mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
377 lines
14 KiB
C#
377 lines
14 KiB
C#
using System;
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using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Input;
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namespace ProjectZ.Base
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{
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#region InputCharacter
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internal class InputCharacter
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{
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private readonly string _upper;
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private readonly string _lower;
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private readonly string _alt;
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private readonly Keys _code;
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public InputCharacter(string upper, string lower, string alt, Keys code)
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{
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_upper = upper;
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_lower = lower;
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_alt = alt;
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_code = code;
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}
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public InputCharacter(string upper, string lower, Keys code) :
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this(upper, lower, lower, code)
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{ }
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public string ReturnCharacter(bool shiftDown, bool altDown)
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{
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return altDown ? _alt : shiftDown ? _upper : _lower;
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}
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public Keys ReturnKey()
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{
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return _code;
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}
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}
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#endregion
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internal class InputHandler : GameComponent
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{
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private static List<InputCharacter> _alphabet;
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public static KeyboardState KeyboardState => _keyboardState;
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public static KeyboardState LastKeyboardState => _lastKeyboardState;
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public static MouseState MouseState => _mouseState;
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public static MouseState LastMousState => _lastMouseState;
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private static KeyboardState _keyboardState;
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private static KeyboardState _lastKeyboardState;
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private static MouseState _mouseState;
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private static MouseState _lastMouseState;
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private static GamePadState _gamePadState;
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private static GamePadState _lastGamePadState;
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private static float _gamePadAccuracy = 0.2f;
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#region Constructor Region
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public InputHandler(Game game)
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: base(game)
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{
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_keyboardState = Keyboard.GetState();
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_mouseState = Mouse.GetState();
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_alphabet = new List<InputCharacter>();
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// TODO_End: Important! Replace this method to support different keyboard layouts
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/* Alphabet. */
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_alphabet.Add(new InputCharacter("A", "a", Keys.A));
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_alphabet.Add(new InputCharacter("B", "b", Keys.B));
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_alphabet.Add(new InputCharacter("C", "c", Keys.C));
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_alphabet.Add(new InputCharacter("D", "d", Keys.D));
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_alphabet.Add(new InputCharacter("E", "e", "€", Keys.E));
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_alphabet.Add(new InputCharacter("F", "f", Keys.F));
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_alphabet.Add(new InputCharacter("G", "g", Keys.G));
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_alphabet.Add(new InputCharacter("H", "h", Keys.H));
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_alphabet.Add(new InputCharacter("I", "i", Keys.I));
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_alphabet.Add(new InputCharacter("J", "j", Keys.J));
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_alphabet.Add(new InputCharacter("K", "k", Keys.K));
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_alphabet.Add(new InputCharacter("L", "l", Keys.L));
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_alphabet.Add(new InputCharacter("M", "m", "µ", Keys.M));
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_alphabet.Add(new InputCharacter("N", "n", Keys.N));
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_alphabet.Add(new InputCharacter("O", "o", Keys.O));
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_alphabet.Add(new InputCharacter("P", "p", Keys.P));
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_alphabet.Add(new InputCharacter("Q", "q", "@", Keys.Q));
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_alphabet.Add(new InputCharacter("R", "r", Keys.R));
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_alphabet.Add(new InputCharacter("S", "s", Keys.S));
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_alphabet.Add(new InputCharacter("T", "t", Keys.T));
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_alphabet.Add(new InputCharacter("U", "u", Keys.U));
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_alphabet.Add(new InputCharacter("V", "v", Keys.V));
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_alphabet.Add(new InputCharacter("W", "w", Keys.W));
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_alphabet.Add(new InputCharacter("X", "x", Keys.X));
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_alphabet.Add(new InputCharacter("Y", "y", Keys.Y));
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_alphabet.Add(new InputCharacter("Z", "z", Keys.Z));
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/* Dezimalzahlen. */
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_alphabet.Add(new InputCharacter("!", "1", Keys.D1));
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_alphabet.Add(new InputCharacter("\"", "2", "²", Keys.D2));
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_alphabet.Add(new InputCharacter("§", "3", "³", Keys.D3));
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_alphabet.Add(new InputCharacter("$", "4", Keys.D4));
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_alphabet.Add(new InputCharacter("%", "5", Keys.D5));
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_alphabet.Add(new InputCharacter("&", "6", "|", Keys.D6));
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_alphabet.Add(new InputCharacter("/", "7", "{", Keys.D7));
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_alphabet.Add(new InputCharacter("(", "8", "[", Keys.D8));
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_alphabet.Add(new InputCharacter(")", "9", "]", Keys.D9));
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_alphabet.Add(new InputCharacter("=", "0", "}", Keys.D0));
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/* Sonderelemente. */
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_alphabet.Add(new InputCharacter(" ", " ", Keys.Space));
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//InputHandler.alphabet.Add(new InputCharacter("Ü", "ü", Keys.OemSemicolon));
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//InputHandler.alphabet.Add(new InputCharacter("Ö", "ö", Keys.OemTilde));
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//InputHandler.alphabet.Add(new InputCharacter("Ä", "ä", Keys.OemQuotes));
