76 lines
1.9 KiB
Markdown
76 lines
1.9 KiB
Markdown
---
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title: "Input"
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date: 2021-01-23T16:39:09-08:00
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weight: 2
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---
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All input-related information can be retrieved through the `Inputs`.
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This class is automatically updated with input information and a reference to it can be retrieved from your `Game` subclass.
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### Buttons
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There are four properties that buttons can have, and these apply to keyboard, mouse, and gamepad inputs.
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`IsPressed` means that the button was pressed this frame.
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`IsHeld` means that the button has been held down for at least two frames.
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`IsDown` means that the button was pressed or held on this frame.
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`IsReleased` means that the button is not currently being pressed.
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If you wanted to check if the A button on Gamepad 0 was pressed this frame, you would do this:
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```cs
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if (Inputs.GetGamepad(0).A.IsPressed)
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{
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// do stuff
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}
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```
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If you wanted to check if the right mouse button was not pressed, you could do this:
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```cs
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if (Inputs.Mouse.RightButton.IsReleased)
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{
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// do stuff
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}
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```
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You can look up keyboard key states with the `Keycode` enum. For example:
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```cs
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if (Inputs.Keyboard.IsDown(Keycode.S))
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{
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// do stuff
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}
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```
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would tell you that the S key is currently down.
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## Mouse Input
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In addition to the mouse buttons, there are two kinds of positional information: window-relative position and per-frame deltas.
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```cs
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var mouseX = Inputs.Mouse.X;
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var deltaMouseY = Inputs.Mouse.DeltaY;
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```
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`RelativeMode` hides the mouse and does not update the position of the mouse while still returning movement deltas.
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This is ideal for creating FPS-style controls. To enable it, simply do:
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```cs
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Inputs.Mouse.RelativeMode = true;
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```
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## Gamepad Input
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MoonWorks assumes your gamepad has a left stick, a right stick, and two triggers. The stick axes are represented in the range [-1f, 1f] and the trigger axes in the range [0f, 1f];
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```cs
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var leftStickHorizontal= Inputs.GetGamepad(0).LeftX;
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var rightStickVertical = Inputs.GetGamepad(0).RightY;
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var leftTrigger = Inputs.GetGamepad(0).LeftTrigger;
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```
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