ButtonState is now a struct

main
cosmonaut 2022-03-07 10:54:52 -08:00
parent cf2d8473a1
commit 8f9aaf6d61
5 changed files with 58 additions and 46 deletions

View File

@ -1,6 +1,6 @@
namespace MoonWorks.Input
{
public class ButtonState
public struct ButtonState
{
private ButtonStatus ButtonStatus { get; set; }
@ -9,23 +9,30 @@
public bool IsDown => ButtonStatus == ButtonStatus.Pressed || ButtonStatus == ButtonStatus.Held;
public bool IsReleased => ButtonStatus == ButtonStatus.Released;
internal void Update(bool isPressed)
public ButtonState(ButtonStatus buttonStatus)
{
ButtonStatus = buttonStatus;
}
internal ButtonState Update(bool isPressed)
{
if (isPressed)
{
if (ButtonStatus == ButtonStatus.Pressed)
{
ButtonStatus = ButtonStatus.Held;
return new ButtonState(ButtonStatus.Held);
}
else if (ButtonStatus == ButtonStatus.Released)
{
ButtonStatus = ButtonStatus.Pressed;
return new ButtonState(ButtonStatus.Pressed);
}
else if (ButtonStatus == ButtonStatus.Held)
{
return new ButtonState(ButtonStatus.Held);
}
}
else
{
ButtonStatus = ButtonStatus.Released;
}
return new ButtonState(ButtonStatus.Released);
}
}
}

View File

@ -1,6 +1,6 @@
namespace MoonWorks.Input
{
internal enum ButtonStatus
public enum ButtonStatus
{
/// <summary>
/// Indicates that the input is not pressed.

View File

@ -8,21 +8,21 @@ namespace MoonWorks.Input
{
internal IntPtr Handle;
public ButtonState A { get; } = new ButtonState();
public ButtonState B { get; } = new ButtonState();
public ButtonState X { get; } = new ButtonState();
public ButtonState Y { get; } = new ButtonState();
public ButtonState Back { get; } = new ButtonState();
public ButtonState Guide { get; } = new ButtonState();
public ButtonState Start { get; } = new ButtonState();
public ButtonState LeftStick { get; } = new ButtonState();
public ButtonState RightStick { get; } = new ButtonState();
public ButtonState LeftShoulder { get; } = new ButtonState();
public ButtonState RightShoulder { get; } = new ButtonState();
public ButtonState DpadUp { get; } = new ButtonState();
public ButtonState DpadDown { get; } = new ButtonState();
public ButtonState DpadLeft { get; } = new ButtonState();
public ButtonState DpadRight { get; } = new ButtonState();
public ButtonState A { get; private set; } = new ButtonState();
public ButtonState B { get; private set; } = new ButtonState();
public ButtonState X { get; private set; } = new ButtonState();
public ButtonState Y { get; private set; } = new ButtonState();
public ButtonState Back { get; private set; } = new ButtonState();
public ButtonState Guide { get; private set; } = new ButtonState();
public ButtonState Start { get; private set; } = new ButtonState();
public ButtonState LeftStick { get; private set; } = new ButtonState();
public ButtonState RightStick { get; private set; } = new ButtonState();
public ButtonState LeftShoulder { get; private set; } = new ButtonState();
public ButtonState RightShoulder { get; private set; } = new ButtonState();
public ButtonState DpadUp { get; private set; } = new ButtonState();
public ButtonState DpadDown { get; private set; } = new ButtonState();
public ButtonState DpadLeft { get; private set; } = new ButtonState();
public ButtonState DpadRight { get; private set; } = new ButtonState();
public float LeftX { get; private set; }
public float LeftY { get; private set; }
@ -48,21 +48,21 @@ namespace MoonWorks.Input
internal void Update()
{
A.Update(IsPressed(SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_A));
B.Update(IsPressed(SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_B));
X.Update(IsPressed(SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_X));
Y.Update(IsPressed(SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_Y));
Back.Update(IsPressed(SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_BACK));
Guide.Update(IsPressed(SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_GUIDE));
Start.Update(IsPressed(SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_START));
LeftStick.Update(IsPressed(SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_LEFTSTICK));
RightStick.Update(IsPressed(SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_RIGHTSTICK));
LeftShoulder.Update(IsPressed(SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_LEFTSHOULDER));
RightShoulder.Update(IsPressed(SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_RIGHTSHOULDER));
DpadUp.Update(IsPressed(SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_UP));
DpadDown.Update(IsPressed(SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_DOWN));
DpadLeft.Update(IsPressed(SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_LEFT));
DpadRight.Update(IsPressed(SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_RIGHT));
A = A.Update(IsPressed(SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_A));
B = B.Update(IsPressed(SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_B));
X = X.Update(IsPressed(SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_X));
Y = Y.Update(IsPressed(SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_Y));
Back = Back.Update(IsPressed(SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_BACK));
Guide = Guide.Update(IsPressed(SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_GUIDE));
Start = Start.Update(IsPressed(SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_START));
LeftStick = LeftStick.Update(IsPressed(SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_LEFTSTICK));
RightStick = RightStick.Update(IsPressed(SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_RIGHTSTICK));
LeftShoulder = LeftShoulder.Update(IsPressed(SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_LEFTSHOULDER));
RightShoulder = RightShoulder.Update(IsPressed(SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_RIGHTSHOULDER));
DpadUp = DpadUp.Update(IsPressed(SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_UP));
DpadDown = DpadDown.Update(IsPressed(SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_DOWN));
DpadLeft = DpadLeft.Update(IsPressed(SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_LEFT));
DpadRight = DpadRight.Update(IsPressed(SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_RIGHT));
LeftX = UpdateAxis(SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_LEFTX);
LeftY = UpdateAxis(SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_LEFTY);

