forked from MoonsideGames/MoonWorks
ButtonState is now a struct
parent
cf2d8473a1
commit
8f9aaf6d61
|
@ -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
|
||||
else if (ButtonStatus == ButtonStatus.Held)
|
||||
{
|
||||
ButtonStatus = ButtonStatus.Released;
|
||||
return new ButtonState(ButtonStatus.Held);
|
||||
}
|
||||
}
|
||||
|
||||
return new ButtonState(ButtonStatus.Released);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
namespace MoonWorks.Input
|
||||
{
|
||||
internal enum ButtonStatus
|
||||
public enum ButtonStatus
|
||||
{
|
||||
/// <summary>
|
||||
/// Indicates that the input is not pressed.
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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)
|
||||
|
|
Loading…
Reference in New Issue