Inputs.AnyPressed implementation
parent
db5ca97726
commit
1cf3a13541
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@ -1,7 +1,7 @@
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namespace MoonWorks.Input
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{
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// Blittable identifier that can be used for button state lookups.
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public struct ButtonIdentifier
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public struct ButtonIdentifier : System.IEquatable<ButtonIdentifier>
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{
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public DeviceKind DeviceKind { get; }
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public int Index { get; } // 1-4 for gamepads, 0 otherwise
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@ -27,5 +27,33 @@ namespace MoonWorks.Input
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Index = 0;
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Code = (int) mouseCode;
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}
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public override int GetHashCode()
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{
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return System.HashCode.Combine(DeviceKind, Index, Code);
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}
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public override bool Equals(object obj)
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{
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return obj is ButtonIdentifier identifier && Equals(identifier);
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}
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public bool Equals(ButtonIdentifier identifier)
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{
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return
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DeviceKind == identifier.DeviceKind &&
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Index == identifier.Index &&
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Code == identifier.Code;
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}
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public static bool operator ==(ButtonIdentifier a, ButtonIdentifier b)
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{
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return a.Equals(b);
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}
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public static bool operator !=(ButtonIdentifier a, ButtonIdentifier b)
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{
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return !(a == b);
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}
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}
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}
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@ -2,8 +2,9 @@ namespace MoonWorks.Input
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{
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public enum DeviceKind
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{
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None,
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Keyboard,
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Mouse,
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Gamepad
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Gamepad,
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}
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}
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@ -36,6 +36,9 @@ namespace MoonWorks.Input
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public bool IsDummy => Handle == IntPtr.Zero;
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public bool AnyPressed { get; private set; }
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public ButtonCode AnyPressedButtonCode { get; private set; }
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private Dictionary<SDL.SDL_GameControllerButton, Button> EnumToButton;
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private Dictionary<SDL.SDL_GameControllerAxis, Axis> EnumToAxis;
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private Dictionary<SDL.SDL_GameControllerAxis, Trigger> EnumToTrigger;
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@ -45,6 +48,8 @@ namespace MoonWorks.Input
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Handle = handle;
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Index = index;
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AnyPressed = false;
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EnumToButton = new Dictionary<SDL.SDL_GameControllerButton, Button>
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{
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{ SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_A, A },
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@ -81,11 +86,20 @@ namespace MoonWorks.Input
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internal void Update()
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{
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AnyPressed = false;
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if (!IsDummy)
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{
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foreach (var (sdlEnum, button) in EnumToButton)
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{
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button.Update(CheckPressed(sdlEnum));
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var pressed = CheckPressed(sdlEnum);
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button.Update(pressed);
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if (button.IsPressed)
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{
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AnyPressed = true;
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AnyPressedButtonCode = (ButtonCode) sdlEnum;
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}
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}
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foreach (var (sdlEnum, axis) in EnumToAxis)
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@ -14,6 +14,9 @@ namespace MoonWorks.Input
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public static event Action<char> TextInput;
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public bool AnyPressed { get; private set; }
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public ButtonIdentifier AnyPressedButton { get; private set; }
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internal Inputs()
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{
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Keyboard = new Keyboard();
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@ -37,13 +40,34 @@ namespace MoonWorks.Input
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// Assumes that SDL_PumpEvents has been called!
