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InputHandler.cs
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
namespace StereoGame
{
/// <summary>
/// Singleton class
/// </summary>
public class InputHandler
{
//Static members
public static InputHandler CurrentHandler {
get => currentHandler;
}
private static InputHandler currentHandler;
public static Vector2 VirtualResolution { get; set; }
public static float GameWidth { get => VirtualResolution.X; }
public static float GameHeight { get => VirtualResolution.Y; }
//Non-static members
private static Dictionary<String, List<Keys>> actionMapping { get; set; }
//every string represents some action like "move up"
private KeyboardState lastState;
private KeyboardState curState;
private MouseState lastMouseState;
private MouseState curMouseState;
private GraphicsDevice gd;
public static void Initialize(GraphicsDevice gd, Vector2 virtualResolution,
Dictionary<String, List<Keys>> actionMapping)
{
if ( CurrentHandler != null)
{
return;
}
//create the input handler instance
VirtualResolution = virtualResolution;
currentHandler = new InputHandler(gd, actionMapping);
}
public InputHandler(GraphicsDevice _gd, Dictionary<String, List<Keys>> _actionMapping)
{
lastState = Keyboard.GetState();
curState = Keyboard.GetState();
lastMouseState = Mouse.GetState();
curMouseState = Mouse.GetState();
gd = _gd;
actionMapping = _actionMapping;
}
public bool AddAction(String actionName, List<Keys> actions)
{
return actionMapping.TryAdd(actionName, actions);
}
public void Update()
{
lastState = curState;
curState = Keyboard.GetState();
lastMouseState = curMouseState;
curMouseState = Mouse.GetState();
}
/// <summary>
/// Returns false if no action with this name exists
/// </summary>
public bool IsActionDown(String action)
{
List<Keys> keys;
actionMapping.TryGetValue(action, out keys);
if (keys == null)
return false;
foreach (Keys key in keys)
{
if (IsKeyDown(key))
{
return true;
}
}
return false;
}
/// <summary>
/// Returns false if no action with this name exists
/// </summary>
public bool IsActionJustDown(String action)
{
List<Keys> keys;
actionMapping.TryGetValue(action, out keys);
if (keys == null)
return false;
foreach (Keys key in keys)
{
if (IsKeyJustDown(key))
{
return true;
}
}
return false;
}
/// <summary>
/// Returns *true* if no action with this name exists
/// </summary>
public bool IsActionUp(String action)
{
return !IsActionDown(action);
}
public bool IsKeyDown(Keys key)
{
return curState.IsKeyDown(key);
}
public bool IsKeyJustDown(Keys key)
{
return (curState.IsKeyDown(key) && lastState.IsKeyUp(key));
}
public bool IsKeyUp(Keys key)
{
return !IsKeyDown(key);
}
/// <summary>
/// Converts effective screen position into virtual position
/// (whose dimensions are chosen by player)
/// </summary>
public Vector2 RealToVirtualPos(Vector2 pos)
{
Vector2 virtualPos = new();
float screenWidth = gd.PresentationParameters.BackBufferWidth;
float screenHeight = gd.PresentationParameters.BackBufferHeight;
virtualPos.X = ((float)pos.X / screenWidth)
* VirtualResolution.X;
virtualPos.Y = ((float)pos.Y / screenHeight)
* VirtualResolution.Y;
return virtualPos;
}
/// <summary>
/// See <see cref="RealToVirtualPos(Vector2)"/>
/// </summary>
public Vector2 VirtualToRealPos(Vector2 pos)
{
Vector2 realPos = new();
float screenWidth = gd.PresentationParameters.BackBufferWidth;
float screenHeight = gd.PresentationParameters.BackBufferHeight;
realPos.X = ((float)pos.X / VirtualResolution.X)
* screenWidth;
realPos.Y = ((float)pos.Y / VirtualResolution.Y)
* screenHeight;
return realPos;
}
/// <summary>
/// Abbreviation for <see cref="RealToVirtualPos(Vector2)"/>
/// </summary>
public Vector2 RtV(Vector2 pos)
{
return RealToVirtualPos(pos);
}
/// <summary>
/// Abbreviation for <see cref="VirtualToRealPos(Vector2)"/>
/// </summary>
public Vector2 VtR(Vector2 pos)
{
return VirtualToRealPos(pos);
}
/// <returns>Coordinates of the mouse w.r.t the virtual resolution.</returns>
public Vector2 GetMousePos()
{
return RealToVirtualPos(curMouseState.Position.ToVector2());
}
/// <returns>The mouse movement since the last frame</returns>
public Vector2 GetMouseMov()
{
return RealToVirtualPos(curMouseState.Position.ToVector2() -
lastMouseState.Position.ToVector2());
}
/// <returns>Whether left click is currently held</returns>
public bool IsMouseDown()
{
return (curMouseState.LeftButton == ButtonState.Pressed);
}
public bool IsMouseUp()
{
return (curMouseState.LeftButton == ButtonState.Released);
}
public bool IsMouseJustDown()
{
return (IsMouseDown() && lastMouseState.LeftButton == ButtonState.Released);
}
}
}