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