a93df07c6e
--HG-- branch : axios-newgsm
234 lines
8.9 KiB
C#
234 lines
8.9 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.Input;
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using Microsoft.Xna.Framework.Input.Touch;
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using FarseerPhysics.SamplesFramework;
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namespace GameStateManagement
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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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public class InputState
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{
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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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*
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*
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*
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*
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*
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*/
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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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/// <summary>
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/// Constructs a new input state.
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/// </summary>
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public InputState()
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{
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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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}
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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()
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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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Gestures.Add(TouchPanel.ReadGesture());
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}
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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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/// <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.
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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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LastGamePadStates[i].IsButtonUp(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 (IsNewButtonPress(button, PlayerIndex.One, out playerIndex) ||
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IsNewButtonPress(button, PlayerIndex.Two, out playerIndex) ||
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IsNewButtonPress(button, PlayerIndex.Three, out playerIndex) ||
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IsNewButtonPress(button, PlayerIndex.Four, out playerIndex));
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}
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}
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}
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}
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