Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/ClientSource/PlayerInput.cs
Joonas Rikkonen c27e2ea5ab v0.14.6.0
2021-06-17 17:58:09 +03:00

549 lines
16 KiB
C#

using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
using System;
#if WINDOWS
using System.Runtime.InteropServices;
#endif
namespace Barotrauma
{
public enum MouseButton
{
None = -1,
LeftMouse = 0,
RightMouse = 1,
MiddleMouse = 2,
MouseButton4 = 3,
MouseButton5 = 4,
MouseWheelUp = 5,
MouseWheelDown = 6,
PrimaryMouse,
SecondaryMouse
}
public class KeyOrMouse
{
public Keys Key { get; private set; }
private string name;
public string Name
{
get
{
if (name == null) { name = GetName(); }
return name;
}
}
public MouseButton MouseButton { get; private set; }
public KeyOrMouse(Keys keyBinding)
{
this.Key = keyBinding;
this.MouseButton = MouseButton.None;
}
public KeyOrMouse(MouseButton mouseButton)
{
this.MouseButton = mouseButton;
}
public bool IsDown()
{
switch (MouseButton)
{
case MouseButton.None:
return PlayerInput.KeyDown(Key);
case MouseButton.PrimaryMouse:
return PlayerInput.PrimaryMouseButtonHeld();
case MouseButton.SecondaryMouse:
return PlayerInput.SecondaryMouseButtonHeld();
case MouseButton.LeftMouse:
return PlayerInput.LeftButtonHeld();
case MouseButton.RightMouse:
return PlayerInput.RightButtonHeld();
case MouseButton.MiddleMouse:
return PlayerInput.MidButtonHeld();
case MouseButton.MouseButton4:
return PlayerInput.Mouse4ButtonHeld();
case MouseButton.MouseButton5:
return PlayerInput.Mouse5ButtonHeld();
case MouseButton.MouseWheelUp: // 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 MouseButton.MouseWheelDown:
return PlayerInput.MouseWheelDownClicked();
}
return false;
}
public bool IsHit()
{
switch (MouseButton)
{
case MouseButton.None:
return PlayerInput.KeyHit(Key);
case MouseButton.PrimaryMouse:
return PlayerInput.PrimaryMouseButtonClicked();
case MouseButton.SecondaryMouse:
return PlayerInput.SecondaryMouseButtonClicked();
case MouseButton.LeftMouse:
return PlayerInput.LeftButtonClicked();
case MouseButton.RightMouse:
return PlayerInput.RightButtonClicked();
case MouseButton.MiddleMouse:
return PlayerInput.MidButtonClicked();
case MouseButton.MouseButton4:
return PlayerInput.Mouse4ButtonClicked();
case MouseButton.MouseButton5:
return PlayerInput.Mouse5ButtonClicked();
case MouseButton.MouseWheelUp:
return PlayerInput.MouseWheelUpClicked();
case MouseButton.MouseWheelDown:
return PlayerInput.MouseWheelDownClicked();
}
return false;
}
public override bool Equals(object obj)
{
if (obj is KeyOrMouse keyOrMouse)
{
if (MouseButton != MouseButton.None)
{
return keyOrMouse.MouseButton == MouseButton;
}
else
{
return keyOrMouse.Key.Equals(Key);
}
}
else
{
return false;
}
}
public override string ToString()
{
switch (MouseButton)
{
case MouseButton.None:
return Key.ToString();
default:
return MouseButton.ToString();
}
}
public override int GetHashCode()
{
var hashCode = int.MinValue;
hashCode = hashCode * -1521134295 + Key.GetHashCode();
hashCode = hashCode * -1521134295 + EqualityComparer<int?>.Default.GetHashCode((int)MouseButton);
return hashCode;
}
public string GetName()
{
if (PlayerInput.NumberKeys.Contains(Key))
{
return Key.ToString().Substring(1, 1);
}
if (MouseButton != MouseButton.None)
{
switch (MouseButton)
{
case MouseButton.PrimaryMouse:
return PlayerInput.MouseButtonsSwapped() ? TextManager.Get("input.rightmouse") : TextManager.Get("input.leftmouse");
case MouseButton.SecondaryMouse:
return PlayerInput.MouseButtonsSwapped() ? TextManager.Get("input.leftmouse") : TextManager.Get("input.rightmouse");
default:
return TextManager.Get("input." + MouseButton.ToString().ToLowerInvariant());
}
}
else
{
return Key.ToString();
}
}
}
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;
static Point lastClickPosition;
const float DoubleClickDelay = 0.4f;
public static float MaxDoubleClickDistance
{
get { return Math.Max(15.0f * Math.Max(GameMain.GraphicsHeight / 1920.0f, GameMain.GraphicsHeight / 1080.0f), 10.0f); }
}
static bool doubleClicked;
static bool allowInput;
static bool wasWindowActive;
public static readonly List<Keys> NumberKeys = new List<Keys> { Keys.D0, Keys.D1, Keys.D2, Keys.D3, Keys.D4, Keys.D5, Keys.D6, Keys.D7, Keys.D8, Keys.D9 };
#if WINDOWS
[DllImport("user32.dll")]
static extern int GetSystemMetrics(int smIndex);
public static bool MouseButtonsSwapped()
{
return GetSystemMetrics(23) != 0; //SM_SWAPBUTTON
}
#else
public static bool MouseButtonsSwapped()
{
return false; //TODO: implement on other platforms?
