219 lines
5.0 KiB
C#
219 lines
5.0 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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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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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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