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_alphabet.Add(new InputCharacter(";", ",", Keys.OemComma));
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_alphabet.Add(new InputCharacter("*", "+", "~", Keys.OemPlus));
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_alphabet.Add(new InputCharacter("'", "#", Keys.OemQuestion));
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_alphabet.Add(new InputCharacter(":", ".", Keys.OemPeriod));
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_alphabet.Add(new InputCharacter("_", "-", Keys.OemMinus));
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_alphabet.Add(new InputCharacter("?", "", Keys.OemOpenBrackets));
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_alphabet.Add(new InputCharacter(">", "<", "|", Keys.OemBackslash));
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//InputHandler.alphabet.Add(new InputCharacter("`", "´", Keys.OemCloseBrackets));
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//InputHandler.alphabet.Add(new InputCharacter("°", "^", Keys.OemPipe));
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}
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#endregion
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public override void Update(GameTime gameTime)
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{
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_lastKeyboardState = _keyboardState;
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_keyboardState = Keyboard.GetState();
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_lastMouseState = _mouseState;
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_mouseState = Mouse.GetState();
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_lastGamePadState = _gamePadState;
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_gamePadState = GamePad.GetState(0);
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// if the game was not active the last mousestate is uninteresting
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if (!Game1.WasActive)
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ResetInputState();
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}
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/// <summary>
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/// set the last input state to the current state
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/// </summary>
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public static void ResetInputState()
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{
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_lastKeyboardState = _keyboardState;
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_lastMouseState = _mouseState;
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_lastGamePadState = _gamePadState;
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}
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public static bool LastKeyDown(Keys key)
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{
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return _lastKeyboardState.IsKeyDown(key);
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}
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public static bool KeyDown(Keys key)
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{
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return _keyboardState.IsKeyDown(key);
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}
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public static bool KeyPressed(Keys key)
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{
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return _keyboardState.IsKeyDown(key) &&
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_lastKeyboardState.IsKeyUp(key);
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}
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public static bool KeyReleased(Keys key)
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{
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return _keyboardState.IsKeyUp(key) &&
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_lastKeyboardState.IsKeyDown(key);
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}
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public static List<Keys> GetPressedKeys()
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{
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var pressedKeys = new List<Keys>();
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var downKeys = _keyboardState.GetPressedKeys();
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for (var i = 0; i < downKeys.Length; i++)
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{
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if (KeyPressed(downKeys[i]))
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pressedKeys.Add(downKeys[i]);
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}
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return pressedKeys;
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}
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public static List<Buttons> GetPressedButtons()
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{
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var pressedKeys = new List<Buttons>();
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foreach (Buttons button in Enum.GetValues(typeof(Buttons)))
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{
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if (GamePadPressed(button))
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pressedKeys.Add(button);
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}
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return pressedKeys;
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}
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public static bool LastGamePadDown(Buttons button)
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{
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return _lastGamePadState.IsButtonDown(button);
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}
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public static bool GamePadDown(Buttons button)
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{
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return _gamePadState.IsButtonDown(button);
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}
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public static bool GamePadPressed(Buttons button)
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{
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return _gamePadState.IsButtonDown(button) &&
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_lastGamePadState.IsButtonUp(button);
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}
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public static bool GamePadReleased(Buttons button)
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{
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return _gamePadState.IsButtonUp(button) &&
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_lastGamePadState.IsButtonDown(button);
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}
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public static bool GamePadLeftStick(Vector2 dir)
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{
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return ((dir.X < 0 && _gamePadState.ThumbSticks.Left.X < -_gamePadAccuracy) || (dir.X > 0 && _gamePadState.ThumbSticks.Left.X > _gamePadAccuracy) ||
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(dir.Y < 0 && _gamePadState.ThumbSticks.Left.Y < -_gamePadAccuracy) || (dir.Y > 0 && _gamePadState.ThumbSticks.Left.Y > _gamePadAccuracy));
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}
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public static bool LastGamePadLeftStick(Vector2 dir)
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{
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return ((dir.X < 0 && _lastGamePadState.ThumbSticks.Left.X < -_gamePadAccuracy) || (dir.X > 0 && _lastGamePadState.ThumbSticks.Left.X > _gamePadAccuracy) ||
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(dir.Y < 0 && _lastGamePadState.ThumbSticks.Left.Y < -_gamePadAccuracy) || (dir.Y > 0 && _lastGamePadState.ThumbSticks.Left.Y > _gamePadAccuracy));
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}
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public static bool GamePadRightStick(Vector2 dir)
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{
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return ((dir.X < 0 && _gamePadState.ThumbSticks.Right.X < -_gamePadAccuracy) || (dir.X > 0 && _gamePadState.ThumbSticks.Right.X > _gamePadAccuracy) ||
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(dir.Y < 0 && _gamePadState.ThumbSticks.Right.Y < -_gamePadAccuracy) || (dir.Y > 0 && _gamePadState.ThumbSticks.Right.Y > _gamePadAccuracy));
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}
