4ba6fd89ee
+ * - Adding InputState extensions to test for input agaisnt Player One
671 lines
24 KiB
C#
671 lines
24 KiB
C#
#region File Description
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//-----------------------------------------------------------------------------
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// InputState.cs
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//
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// Microsoft XNA Community Game Platform
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// Copyright (C) Microsoft Corporation. All rights reserved.
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//-----------------------------------------------------------------------------
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#endregion
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using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Input;
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using Microsoft.Xna.Framework.Input.Touch;
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using FarseerPhysics.SamplesFramework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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#if WINDOWS
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using XNACC.BaseTypes;
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#endif
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using System.Linq;
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namespace GameStateManagement
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{
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/// <summary>
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/// an enum of all available mouse buttons.
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/// </summary>
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public enum MouseButtons
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{
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LeftButton,
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MiddleButton,
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RightButton,
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ExtraButton1,
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ExtraButton2
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}
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/// <summary>
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/// Helper for reading input from keyboard, gamepad, and touch input. This class
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/// tracks both the current and previous state of the input devices, and implements
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/// query methods for high level input actions such as "move up through the menu"
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/// or "pause the game".
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/// </summary>
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#if WINDOWS
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public class InputState : IConsoleKeyboard
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#else
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public class InputState
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#endif
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{
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#if WINDOWS
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#region XNACC
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/*
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* These are needed for XNACC
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* -- Nathan Adams [adamsna@datanethost.net] - 5/26/2012
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*/
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private KeyboardState KeyState;
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private List<Keys> newlyPressedKeys = new List<Keys>();
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private List<Keys> heldKeys = new List<Keys>();
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private Keys[] oldPressedKeys;
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private Keys[] newPressedKeys;
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public KeyboardState CurrentKeyboardState
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{
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get { return KeyState; }
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}
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public IList<Keys> NewlyPressedKeys
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{
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get { return newlyPressedKeys; }
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}
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public IList<Keys> HeldKeys
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{
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get { return heldKeys; }
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}
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/*
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* End XNACC variables
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*/
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#endregion
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#endif
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public const int MaxInputs = 4;
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public readonly KeyboardState[] CurrentKeyboardStates;
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public readonly GamePadState[] CurrentGamePadStates;
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public readonly KeyboardState[] LastKeyboardStates;
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public readonly GamePadState[] LastGamePadStates;
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public readonly bool[] GamePadWasConnected;
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/*
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* Needed for virtual stick on WP7
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* -- Nathan Adams [adamsna@datanethost.net] - 4/12/2012
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*/
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private GamePadState _currentVirtualState;
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private GamePadState _lastVirtualState;
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private bool _handleVirtualStick;
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/*
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* I didn't create an array for the virtual stick because there will only be one
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* -- Nathan Adams [adamsna@datanethost.net] - 4/12/2012
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*/
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/*
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* Adding variables for the cursor
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* -- Nathan Adams [adamsna@datanethost.net] - 4/15/2012
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*
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*/
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private MouseState _currentMouseState;
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private MouseState _lastMouseState;
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private Vector2 _cursor;
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private bool _cursorIsValid;
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private bool _cursorIsVisible;
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private bool _cursorMoved;
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private Sprite _cursorSprite;
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#if WINDOWS_PHONE
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private VirtualStick _phoneStick;
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private VirtualButton _phoneA;
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private VirtualButton _phoneB;
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#endif
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public TouchCollection TouchState;
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public readonly List<GestureSample> Gestures = new List<GestureSample>();
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private ScreenManager _manager;
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private Viewport _viewport;
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/// <summary>
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/// Constructs a new input state.