View File

@ -50,7 +50,7 @@ namespace MoonWorks.Input
foreach (int keycode in Enum.GetValues(typeof(Keycode)))
{
var keyDown = Marshal.ReadByte(keyboardState, keycode);
Keys[keycode].Update(Conversions.ByteToBool(keyDown));
Keys[keycode] = Keys[keycode].Update(Conversions.ByteToBool(keyDown));
if (Conversions.ByteToBool(keyDown))
{
@ -85,5 +85,10 @@ namespace MoonWorks.Input
{
return Keys[(int) keycode].IsReleased;
}
public ButtonState ButtonState(Keycode keycode)
{
return Keys[(int) keycode];
}
}
}

View File

@ -4,9 +4,9 @@ namespace MoonWorks.Input
{
public class Mouse
{
public ButtonState LeftButton { get; } = new ButtonState();
public ButtonState MiddleButton { get; } = new ButtonState();
public ButtonState RightButton { get; } = new ButtonState();
public ButtonState LeftButton { get; private set; } = new ButtonState();
public ButtonState MiddleButton { get; private set; } = new ButtonState();
public ButtonState RightButton { get; private set; } = new ButtonState();
public int X { get; private set; }
public int Y { get; private set; }
@ -40,9 +40,9 @@ namespace MoonWorks.Input
DeltaX = deltaX;
DeltaY = deltaY;
LeftButton.Update(IsPressed(buttonMask, SDL.SDL_BUTTON_LMASK));
MiddleButton.Update(IsPressed(buttonMask, SDL.SDL_BUTTON_MMASK));
RightButton.Update(IsPressed(buttonMask, SDL.SDL_BUTTON_RMASK));
LeftButton = LeftButton.Update(IsPressed(buttonMask, SDL.SDL_BUTTON_LMASK));
MiddleButton = MiddleButton.Update(IsPressed(buttonMask, SDL.SDL_BUTTON_MMASK));
RightButton = RightButton.Update(IsPressed(buttonMask, SDL.SDL_BUTTON_RMASK));
}
private bool IsPressed(uint buttonMask, uint buttonFlag)