if (hit) hitQueue = true;
held = binding.IsDown();
if (held) heldQueue = true;
}
#endif
public bool Hit
{
get
{
return hit;
}
set
{
hit = value;
}
}
public bool Held
{
get
{
return held;
}
set
{
held = value;
}
}
public void SetState(bool hit, bool held)
{
if (hit) hitQueue = true;
if (held) heldQueue = true;
}
public bool DequeueHit()
{
bool value = hitQueue;
hitQueue = false;
return value;
}
public bool DequeueHeld()
{
bool value = heldQueue;
heldQueue = false;
return value;
}
public bool GetHeldQueue
{
get { return heldQueue; }
}
public bool GetHitQueue
{
get { return hitQueue; }
}
public void Reset()
{
hit = false;
held = false;
}
public void ResetHit()
{
hit = false;
//stateQueue = false;
}
public void ResetHeld()
{
held = false;
//stateQueue = false;
}
}
}