Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/PlayerInput.cs
T
Joonas Rikkonen 80ab27df22 c2e39cc...409d4d9
commit 409d4d96ead69028a164274637d23e350acb73fb
Merge: 95169f539 26e89c63d
Author: EdusFF <pitkanen.eetu@gmail.com>
Date:   Mon Mar 11 15:13:27 2019 +0200

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

commit 95169f53937f9a7e168a884171eaa21ae7f08023
Author: EdusFF <pitkanen.eetu@gmail.com>
Date:   Mon Mar 11 15:13:11 2019 +0200

    Modified: ServerMessage structure to allow _ ; in player & submarine names

commit 26e89c63dc8da771aea9f09978a630a6cff60a6f
Merge: b7646d06d fb0b821bc
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 14:42:44 2019 +0200

    Merge branch 'kuraiookami-logicExpantion' into dev

    # Conflicts:
    #       Barotrauma/BarotraumaShared/SharedContent.projitems

commit fb0b821bc97891cdeec8f2c740a12119696393ea
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 14:41:21 2019 +0200

    Use invariant culture when parsing floats or converting them to strings in signal components

commit f0c8afba934b41358cf5d59a22b87caf33f98a61
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 14:00:44 2019 +0200

    Update new signal components to use identifiers & added names and descriptions to the text file, use invariant culture in equalscomponent, memorycomponent doesn't require the signals to be floats

commit 674d9ec804fc4770b602d4b09240b08cafc8ccec
Merge: 3ea33fb54 242e2429f
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 12:01:27 2019 +0200

    Merge branch 'logicExpantion' of https://github.com/kuraiookami/Barotrauma into kuraiookami-logicExpantion

    # Conflicts:
    #       Barotrauma/BarotraumaShared/BarotraumaShared.projitems
    #       Barotrauma/BarotraumaShared/Content/Items/Electricity/poweritems.xml
    #       Barotrauma/BarotraumaShared/Content/Items/Electricity/signalitems.xml
    #       Barotrauma/BarotraumaShared/Source/Items/Components/Power/PowerContainer.cs
    #       Barotrauma/BarotraumaShared/Source/Items/Components/Signal/AdderComponent.cs

commit b7646d06d53fb05227276e6286d0e15da5dc9080
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 11:37:33 2019 +0200

    Re-enabled multiplayer campaign

commit cf7258f6410a5995c881ec6e95eb9def5cd90ad4
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 11:28:48 2019 +0200

    Fixed item interfaces getting repositioned every frame when the editing HUD is open. Closes #1212

commit e8906239c779cf71de694bc65c81058e5cae16ef
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 11:12:05 2019 +0200

    Fixed VoipCapture creating new "could not start voice capture" popups constantly if there's no suitable capture device. Closes #1262

commit a30f47fbe47fde4fccb0453c1773a76d730d226b
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Sun Mar 10 19:04:59 2019 +0200

    Disable audio instead of crashing if no audio device is found. Closes #1214

commit 242e2429fd2c3ed199ac26b55e2cbdc8636e73f9
Author: Darkwolf <Darkwolf0101@gmail.com>
Date:   Mon Jan 21 21:26:57 2019 -0600

    Expansion of Barotrauma's logic system.

    Changed:
    - AdderComponent and children can clamp their output
    - Powercontainer signals for charge,charge% and charge rate

    Added:
    - ColorComponent: Dynamic signals for light set_color inputs
    - MemoryComponent: Stores and sends a signal that is edge latched
    - DivideComponent: Standard division
    - MultiplyComponent: Standard multiplication
    - SubtractComponent: Standard subtraction
    - XorComponent: Exclusive or
    - EqualsComponent: Equals comparison
    - GreaterComponent: Greater than comparison
2019-03-18 22:50:18 +02:00

237 lines
5.4 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 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;
}
}
}