forked from MoonsideGames/MoonWorks
input refactor
parent
12c5f37ae9
commit
a3307c0066
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@ -1,4 +1,4 @@
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namespace MoonWorks.Graphics
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namespace MoonWorks
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{
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public static class Conversions
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{
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@ -6,5 +6,10 @@ namespace MoonWorks.Graphics
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{
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return (byte)(b ? 1 : 0);
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}
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public static bool ByteToBool(byte b)
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{
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return b == 0 ? false : true;
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}
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}
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}
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@ -1,18 +1,31 @@
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namespace MoonWorks.Input
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{
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public enum ButtonState
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public class ButtonState
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{
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/// <summary>
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/// Indicates that the input is not pressed.
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/// </summary>
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Released,
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/// <summary>
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/// Indicates that the input was pressed this frame.
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/// </summary>
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Pressed,
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/// <summary>
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/// Indicates that the input has been held for multiple frames.
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/// </summary>
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Held
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private ButtonStatus ButtonStatus { get; set; }
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public bool IsPressed => ButtonStatus == ButtonStatus.Pressed;
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public bool IsHeld => ButtonStatus == ButtonStatus.Held;
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public bool IsDown => ButtonStatus == ButtonStatus.Pressed || ButtonStatus == ButtonStatus.Held;
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public bool IsReleased => ButtonStatus == ButtonStatus.Released;
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internal void Update(bool isPressed)
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{
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if (isPressed)
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{
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if (ButtonStatus == ButtonStatus.Pressed)
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{
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ButtonStatus = ButtonStatus.Held;
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}
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else if (ButtonStatus == ButtonStatus.Released)
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{
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ButtonStatus = ButtonStatus.Pressed;
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}
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}
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else
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{
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ButtonStatus = ButtonStatus.Released;
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}
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}
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}
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}
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@ -0,0 +1,18 @@
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namespace MoonWorks.Input
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{
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internal enum ButtonStatus
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{
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/// <summary>
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/// Indicates that the input is not pressed.
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/// </summary>
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Released,
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/// <summary>
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/// Indicates that the input was pressed this frame.
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/// </summary>
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Pressed,
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/// <summary>
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/// Indicates that the input has been held for multiple frames.
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/// </summary>
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Held
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}
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}
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@ -7,21 +7,21 @@ namespace MoonWorks.Input
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{
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internal IntPtr Handle;
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public ButtonState A { get; private set; }
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public ButtonState B { get; private set; }
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public ButtonState X { get; private set; }
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public ButtonState Y { get; private set; }
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public ButtonState Back { get; private set; }
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public ButtonState Guide { get; private set; }
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public ButtonState Start { get; private set; }
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public ButtonState LeftStick { get; private set; }
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public ButtonState RightStick { get; private set; }
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public ButtonState LeftShoulder { get; private set; }
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public ButtonState RightShoulder { get; private set; }
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public ButtonState DpadUp { get; private set; }
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public ButtonState DpadDown { get; private set; }
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public ButtonState DpadLeft { get; private set; }
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public ButtonState DpadRight { get; private set; }
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public ButtonState A { get; } = new ButtonState();
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public ButtonState B { get; } = new ButtonState();
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public ButtonState X { get; } = new ButtonState();
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public ButtonState Y { get; } = new ButtonState();
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public ButtonState Back { get; } = new ButtonState();
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public ButtonState Guide { get; } = new ButtonState();
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public ButtonState Start { get; } = new ButtonState();
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public ButtonState LeftStick { get; } = new ButtonState();
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public ButtonState RightStick { get; } = new ButtonState();
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public ButtonState LeftShoulder { get; } = new ButtonState();
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public ButtonState RightShoulder { get; } = new ButtonState();
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public ButtonState DpadUp { get; } = new ButtonState();
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public ButtonState DpadDown { get; } = new ButtonState();
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public ButtonState DpadLeft { get; } = new ButtonState();
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public ButtonState DpadRight { get; } = new ButtonState();
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public float LeftX { get; private set; }
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public float LeftY { get; private set; }
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@ -37,21 +37,21 @@ namespace MoonWorks.Input
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internal void Update()
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{
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A = UpdateState(A, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_A);
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B = UpdateState(B, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_B);
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X = UpdateState(X, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_X);
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Y = UpdateState(Y, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_Y);
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Back = UpdateState(Back, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_BACK);
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Guide = UpdateState(Guide, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_GUIDE);
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Start = UpdateState(Start, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_START);
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LeftStick = UpdateState(LeftStick, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_LEFTSTICK);
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RightStick = UpdateState(RightStick, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_RIGHTSTICK);
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LeftShoulder = UpdateState(LeftShoulder, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
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RightShoulder = UpdateState(RightShoulder, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
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DpadUp = UpdateState(DpadUp, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_UP);
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DpadDown = UpdateState(DpadDown, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_DOWN);
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DpadLeft = UpdateState(DpadLeft, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_LEFT);
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DpadRight = UpdateState(DpadRight, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
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A.Update(IsPressed(SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_A));
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B.Update(IsPressed(SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_B));
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X.Update(IsPressed(SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_X));
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Y.Update(IsPressed(SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_Y));
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Back.Update(IsPressed(SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_BACK));
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Guide.Update(IsPressed(SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_GUIDE));
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Start.Update(IsPressed(SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_START));
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LeftStick.Update(IsPressed(SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_LEFTSTICK));
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RightStick.Update(IsPressed(SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_RIGHTSTICK));