}
#endif
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 bool MouseInsideWindow
{
get { return new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight).Contains(MousePosition); }
}
public static Vector2 MouseSpeed
{
get
{
return AllowInput ? MousePosition - new Vector2(oldMouseState.X, oldMouseState.Y) : Vector2.Zero;
}
}
private static bool AllowInput
{
get { return GameMain.WindowActive && allowInput; }
}
public static Vector2 MouseSpeedPerSecond { get; private set; }
public static KeyboardState GetKeyboardState
{
get { return keyboardState; }
}
public static KeyboardState GetOldKeyboardState
{
get { return oldKeyboardState; }
}
public static int ScrollWheelSpeed
{
get { return AllowInput ? mouseState.ScrollWheelValue - oldMouseState.ScrollWheelValue : 0; }
}
public static bool PrimaryMouseButtonHeld()
{
if (MouseButtonsSwapped())
{
return RightButtonHeld();
}
return LeftButtonHeld();
}
public static bool PrimaryMouseButtonDown()
{
if (MouseButtonsSwapped())
{
return RightButtonDown();
}
return LeftButtonDown();
}
public static bool PrimaryMouseButtonReleased()
{
if (MouseButtonsSwapped())
{
return RightButtonReleased();
}
return LeftButtonReleased();
}
public static bool PrimaryMouseButtonClicked()
{
if (MouseButtonsSwapped())
{
return RightButtonClicked();
}
return LeftButtonClicked();
}
public static bool SecondaryMouseButtonHeld()
{
if (!MouseButtonsSwapped())
{
return RightButtonHeld();
}
return LeftButtonHeld();
}
public static bool SecondaryMouseButtonDown()
{
if (!MouseButtonsSwapped())
{
return RightButtonDown();
}
return LeftButtonDown();
}
public static bool SecondaryMouseButtonReleased()
{
if (!MouseButtonsSwapped())
{
return RightButtonReleased();
}
return LeftButtonReleased();
}
public static bool SecondaryMouseButtonClicked()
{
if (!MouseButtonsSwapped())
{
return RightButtonClicked();
}
return LeftButtonClicked();
}
public static bool LeftButtonHeld()
{
return AllowInput && mouseState.LeftButton == ButtonState.Pressed;
}
public static bool LeftButtonDown()
{
return AllowInput &&
oldMouseState.LeftButton == ButtonState.Released &&
mouseState.LeftButton == ButtonState.Pressed;
}
public static bool LeftButtonReleased()
{
return AllowInput && mouseState.LeftButton == ButtonState.Released;
}
public static bool LeftButtonClicked()
{
return (AllowInput &&
oldMouseState.LeftButton == ButtonState.Pressed
&& mouseState.LeftButton == ButtonState.Released);
}
public static bool RightButtonHeld()
{
return AllowInput && mouseState.RightButton == ButtonState.Pressed;
}
public static bool RightButtonDown()
{
return AllowInput &&
oldMouseState.RightButton == ButtonState.Released &&
mouseState.RightButton == ButtonState.Pressed;
}
public static bool RightButtonReleased()
{
return AllowInput && mouseState.RightButton == ButtonState.Released;
}
public static bool RightButtonClicked()
{
return (AllowInput &&
oldMouseState.RightButton == ButtonState.Pressed
&& mouseState.RightButton == ButtonState.Released);
}
public static bool MidButtonClicked()
{
return (AllowInput &&
oldMouseState.MiddleButton == ButtonState.Pressed
&& mouseState.MiddleButton == ButtonState.Released);
}
public static bool MidButtonHeld()
{
return AllowInput && mouseState.MiddleButton == ButtonState.Pressed;
