keyboard uses Button instead of ButtonState
parent
80c34c6b16
commit
9f4b69e6aa
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@ -7,7 +7,7 @@ namespace MoonWorks.Input
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{
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{
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public class Keyboard
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public class Keyboard
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{
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{
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private ButtonState[] Keys { get; }
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private Button[] Keys { get; }
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private int numKeys;
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private int numKeys;
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private static readonly char[] TextInputCharacters = new char[]
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private static readonly char[] TextInputCharacters = new char[]
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@ -36,10 +36,10 @@ namespace MoonWorks.Input
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{
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{
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SDL.SDL_GetKeyboardState(out numKeys);
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SDL.SDL_GetKeyboardState(out numKeys);
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Keys = new ButtonState[numKeys];
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Keys = new Button[numKeys];
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foreach (KeyCode keycode in Enum.GetValues(typeof(KeyCode)))
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foreach (KeyCode keycode in Enum.GetValues(typeof(KeyCode)))
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{
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{
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Keys[(int) keycode] = new ButtonState();
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Keys[(int) keycode] = new Button();
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}
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}
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}
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}
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@ -50,7 +50,7 @@ namespace MoonWorks.Input
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foreach (int keycode in Enum.GetValues(typeof(KeyCode)))
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foreach (int keycode in Enum.GetValues(typeof(KeyCode)))
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{
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{
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var keyDown = Marshal.ReadByte(keyboardState, keycode);
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var keyDown = Marshal.ReadByte(keyboardState, keycode);
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Keys[keycode] = Keys[keycode].Update(Conversions.ByteToBool(keyDown));
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Keys[keycode].Update(Conversions.ByteToBool(keyDown));
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if (Conversions.ByteToBool(keyDown))
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if (Conversions.ByteToBool(keyDown))
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{
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{
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@ -86,9 +86,14 @@ namespace MoonWorks.Input
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return Keys[(int) keycode].IsReleased;
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return Keys[(int) keycode].IsReleased;
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}
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}
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public ButtonState ButtonState(KeyCode keycode)
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public Button Button(KeyCode keycode)
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{
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{
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return Keys[(int) keycode];
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return Keys[(int) keycode];
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}
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}
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public ButtonState ButtonState(KeyCode keycode)
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{
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return Keys[(int) keycode].State;
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}
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}
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}
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}
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}
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@ -331,16 +331,36 @@ namespace MoonWorks.Math
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return angle;
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return angle;
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}
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}
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/// <summary>
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/// Rescales a value within a given range to a new range.
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/// </summary>
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public static float Normalize(float value, short min, short max, short newMin, short newMax)
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public static float Normalize(float value, short min, short max, short newMin, short newMax)
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{
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{
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return ((value - min) * (newMax - newMin)) / (max - min) + newMin;
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return ((value - min) * (newMax - newMin)) / (max - min) + newMin;
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}
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}
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/// <summary>
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/// Rescales a value within a given range to a new range.
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/// </summary>
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public static float Normalize(float value, float min, float max, float newMin, float newMax)
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public static float Normalize(float value, float min, float max, float newMin, float newMax)
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{
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{
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return ((value - min) * (newMax - newMin)) / (max - min) + newMin;
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return ((value - min) * (newMax - newMin)) / (max - min) + newMin;
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}
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}
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/// <summary>
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/// Step from start towards end by change.
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/// </summary>
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/// <param name="start">Start value.</param>
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/// <param name="end">End value.</param>
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/// <param name="change">Change value.</param>
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/// <returns>The final delta.</returns>
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public static float Approach(float start, float end, float change)
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{
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return (start < end ?
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System.Math.Min(start + change, end) :
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System.Math.Max(start - change, end)) - start;
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}
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#endregion
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#endregion
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#region Internal Static Methods
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#region Internal Static Methods
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