MoonWorks/src/Input/Input.cs

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using SDL2;
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using System;
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namespace MoonWorks.Input
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{
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public class Inputs
{
public const int MAX_GAMEPADS = 4;
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public Keyboard Keyboard { get; }
public Mouse Mouse { get; }
Gamepad[] gamepads;
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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 VirtualButton AnyPressedButton { get; private set; }
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internal Inputs()
{
Keyboard = new Keyboard();
Mouse = new Mouse();
gamepads = new Gamepad[MAX_GAMEPADS];
// initialize dummy controllers
for (var slot = 0; slot < MAX_GAMEPADS; slot += 1)
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{
gamepads[slot] = new Gamepad(IntPtr.Zero, slot);
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}
}
// Assumes that SDL_PumpEvents has been called!
internal void Update()
{
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AnyPressed = false;
AnyPressedButton = default; // DeviceKind.None
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Mouse.Wheel = 0;
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Keyboard.Update();
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if (Keyboard.AnyPressed)
{
AnyPressed = true;
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AnyPressedButton = Keyboard.AnyPressedButton;
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}
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Mouse.Update();
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if (Mouse.AnyPressed)
{
AnyPressed = true;
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AnyPressedButton = Mouse.AnyPressedButton;
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}
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foreach (var gamepad in gamepads)
{
gamepad.Update();
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if (gamepad.AnyPressed)
{
AnyPressed = true;
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AnyPressedButton = gamepad.AnyPressedButton;
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}
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}
}
public bool GamepadExists(int slot)
{
if (slot < 0 || slot >= MAX_GAMEPADS)
{
return false;
}
return !gamepads[slot].IsDummy;
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}
// From 0-4
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public Gamepad GetGamepad(int slot)
{
return gamepads[slot];
}
internal void AddGamepad(int index)
{
for (var slot = 0; slot < MAX_GAMEPADS; slot += 1)
{
if (!GamepadExists(slot))
{
gamepads[slot].Handle = SDL.SDL_GameControllerOpen(index);
System.Console.WriteLine($"Gamepad added to slot {slot}!");
return;
}
}
System.Console.WriteLine("Too many gamepads already!");
}
internal void RemoveGamepad(int joystickInstanceID)
{
for (int slot = 0; slot < MAX_GAMEPADS; slot += 1)
{
if (joystickInstanceID == gamepads[slot].JoystickInstanceID)
{
SDL.SDL_GameControllerClose(gamepads[slot].Handle);
gamepads[slot].Handle = IntPtr.Zero;
System.Console.WriteLine($"Removing gamepad from slot {slot}!");
return;
}
}
}
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internal static void OnTextInput(char c)
{
if (TextInput != null)
{
TextInput(c);
}
}
}
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}