Files
LuaCsForBarotraumaEP/Subsurface/Source/PlayerInput.cs
2016-09-21 16:46:12 -03:00

365 lines
8.1 KiB
C#

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
namespace Barotrauma
{
public enum InputType
{
Select,
Use,
Aim,
Up, Down, Left, Right,
Attack,
Run, Crouch,
Chat, CrewOrders
}
public class KeyOrMouse
{
Keys keyBinding;
int? mouseButton;
public Keys Key
{
get { return keyBinding; }
}
public int? MouseButton
{
get { return mouseButton; }
}
public KeyOrMouse(Keys keyBinding)
{
this.keyBinding = keyBinding;
}
public KeyOrMouse(int mouseButton)
{
this.mouseButton = mouseButton;
}
public bool IsDown()
{
if (mouseButton==null)
{
return PlayerInput.KeyDown(keyBinding);
}
else if (mouseButton == 0)
{
return PlayerInput.LeftButtonHeld();
}
else if (mouseButton == 1)
{
return PlayerInput.RightButtonHeld();
}
return false;
}
public bool IsHit()
{
if (mouseButton == null)
{
return PlayerInput.KeyHit(keyBinding);
}
else if (mouseButton == 0)
{
return PlayerInput.LeftButtonClicked();
}
else if (mouseButton == 1)
{
return PlayerInput.RightButtonClicked();
}
return false;
}
public override string ToString()
{
if (mouseButton==null)
{
return keyBinding.ToString();
}
else if (mouseButton==0)
{
return "Mouse1";
}
else if (mouseButton==1)
{
return "Mouse2";
}
return "None";
}
}
class Key
{
private bool hit, hitQueue;
private bool held, heldQueue;
KeyOrMouse binding;
//public bool CanBeHeld
//{
// get { return canBeHeld; }
//}
public Key(KeyOrMouse binding)
{
this.binding = binding;
}
public bool Hit
{
get
{
return hit;
}
set
{
hit = value;
}
}
public bool Held
{
get
{
return held;
}
set
{
held = value;
}
}
public KeyOrMouse State
{
get { return binding; }
}
public void SetState()
{
hit = binding.IsHit();
if (hit) hitQueue = true;
held = binding.IsDown();
if (held) heldQueue = true;
}
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;
}
}
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();
}
}
}