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/// </summary>
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public InputState(ScreenManager manager)
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{
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_manager = manager;
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CurrentKeyboardStates = new KeyboardState[MaxInputs];
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CurrentGamePadStates = new GamePadState[MaxInputs];
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LastKeyboardStates = new KeyboardState[MaxInputs];
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LastGamePadStates = new GamePadState[MaxInputs];
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GamePadWasConnected = new bool[MaxInputs];
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_currentVirtualState = new GamePadState();
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_lastVirtualState = new GamePadState();
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_cursorIsVisible = false;
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_cursorMoved = false;
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#if WINDOWS_PHONE
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_cursorIsValid = false;
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#else
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_cursorIsValid = true;
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#endif
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_cursor = Vector2.Zero;
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_handleVirtualStick = false;
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}
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public MouseState MouseState
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{
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get { return _currentMouseState; }
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}
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public GamePadState VirtualState
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{
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get { return _currentVirtualState; }
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}
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public MouseState PreviousMouseState
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{
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get { return _lastMouseState; }
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}
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public GamePadState PreviousVirtualState
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{
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get { return _lastVirtualState; }
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}
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public bool ShowCursor
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{
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get { return _cursorIsVisible && _cursorIsValid; }
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set { _cursorIsVisible = value; }
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}
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public bool EnableVirtualStick
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{
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get { return _handleVirtualStick; }
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set { _handleVirtualStick = value; }
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}
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public Vector2 Cursor
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{
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get { return _cursor; }
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}
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public bool IsCursorMoved
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{
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get { return _cursorMoved; }
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}
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public bool IsCursorValid
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{
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get { return _cursorIsValid; }
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}
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public void LoadContent()
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{
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ContentManager man = new ContentManager(_manager.Game.Services, "Content");
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_cursorSprite = new Sprite(man.Load<Texture2D>("Common/cursor"));
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#if WINDOWS_PHONE
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// virtual stick content
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_phoneStick = new VirtualStick(man.Load<Texture2D>("Common/socket"),
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man.Load<Texture2D>("Common/stick"), new Vector2(80f, 400f));
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Texture2D temp = man.Load<Texture2D>("Common/buttons");
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_phoneA = new VirtualButton(temp, new Vector2(695f, 380f), new Rectangle(0, 0, 40, 40), new Rectangle(0, 40, 40, 40));
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_phoneB = new VirtualButton(temp, new Vector2(745f, 360f), new Rectangle(40, 0, 40, 40), new Rectangle(40, 40, 40, 40));
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#endif
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_viewport = _manager.GraphicsDevice.Viewport;
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}
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private GamePadState HandleVirtualStickWin()
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{
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Vector2 _leftStick = Vector2.Zero;
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List<Buttons> _buttons = new List<Buttons>();
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PlayerIndex pout;
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if (IsNewKeyPress(Keys.A, PlayerIndex.One, out pout))
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{
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_leftStick.X -= 1f;
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}
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if (IsNewKeyPress(Keys.S, PlayerIndex.One, out pout))
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{
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_leftStick.Y -= 1f;
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}
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if (IsNewKeyPress(Keys.D, PlayerIndex.One, out pout))
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{
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_leftStick.X += 1f;
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}
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if (IsNewKeyPress(Keys.W, PlayerIndex.One, out pout))
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{
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_leftStick.Y += 1f;
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}
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if (IsNewKeyPress(Keys.Space, PlayerIndex.One, out pout))
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{
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_buttons.Add(Buttons.A);
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}
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if (IsNewKeyPress(Keys.LeftControl, PlayerIndex.One, out pout))
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{
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_buttons.Add(Buttons.B);
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}
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if (_leftStick != Vector2.Zero)
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{
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_leftStick.Normalize();
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}
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return new GamePadState(_leftStick, Vector2.Zero, 0f, 0f, _buttons.ToArray());
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}
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private GamePadState HandleVirtualStickWP7()
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{
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List<Buttons> _buttons = new List<Buttons>();
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Vector2 _stick = Vector2.Zero;
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#if WINDOWS_PHONE
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_phoneA.Pressed = false;
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_phoneB.Pressed = false;
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TouchCollection touchLocations = TouchPanel.GetState();
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foreach (TouchLocation touchLocation in touchLocations)
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{
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_phoneA.Update(touchLocation);
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_phoneB.Update(touchLocation);
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_phoneStick.Update(touchLocation);
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}
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if (_phoneA.Pressed)
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{
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_buttons.Add(Buttons.A);
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}
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if (_phoneB.Pressed)
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{
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_buttons.Add(Buttons.B);
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}
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_stick = _phoneStick.StickPosition;
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#endif
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return new GamePadState(_stick, Vector2.Zero, 0f, 0f, _buttons.ToArray());
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}
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public void Draw()
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{
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if (_cursorIsVisible && _cursorIsValid)
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{
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_manager.SpriteBatch.Begin();
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_manager.SpriteBatch.Draw(_cursorSprite.Texture, _cursor, null, Color.White, 0f, _cursorSprite.Origin, 1f, SpriteEffects.None, 0f);
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_manager.SpriteBatch.End();
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}
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#if WINDOWS_PHONE
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if (_handleVirtualStick)
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{
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_manager.SpriteBatch.Begin();
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_phoneA.Draw(_manager.SpriteBatch);
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_phoneB.Draw(_manager.SpriteBatch);
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_phoneStick.Draw(_manager.SpriteBatch);
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_manager.SpriteBatch.End();
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}
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#endif
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}
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/// <summary>
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/// Reads the latest state user input.