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internal void Update()
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{
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AnyPressed = false;
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Mouse.Wheel = 0;
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Keyboard.Update();
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if (Keyboard.AnyPressed)
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{
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AnyPressed = true;
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AnyPressedButton = new ButtonIdentifier(Keyboard.AnyPressedKeyCode);
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}
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Mouse.Update();
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if (Mouse.AnyPressed)
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{
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AnyPressed = true;
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AnyPressedButton = new ButtonIdentifier(Mouse.AnyPressedButtonCode);
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}
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foreach (var gamepad in gamepads)
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{
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gamepad.Update();
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if (gamepad.AnyPressed)
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{
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AnyPressed = true;
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AnyPressedButton = new ButtonIdentifier(gamepad, gamepad.AnyPressedButtonCode);
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}
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}
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}
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@ -72,6 +96,10 @@ namespace MoonWorks.Input
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{
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return Mouse.ButtonState((MouseButtonCode) identifier.Code);
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}
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else if (identifier.DeviceKind == DeviceKind.None)
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{
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return new ButtonState(ButtonStatus.Released);
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}
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else
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{
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throw new System.ArgumentException("Invalid button identifier!");
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@ -7,6 +7,9 @@ namespace MoonWorks.Input
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{
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public class Keyboard
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{
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public bool AnyPressed { get; private set; }
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public KeyCode AnyPressedKeyCode { get; private set; }
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private Button[] Keys { get; }
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private int numKeys;
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@ -45,14 +48,16 @@ namespace MoonWorks.Input
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internal void Update()
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{
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AnyPressed = false;
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IntPtr keyboardState = SDL.SDL_GetKeyboardState(out _);
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foreach (int keycode in Enum.GetValues(typeof(KeyCode)))
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{
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var keyDown = Marshal.ReadByte(keyboardState, keycode);
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Keys[keycode].Update(Conversions.ByteToBool(keyDown));
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var keyDown = Conversions.ByteToBool(Marshal.ReadByte(keyboardState, keycode));
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Keys[keycode].Update(keyDown);
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if (Conversions.ByteToBool(keyDown))
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if (keyDown)
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{
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if (TextInputBindings.TryGetValue((KeyCode) keycode, out var textIndex))
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{
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@ -63,6 +68,12 @@ namespace MoonWorks.Input
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Inputs.OnTextInput(TextInputCharacters[6]);
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}
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}
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if (Keys[keycode].IsPressed)
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{
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AnyPressed = true;
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AnyPressedKeyCode = (KeyCode) keycode;
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}
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}
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}
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@ -16,6 +16,9 @@ namespace MoonWorks.Input
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public int Wheel { get; internal set; }
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public bool AnyPressed { get; private set; }
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public MouseButtonCode AnyPressedButtonCode { get; private set; }
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private bool relativeMode;
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public bool RelativeMode
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{
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@ -32,6 +35,7 @@ namespace MoonWorks.Input
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}
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private readonly Dictionary<MouseButtonCode, Button> CodeToButton;
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private readonly Dictionary<uint, MouseButtonCode> MaskToButtonCode;
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public Mouse()
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{
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@ -41,10 +45,19 @@ namespace MoonWorks.Input
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{ MouseButtonCode.Right, RightButton },
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{ MouseButtonCode.Middle, MiddleButton }
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};
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MaskToButtonCode = new Dictionary<uint, MouseButtonCode>
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{
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{ SDL.SDL_BUTTON_LMASK, MouseButtonCode.Left },
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{ SDL.SDL_BUTTON_MMASK, MouseButtonCode.Middle },
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{ SDL.SDL_BUTTON_RMASK, MouseButtonCode.Right }
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};
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}
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internal void Update()
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{
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AnyPressed = false;
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var buttonMask = SDL.SDL_GetMouseState(out var x, out var y);
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var _ = SDL.SDL_GetRelativeMouseState(out var deltaX, out var deltaY);
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DeltaX = deltaX;
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DeltaY = deltaY;
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LeftButton.Update(IsPressed(buttonMask, SDL.SDL_BUTTON_LMASK));
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MiddleButton.Update(IsPressed(buttonMask, SDL.SDL_BUTTON_MMASK));
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RightButton.Update(IsPressed(buttonMask, SDL.SDL_BUTTON_RMASK));
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foreach (var (mask, buttonCode) in MaskToButtonCode)
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{
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var pressed = IsPressed(buttonMask, mask);
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var button = CodeToButton[buttonCode];
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button.Update(pressed);
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if (button.IsPressed)
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{
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AnyPressed = true;
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AnyPressedButtonCode = buttonCode;
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}
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}
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}
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public ButtonState ButtonState(MouseButtonCode buttonCode)
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