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#region Mouse Region
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//scroll
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public static bool MouseWheelUp()
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{
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return _mouseState.ScrollWheelValue > _lastMouseState.ScrollWheelValue;
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}
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public static bool MouseWheelDown()
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{
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return _mouseState.ScrollWheelValue < _lastMouseState.ScrollWheelValue;
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}
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//down
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public static bool MouseLeftDown()
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{
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return _mouseState.LeftButton == ButtonState.Pressed;
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}
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public static bool MouseLeftDown(Rectangle rectangle)
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{
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return MouseIntersect(rectangle) && MouseLeftDown();
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}
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public static bool MouseRightDown()
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{
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return _mouseState.RightButton == ButtonState.Pressed;
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}
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public static bool MouseMiddleDown()
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{
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return _mouseState.MiddleButton == ButtonState.Pressed;
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}
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//start
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public static bool MouseLeftStart()
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{
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return _mouseState.LeftButton == ButtonState.Pressed && _lastMouseState.LeftButton == ButtonState.Released;
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}
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public static bool MouseRightStart()
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{
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return _mouseState.RightButton == ButtonState.Pressed && _lastMouseState.RightButton == ButtonState.Released;
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}
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public static bool MouseMiddleStart()
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{
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return _mouseState.MiddleButton == ButtonState.Pressed && _lastMouseState.MiddleButton == ButtonState.Released;
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}
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//released
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public static bool MouseLeftReleased()
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{
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return _mouseState.LeftButton == ButtonState.Released && _lastMouseState.LeftButton == ButtonState.Pressed;
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}
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public static bool MouseRightReleased()
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{
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return _mouseState.RightButton == ButtonState.Released && _lastMouseState.RightButton == ButtonState.Pressed;
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}
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//pressed
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public static bool MouseLeftPressed()
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{
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return _mouseState.LeftButton == ButtonState.Pressed && _lastMouseState.LeftButton == ButtonState.Released;
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}
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public static bool MouseLeftPressed(Rectangle rectangle)
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{
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return rectangle.Contains(MousePosition()) && MouseLeftPressed();
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}
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public static bool MouseRightPressed()
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{
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return _mouseState.RightButton == ButtonState.Pressed && _lastMouseState.RightButton == ButtonState.Released;
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}
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public static bool MouseRightPressed(Rectangle rectangle)
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{
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return MouseIntersect(rectangle) && MouseRightPressed();
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}
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public static bool MouseIntersect(Rectangle rectangle)
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{
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return rectangle.Contains(MousePosition());
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}
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public static Point MousePosition()
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{
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return _mouseState.Position;
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}
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public static Point LastMousePosition()
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{
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return _lastMouseState.Position;
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}
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#endregion
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#region return text + return number
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/// <summary>
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/// returns the pressed keys if they are in the InputHandler.alphabet
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/// only returns one key at a time
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/// </summary>
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/// <returns></returns>
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public static string ReturnCharacter()
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{
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var shiftDown = _keyboardState.IsKeyDown(Keys.LeftShift) || _keyboardState.IsKeyDown(Keys.RightShift);
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var altDown = _keyboardState.IsKeyDown(Keys.LeftAlt) || _keyboardState.IsKeyDown(Keys.RightAlt);
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//var pressedKeys = _keyboardState.GetPressedKeys();
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foreach (var character in _alphabet)
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{
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if (KeyPressed(character.ReturnKey()))
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return character.ReturnCharacter(shiftDown, altDown);
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}
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return "";
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}
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/// <summary>
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/// returns pressed number from d0-d9 and numpad0-numpad9
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/// </summary>
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/// <returns></returns>
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public static int ReturnNumber()
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{
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for (var i = 0; i < 10; i++)
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if (KeyPressed(Keys.D0 + i) || KeyPressed(Keys.NumPad0 + i))
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return i;
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return -1;
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}
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#endregion
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}
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}
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