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/// </summary>
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public void Update(GameTime gameTime)
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{
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#if WINDOWS
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#region XNACC
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KeyState = Keyboard.GetState();
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oldPressedKeys = newPressedKeys;
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newPressedKeys = KeyState.GetPressedKeys();
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newlyPressedKeys.Clear();
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heldKeys.Clear();
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foreach (Keys key in newPressedKeys)
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{
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if (oldPressedKeys.Contains(key))
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heldKeys.Add(key);
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else
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newlyPressedKeys.Add(key);
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}
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#endregion
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#endif
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//PlayerIndex p;
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_lastMouseState = _currentMouseState;
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if (_handleVirtualStick)
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{
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_lastVirtualState = _currentVirtualState;
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}
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_currentMouseState = Mouse.GetState();
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if (_handleVirtualStick)
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{
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#if XBOX
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_currentVirtualState= GamePad.GetState(PlayerIndex.One);
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#elif WINDOWS
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if (GamePad.GetState(PlayerIndex.One).IsConnected)
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{
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_currentVirtualState = GamePad.GetState(PlayerIndex.One);
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}
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else
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{
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_currentVirtualState = HandleVirtualStickWin();
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}
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#elif WINDOWS_PHONE
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_currentVirtualState = HandleVirtualStickWP7();
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#endif
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}
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for (int i = 0; i < MaxInputs; i++)
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{
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LastKeyboardStates[i] = CurrentKeyboardStates[i];
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LastGamePadStates[i] = CurrentGamePadStates[i];
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CurrentKeyboardStates[i] = Keyboard.GetState((PlayerIndex)i);
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CurrentGamePadStates[i] = GamePad.GetState((PlayerIndex)i);
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// Keep track of whether a gamepad has ever been
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// connected, so we can detect if it is unplugged.
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if (CurrentGamePadStates[i].IsConnected)
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{
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GamePadWasConnected[i] = true;
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}
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}
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// Get the raw touch state from the TouchPanel
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TouchState = TouchPanel.GetState();
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// Read in any detected gestures into our list for the screens to later process
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Gestures.Clear();
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while (TouchPanel.IsGestureAvailable)
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{
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//System.Diagnostics.Debugger.Break();
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Gestures.Add(TouchPanel.ReadGesture());
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}
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//System.Diagnostics.Debugger.Break();
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// Update cursor
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Vector2 oldCursor = _cursor;
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if (CurrentGamePadStates[0].IsConnected && CurrentGamePadStates[0].ThumbSticks.Left != Vector2.Zero)
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{
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Vector2 temp = CurrentGamePadStates[0].ThumbSticks.Left;
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_cursor += temp * new Vector2(300f, -300f) * (float)gameTime.ElapsedGameTime.TotalSeconds;
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Mouse.SetPosition((int)_cursor.X, (int)_cursor.Y);
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}
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else
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{
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_cursor.X = _currentMouseState.X;
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_cursor.Y = _currentMouseState.Y;
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}
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//if (this.IsNewKeyPress(Keys.P, PlayerIndex.One, out p))
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// Console.WriteLine(_cursor.ToString());
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_cursor.X = MathHelper.Clamp(_cursor.X, 0f, _viewport.Width);
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_cursor.Y = MathHelper.Clamp(_cursor.Y, 0f, _viewport.Height);
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//if (this.IsNewKeyPress(Keys.P, PlayerIndex.One, out p))
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// Console.WriteLine(_cursor.ToString());
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if (_cursorIsValid && oldCursor != _cursor)
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{
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_cursorMoved = true;
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}
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else
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{
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_cursorMoved = false;
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}
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#if WINDOWS
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if (_viewport.Bounds.Contains(_currentMouseState.X, _currentMouseState.Y))
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{
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_cursorIsValid = true;
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}
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else
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{
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_cursorIsValid = false;
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}
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#elif WINDOWS_PHONE
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if (_currentMouseState.LeftButton == ButtonState.Pressed)
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{
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_cursorIsValid = true;
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}
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else
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{
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_cursorIsValid = false;
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}
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#endif
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//if (this.IsNewKeyPress(Keys.P, PlayerIndex.One, out p))
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// Console.WriteLine(_viewport.ToString());
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}
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/// <summary>
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/// Helper for checking if a key was pressed during this update. The
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/// controllingPlayer parameter specifies which player to read input for.
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/// If this is null, it will accept input from any player. When a keypress
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/// is detected, the output playerIndex reports which player pressed it.
