Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/Source/PlayerInput.cs
juanjp600 4d225c65f2 Updated to MonoGame 3.6 + Directory refactor
- Barotrauma's projects are in the Barotrauma directory
- All libraries are in the Libraries directory
- MonoGame is now managed by NuGet, rather than referenced from the installed files (TODO: consider using PCL for easier cross-platform development?)
- NuGet libraries are not included in the repo, as getting the latest versions automatically should be preferred
- Removed Content/effects.mgfx as it didn't seem to be used anywhere
- Removed some references to Subsurface directory
- Renamed Launcher2 to Launcher
2017-06-27 09:52:57 -03:00

167 lines
4.9 KiB
C#

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
namespace Barotrauma
{
public static class PlayerInput
{
static MouseState mouseState, oldMouseState;
static MouseState latestMouseState; //the absolute latest state, do NOT use for player interaction
static KeyboardState keyboardState, oldKeyboardState;
static double timeSinceClick;
const double doubleClickDelay = 0.4;
static bool doubleClicked;
public static Keys selectKey = Keys.E;
public static Vector2 MousePosition
{
get { return new Vector2(mouseState.Position.X, mouseState.Position.Y); }
}
public static Vector2 LatestMousePosition
{
get { return new Vector2(latestMouseState.Position.X, latestMouseState.Position.Y); }
}
//public static MouseState GetMouseState
//{
// get { return mouseState; }
//}
//public static MouseState GetOldMouseState
//{
// get { return oldMouseState; }
//}
public static bool MouseInsideWindow
{
get { return new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight).Contains(MousePosition); }
}
public static Vector2 MouseSpeed
{
get
{
return GameMain.WindowActive ? MousePosition - new Vector2(oldMouseState.X, oldMouseState.Y) : Vector2.Zero;
}
}
public static KeyboardState GetKeyboardState
{
get { return keyboardState; }
}
public static KeyboardState GetOldKeyboardState
{
get { return oldKeyboardState; }
}
public static int ScrollWheelSpeed
{
get { return GameMain.WindowActive ? mouseState.ScrollWheelValue - oldMouseState.ScrollWheelValue : 0; }
}
public static bool LeftButtonHeld()
{
return GameMain.WindowActive && mouseState.LeftButton == ButtonState.Pressed;
}
public static bool LeftButtonDown()
{
return GameMain.WindowActive &&
oldMouseState.LeftButton == ButtonState.Released &&
mouseState.LeftButton == ButtonState.Pressed;
}
public static bool LeftButtonReleased()
{
return GameMain.WindowActive && mouseState.LeftButton == ButtonState.Released;
}
public static bool LeftButtonClicked()
{
return (GameMain.WindowActive &&
oldMouseState.LeftButton == ButtonState.Pressed
&& mouseState.LeftButton == ButtonState.Released);
}
public static bool RightButtonHeld()
{
return GameMain.WindowActive && mouseState.RightButton == ButtonState.Pressed;
}
public static bool RightButtonClicked()
{
return (GameMain.WindowActive &&
oldMouseState.RightButton == ButtonState.Pressed
&& mouseState.RightButton == ButtonState.Released);
}
public static bool DoubleClicked()
{
return GameMain.WindowActive && doubleClicked;
}
public static bool KeyHit(InputType inputType)
{
return GameMain.WindowActive && GameMain.Config.KeyBind(inputType).IsHit();
}
public static bool KeyDown(InputType inputType)
{
return GameMain.WindowActive && GameMain.Config.KeyBind(inputType).IsDown();
}
public static bool KeyUp(InputType inputType)
{
return GameMain.WindowActive && !GameMain.Config.KeyBind(inputType).IsDown();
}
public static bool KeyHit(Keys button)
{
return (GameMain.WindowActive && oldKeyboardState.IsKeyDown(button) && keyboardState.IsKeyUp(button));
}
public static bool KeyDown(Keys button)
{
return (GameMain.WindowActive && keyboardState.IsKeyDown(button));
}
public static bool KeyUp(Keys button)
{
return GameMain.WindowActive && keyboardState.IsKeyUp(button);
}
public static void Update(double deltaTime)
{
timeSinceClick += deltaTime;
oldMouseState = mouseState;
mouseState = latestMouseState;
UpdateVariable();
oldKeyboardState = keyboardState;
keyboardState = Keyboard.GetState();
doubleClicked = false;
if (LeftButtonClicked())
{
if (timeSinceClick < doubleClickDelay) doubleClicked = true;
timeSinceClick = 0.0;
}
}
public static void UpdateVariable()
{
//do NOT use this for actual interaction with the game, this is to be used for debugging and rendering ONLY
latestMouseState = Mouse.GetState();
}
}
}