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LeftShoulder.Update(IsPressed(SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_LEFTSHOULDER));
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RightShoulder.Update(IsPressed(SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_RIGHTSHOULDER));
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DpadUp.Update(IsPressed(SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_UP));
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DpadDown.Update(IsPressed(SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_DOWN));
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DpadLeft.Update(IsPressed(SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_LEFT));
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DpadRight.Update(IsPressed(SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_RIGHT));
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LeftX = UpdateAxis(SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_LEFTX);
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LeftY = UpdateAxis(SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_LEFTY);
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@ -61,23 +61,9 @@ namespace MoonWorks.Input
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TriggerRight = UpdateTrigger(SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_TRIGGERRIGHT);
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}
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private ButtonState UpdateState(ButtonState state, SDL.SDL_GameControllerButton button)
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private bool IsPressed(SDL.SDL_GameControllerButton button)
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{
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var isPressed = SDL.SDL_GameControllerGetButton(Handle, button);
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if (isPressed == 1)
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{
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if (state == ButtonState.Pressed)
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{
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return ButtonState.Held;
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}
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else if (state == ButtonState.Released)
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{
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return ButtonState.Pressed;
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}
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}
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return ButtonState.Released;
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return MoonWorks.Conversions.ByteToBool(SDL.SDL_GameControllerGetButton(Handle, button));
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}
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private float UpdateAxis(SDL.SDL_GameControllerAxis axis)
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@ -1,14 +0,0 @@
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namespace MoonWorks.Input
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{
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internal class Key
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{
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public Keycode Keycode { get; }
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public ButtonState InputState { get; internal set; }
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public Key(Keycode keycode)
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{
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Keycode = keycode;
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InputState = ButtonState.Released;
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}
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}
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}
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@ -6,17 +6,17 @@ namespace MoonWorks.Input
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{
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public class Keyboard
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{
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private Key[] Keys { get; }
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private ButtonState[] Keys { get; }
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private int numKeys;
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internal Keyboard()
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{
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SDL.SDL_GetKeyboardState(out numKeys);
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Keys = new Key[numKeys];
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Keys = new ButtonState[numKeys];
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foreach (Keycode keycode in Enum.GetValues(typeof(Keycode)))
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{
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Keys[(int)keycode] = new Key(keycode);
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Keys[(int)keycode] = new ButtonState();
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}
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}
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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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if (keyDown == 1)
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{
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if (Keys[keycode].InputState == ButtonState.Released)
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{
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Keys[keycode].InputState = ButtonState.Pressed;
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}
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else if (Keys[keycode].InputState == ButtonState.Pressed)
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{
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Keys[keycode].InputState = ButtonState.Held;
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}
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}
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else
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{
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Keys[keycode].InputState = ButtonState.Released;
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}
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Keys[keycode].Update(Conversions.ByteToBool(keyDown));
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}
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}
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public bool IsDown(Keycode keycode)
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{
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var key = Keys[(int)keycode];
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return (key.InputState == ButtonState.Pressed) || (key.InputState == ButtonState.Held);
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return Keys[(int)keycode].IsDown;
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}
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public bool IsPressed(Keycode keycode)
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{
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var key = Keys[(int)keycode];
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return key.InputState == ButtonState.Pressed;
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return Keys[(int)keycode].IsPressed;
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}
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public bool IsHeld(Keycode keycode)
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{
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var key = Keys[(int)keycode];
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return key.InputState == ButtonState.Held;
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return Keys[(int)keycode].IsHeld;
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}
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public bool IsUp(Keycode keycode)
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public bool IsReleased(Keycode keycode)
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{
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var key = Keys[(int)keycode];
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return key.InputState == ButtonState.Released;
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return Keys[(int)keycode].IsReleased;
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}
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}
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}
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@ -4,9 +4,9 @@ namespace MoonWorks.Input
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{
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public class Mouse
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{
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public ButtonState LeftButton { get; private set; }
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public ButtonState MiddleButton { get; private set; }
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public ButtonState RightButton { get; private set; }
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public ButtonState LeftButton { get; } = new ButtonState();
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public ButtonState MiddleButton { get; } = new ButtonState();
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public ButtonState RightButton { get; } = new ButtonState();
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public int X { get; private set; }
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public int Y { get; private set; }
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@ -30,7 +30,7 @@ namespace MoonWorks.Input
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internal void Update()
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{
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var buttons = SDL.SDL_GetMouseState(out var x, out var y);
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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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X = x;
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@ -38,28 +38,14 @@ namespace MoonWorks.Input
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DeltaX = deltaX;
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DeltaY = deltaY;
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LeftButton = UpdateState(LeftButton, buttons, SDL.SDL_BUTTON_LMASK);
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MiddleButton = UpdateState(MiddleButton, buttons, SDL.SDL_BUTTON_MMASK);
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RightButton = UpdateState(RightButton, buttons, SDL.SDL_BUTTON_RMASK);
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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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}
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private ButtonState UpdateState(ButtonState state, uint buttonMask, uint buttonFlag)
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private bool IsPressed(uint buttonMask, uint buttonFlag)
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{
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var isPressed = buttonMask & buttonFlag;
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if (isPressed != 0)
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{
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if (state == ButtonState.Pressed)
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{
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return ButtonState.Held;
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}
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else if (state == ButtonState.Released)
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{
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return ButtonState.Pressed;
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}
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}
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return ButtonState.Released;
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return (buttonMask & buttonFlag) != 0;
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}
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}
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}
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