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/// </summary>
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public bool IsKeyPressed(Keys key, PlayerIndex? controllingPlayer, out PlayerIndex playerIndex)
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{
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if (controllingPlayer.HasValue)
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{
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// Read input from the specified player.
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playerIndex = controllingPlayer.Value;
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int i = (int)playerIndex;
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return CurrentKeyboardStates[i].IsKeyDown(key);
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}
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else
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{
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// Accept input from any player.
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return (IsKeyPressed(key, PlayerIndex.One, out playerIndex) ||
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IsKeyPressed(key, PlayerIndex.Two, out playerIndex) ||
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IsKeyPressed(key, PlayerIndex.Three, out playerIndex) ||
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IsKeyPressed(key, PlayerIndex.Four, out playerIndex));
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}
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}
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/// <summary>
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/// Helper for checking if a button was pressed during this update.
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/// The controllingPlayer parameter specifies which player to read input for.
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/// If this is null, it will accept input from any player. When a button press
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/// is detected, the output playerIndex reports which player pressed it.
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/// </summary>
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public bool IsButtonPressed(Buttons button, PlayerIndex? controllingPlayer, out PlayerIndex playerIndex)
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{
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if (controllingPlayer.HasValue)
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{
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// Read input from the specified player.
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playerIndex = controllingPlayer.Value;
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int i = (int)playerIndex;
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return CurrentGamePadStates[i].IsButtonDown(button);
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}
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else
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{
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// Accept input from any player.
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return (IsButtonPressed(button, PlayerIndex.One, out playerIndex) ||
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IsButtonPressed(button, PlayerIndex.Two, out playerIndex) ||
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IsButtonPressed(button, PlayerIndex.Three, out playerIndex) ||
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IsButtonPressed(button, PlayerIndex.Four, out playerIndex));
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}
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}
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/// <summary>
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/// Helper for checking if a key was newly pressed during this update. The
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/// controllingPlayer parameter specifies which player to read input for.
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/// If this is null, it will accept input from any player. When a keypress
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/// is detected, the output playerIndex reports which player pressed it.
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/// </summary>
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public bool IsNewKeyPress(Keys key, PlayerIndex? controllingPlayer, out PlayerIndex playerIndex)
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{
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if (controllingPlayer.HasValue)
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{
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// Read input from the specified player.
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playerIndex = controllingPlayer.Value;
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int i = (int)playerIndex;
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return (CurrentKeyboardStates[i].IsKeyDown(key) &&
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LastKeyboardStates[i].IsKeyUp(key));
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}
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else
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{
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// Accept input from any player.
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return (IsNewKeyPress(key, PlayerIndex.One, out playerIndex) ||
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IsNewKeyPress(key, PlayerIndex.Two, out playerIndex) ||
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IsNewKeyPress(key, PlayerIndex.Three, out playerIndex) ||
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IsNewKeyPress(key, PlayerIndex.Four, out playerIndex));
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}
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}
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public bool IsNewKeyRelease(Keys key, PlayerIndex? controllingPlayer, out PlayerIndex playerIndex)
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{
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if (controllingPlayer.HasValue)
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{
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// Read input from the specified player.
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playerIndex = controllingPlayer.Value;
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int i = (int)playerIndex;
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return (CurrentKeyboardStates[i].IsKeyUp(key) &&
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LastKeyboardStates[i].IsKeyDown(key));
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}
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else
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{
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// Accept input from any player.
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return (IsNewKeyRelease(key, PlayerIndex.One, out playerIndex) ||
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IsNewKeyRelease(key, PlayerIndex.Two, out playerIndex) ||
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IsNewKeyRelease(key, PlayerIndex.Three, out playerIndex) ||
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IsNewKeyRelease(key, PlayerIndex.Four, out playerIndex));
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}
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}
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/// <summary>
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/// Helper for checking if a button was newly pressed during this update.
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/// The controllingPlayer parameter specifies which player to read input for.
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/// If this is null, it will accept input from any player. When a button press
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/// is detected, the output playerIndex reports which player pressed it.