}
public static bool Mouse4ButtonClicked()
{
return (AllowInput &&
oldMouseState.XButton1 == ButtonState.Pressed
&& mouseState.XButton1 == ButtonState.Released);
}
public static bool Mouse4ButtonHeld()
{
return AllowInput && mouseState.XButton1 == ButtonState.Pressed;
}
public static bool Mouse5ButtonClicked()
{
return (AllowInput &&
oldMouseState.XButton2 == ButtonState.Pressed
&& mouseState.XButton2 == ButtonState.Released);
}
public static bool Mouse5ButtonHeld()
{
return AllowInput && mouseState.XButton2 == ButtonState.Pressed;
}
public static bool MouseWheelUpClicked()
{
return (AllowInput && ScrollWheelSpeed > 0);
}
public static bool MouseWheelDownClicked()
{
return (AllowInput && ScrollWheelSpeed < 0);
}
public static bool DoubleClicked()
{
return AllowInput && doubleClicked;
}
public static bool KeyHit(InputType inputType)
{
return AllowInput && GameMain.Config.KeyBind(inputType).IsHit();
}
public static bool KeyDown(InputType inputType)
{
return AllowInput && GameMain.Config.KeyBind(inputType).IsDown();
}
public static bool KeyUp(InputType inputType)
{
return AllowInput && !GameMain.Config.KeyBind(inputType).IsDown();
}
public static bool KeyHit(Keys button)
{
return AllowInput && oldKeyboardState.IsKeyUp(button) && keyboardState.IsKeyDown(button);
}
public static bool InventoryKeyHit(int index)
{
if (index == -1) return false;
return AllowInput && GameMain.Config.InventoryKeyBind(index).IsHit();
}
public static bool KeyDown(Keys button)
{
return AllowInput && keyboardState.IsKeyDown(button);
}
public static bool KeyUp(Keys button)
{
return AllowInput && keyboardState.IsKeyUp(button);
}
public static bool IsShiftDown()
{
return KeyDown(Keys.LeftShift) || KeyDown(Keys.RightShift);
}
public static bool IsCtrlDown()
{
#if !OSX
return KeyDown(Keys.LeftControl) || KeyDown(Keys.RightControl);
#else
return KeyDown(Keys.LeftWindows) || KeyDown(Keys.RightWindows);
#endif
}
public static bool IsAltDown()
{
return KeyDown(Keys.LeftAlt) || KeyDown(Keys.RightAlt);
}
public static void Update(double deltaTime)
{
timeSinceClick += deltaTime;
if (!GameMain.WindowActive)
{
wasWindowActive = false;
return;
}
//window was not active during the previous frame -> ignore inputs from this frame
if (!wasWindowActive)
{
wasWindowActive = true;
allowInput = false;
}
else
{
allowInput = true;
}
oldMouseState = mouseState;
mouseState = latestMouseState;
UpdateVariable();
oldKeyboardState = keyboardState;
keyboardState = Keyboard.GetState();
MouseSpeedPerSecond = MouseSpeed / (float)deltaTime;
// Split into two to not accept drag & drop releasing as part of a double-click
doubleClicked = false;
if (PrimaryMouseButtonClicked())
{
float dist = (mouseState.Position - lastClickPosition).ToVector2().Length();
if (timeSinceClick < DoubleClickDelay && dist < MaxDoubleClickDistance)
{
doubleClicked = true;
timeSinceClick = DoubleClickDelay;
}
else if (timeSinceClick < DoubleClickDelay)
{
lastClickPosition = mouseState.Position;
}
if (!doubleClicked && dist < MaxDoubleClickDistance)
{
timeSinceClick = 0.0;
}
}
if (PrimaryMouseButtonDown())
{
lastClickPosition = mouseState.Position;
}
}
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();
}
}
}