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/// </summary>
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public bool IsNewButtonPress(Buttons button, PlayerIndex? controllingPlayer, out PlayerIndex playerIndex)
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{
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if (controllingPlayer.HasValue)
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{
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|
// Read input from the specified player.
|
|
playerIndex = controllingPlayer.Value;
|
|
|
|
int i = (int)playerIndex;
|
|
|
|
return (CurrentGamePadStates[i].IsButtonDown(button) &&
|
|
LastGamePadStates[i].IsButtonUp(button));
|
|
}
|
|
else
|
|
{
|
|
// Accept input from any player.
|
|
return (IsNewButtonPress(button, PlayerIndex.One, out playerIndex) ||
|
|
IsNewButtonPress(button, PlayerIndex.Two, out playerIndex) ||
|
|
IsNewButtonPress(button, PlayerIndex.Three, out playerIndex) ||
|
|
IsNewButtonPress(button, PlayerIndex.Four, out playerIndex));
|
|
}
|
|
}
|
|
|
|
public bool IsNewButtonRelease(Buttons button, PlayerIndex? controllingPlayer, out PlayerIndex playerIndex)
|
|
{
|
|
if (controllingPlayer.HasValue)
|
|
{
|
|
// Read input from the specified player.
|
|
playerIndex = controllingPlayer.Value;
|
|
|
|
int i = (int)playerIndex;
|
|
|
|
return (CurrentGamePadStates[i].IsButtonUp(button) &&
|
|
LastGamePadStates[i].IsButtonDown(button));
|
|
}
|
|
else
|
|
{
|
|
// Accept input from any player.
|
|
return (IsNewButtonRelease(button, PlayerIndex.One, out playerIndex) ||
|
|
IsNewButtonRelease(button, PlayerIndex.Two, out playerIndex) ||
|
|
IsNewButtonRelease(button, PlayerIndex.Three, out playerIndex) ||
|
|
IsNewButtonRelease(button, PlayerIndex.Four, out playerIndex));
|
|
}
|
|
}
|
|
|
|
public bool IsNewVirtualButtonPress(Buttons button)
|
|
{
|
|
return (_lastVirtualState.IsButtonUp(button) &&
|
|
_currentVirtualState.IsButtonDown(button));
|
|
}
|
|
|
|
public bool IsNewVirtualButtonRelease(Buttons button)
|
|
{
|
|
return (_lastVirtualState.IsButtonDown(button) &&
|
|
_currentVirtualState.IsButtonUp(button));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Helper for checking if a mouse button was newly pressed during this update.
|
|
/// </summary>
|
|
public bool IsNewMouseButtonPress(MouseButtons button)
|
|
{
|
|
switch (button)
|
|
{
|
|
case MouseButtons.LeftButton:
|
|
return (_currentMouseState.LeftButton == ButtonState.Pressed &&
|
|
_lastMouseState.LeftButton == ButtonState.Released);
|
|
case MouseButtons.RightButton:
|
|
return (_currentMouseState.RightButton == ButtonState.Pressed &&
|
|
_lastMouseState.RightButton == ButtonState.Released);
|
|
case MouseButtons.MiddleButton:
|
|
return (_currentMouseState.MiddleButton == ButtonState.Pressed &&
|
|
_lastMouseState.MiddleButton == ButtonState.Released);
|
|
case MouseButtons.ExtraButton1:
|
|
return (_currentMouseState.XButton1 == ButtonState.Pressed &&
|
|
_lastMouseState.XButton1 == ButtonState.Released);
|
|
case MouseButtons.ExtraButton2:
|
|
return (_currentMouseState.XButton2 == ButtonState.Pressed &&
|
|
_lastMouseState.XButton2 == ButtonState.Released);
|
|
default:
|
|
return false;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if the requested mouse button is released.
|
|
/// </summary>
|
|
/// <param name="button">The button.</param>
|
|
public bool IsNewMouseButtonRelease(MouseButtons button)
|
|
{
|
|
switch (button)
|
|
{
|
|
case MouseButtons.LeftButton:
|
|
return (_lastMouseState.LeftButton == ButtonState.Pressed &&
|
|
_currentMouseState.LeftButton == ButtonState.Released);
|
|
case MouseButtons.RightButton:
|
|
return (_lastMouseState.RightButton == ButtonState.Pressed &&
|
|
_currentMouseState.RightButton == ButtonState.Released);
|
|
case MouseButtons.MiddleButton:
|
|
return (_lastMouseState.MiddleButton == ButtonState.Pressed &&
|
|
_currentMouseState.MiddleButton == ButtonState.Released);
|
|
case MouseButtons.ExtraButton1:
|
|
return (_lastMouseState.XButton1 == ButtonState.Pressed &&
|
|
_currentMouseState.XButton1 == ButtonState.Released);
|
|
case MouseButtons.ExtraButton2:
|
|
return (_lastMouseState.XButton2 == ButtonState.Pressed &&
|
|
_currentMouseState.XButton2 == ButtonState.Released);
|
|
default:
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
}
|