private static void SetDPad(InputRecord input, ref GamePadDPad pad, ref GamePadThumbSticks sticks) { pad = new GamePadDPad( input.HasActions(Actions.Up) ? ButtonState.Pressed : ButtonState.Released, input.HasActions(Actions.Down) ? ButtonState.Pressed : ButtonState.Released, input.HasActions(Actions.Left) ? ButtonState.Pressed : ButtonState.Released, input.HasActions(Actions.Right) ? ButtonState.Pressed : ButtonState.Released ); sticks = new GamePadThumbSticks(new Vector2(0, 0), new Vector2(0, 0)); }
// Token: 0x0600003B RID: 59 RVA: 0x000035D8 File Offset: 0x000017D8 public static bool GetButton(int button) { InputRecord inputRecord = Manager.controller.Current; switch (button) { case 0: return(inputRecord.HasActions(Actions.Jump)); case 1: return(inputRecord.HasActions(Actions.Goo)); case 2: return(inputRecord.HasActions(Actions.Bouncy)); case 3: return(inputRecord.HasActions(Actions.Water)); case 4: return(inputRecord.HasActions(Actions.Start)); case 5: return(inputRecord.HasActions(Actions.Select)); case 6: return(inputRecord.HasActions(Actions.LeftBumper)); case 7: return(inputRecord.HasActions(Actions.RightBumper)); default: return(false); } }
public static bool GetButtonDown(InputGamepadButton button) { if (controller.CurrentInputFrame != 1) { return(false); } InputRecord input = controller.Current; switch (button) { case InputGamepadButton.Action: return(input.HasActions(Actions.Jump)); case InputGamepadButton.Back: return(input.HasActions(Actions.Goo)); case InputGamepadButton.AltAction: return(input.HasActions(Actions.Water)); case InputGamepadButton.Menu: return(input.HasActions(Actions.Bouncy)); case InputGamepadButton.Start: return(input.HasActions(Actions.Start)); case InputGamepadButton.Select: return(input.HasActions(Actions.Select)); case InputGamepadButton.RB: return(input.HasActions(Actions.RightBumper)); case InputGamepadButton.LB: return(input.HasActions(Actions.LeftBumper)); } return(false); }
public bool HasInputReleased(Actions action) { InputRecord current = Current; InputRecord previous = Previous; return(!current.HasActions(action) && previous != null && previous.HasActions(action) && CurrentInputFrame == 1); }
public static void SetInputs(InputRecord input) { GamePadDPad pad = default; GamePadThumbSticks sticks = default; GamePadState state = default; if (input.HasActions(Actions.Feather)) { SetFeather(input, ref pad, ref sticks); } else { SetDPad(input, ref pad, ref sticks); } SetState(input, ref state, ref pad, ref sticks); bool found = false; for (int i = 0; i < 4; i++) { MInput.GamePads[i].Update(); if (MInput.GamePads[i].Attached) { found = true; MInput.GamePads[i].CurrentState = state; } } if (!found) { MInput.GamePads[0].CurrentState = state; MInput.GamePads[0].Attached = true; } if (input.HasActions(Actions.Confirm)) { MInput.Keyboard.CurrentState = new KeyboardState(Keys.Enter); } else { MInput.Keyboard.CurrentState = new KeyboardState(); } UpdateVirtualInputs(); }
private static void SetState(InputRecord input, ref GamePadState state, ref GamePadDPad pad, ref GamePadThumbSticks sticks) { state = new GamePadState( sticks, new GamePadTriggers(input.HasActions(Actions.Journal) ? 1f : 0f, 0), new GamePadButtons( (input.HasActions(Actions.Jump) ? Buttons.A : 0) | (input.HasActions(Actions.Jump2) ? Buttons.Y : 0) | (input.HasActions(Actions.Dash) ? Buttons.B : 0) | (input.HasActions(Actions.Dash2) ? Buttons.X : 0) | (input.HasActions(Actions.Grab) ? grabButton : 0) | (input.HasActions(Actions.Start) ? Buttons.Start : 0) | (input.HasActions(Actions.Restart) ? Buttons.LeftShoulder : 0) ), pad ); }
public PadState GetPressed() { InputRecord previous = Previous; if (previous == null) { return(GetPadState()); } else { return(new PadState() { up = !previous.HasActions(Actions.Up) && Current.HasActions(Actions.Up), down = !previous.HasActions(Actions.Down) && Current.HasActions(Actions.Down), left = !previous.HasActions(Actions.Left) && Current.HasActions(Actions.Left), right = !previous.HasActions(Actions.Right) && Current.HasActions(Actions.Right), jump = !previous.HasActions(Actions.Jump) && Current.HasActions(Actions.Jump), confirm = !previous.HasActions(Actions.Jump) && Current.HasActions(Actions.Jump), cancel = !previous.HasActions(Actions.Cancel) && Current.HasActions(Actions.Cancel), pause = !previous.HasActions(Actions.Pause) && Current.HasActions(Actions.Pause) }); } }
public static void SetInputs(InputRecord input) { GamePadDPad pad; GamePadThumbSticks sticks; if (input.HasActions(Actions.Feather)) { pad = new GamePadDPad(ButtonState.Released, ButtonState.Released, ButtonState.Released, ButtonState.Released); sticks = new GamePadThumbSticks(new Vector2(input.GetX(), input.GetY()), new Vector2(0, 0)); } else { pad = new GamePadDPad( input.HasActions(Actions.Up) ? ButtonState.Pressed : ButtonState.Released, input.HasActions(Actions.Down) ? ButtonState.Pressed : ButtonState.Released, input.HasActions(Actions.Left) ? ButtonState.Pressed : ButtonState.Released, input.HasActions(Actions.Right) ? ButtonState.Pressed : ButtonState.Released ); sticks = new GamePadThumbSticks(new Vector2(0, 0), new Vector2(0, 0)); } GamePadState state = new GamePadState( sticks, new GamePadTriggers(input.HasActions(Actions.Journal) ? 1f : 0f, 0), new GamePadButtons( (input.HasActions(Actions.Jump) ? Buttons.A : (Buttons)0) | (input.HasActions(Actions.Jump2) ? Buttons.Y : (Buttons)0) | (input.HasActions(Actions.Dash) ? Buttons.B : (Buttons)0) | (input.HasActions(Actions.Dash2) ? Buttons.X : (Buttons)0) | (input.HasActions(Actions.Grab) ? Buttons.RightShoulder : (Buttons)0) | (input.HasActions(Actions.Start) ? Buttons.Start : (Buttons)0) | (input.HasActions(Actions.Restart) ? Buttons.LeftShoulder : (Buttons)0) ), pad ); bool found = false; for (int i = 0; i < 4; i++) { MInput.GamePads[i].Update(); if (MInput.GamePads[i].Attached) { found = true; MInput.GamePads[i].CurrentState = state; } } if (!found) { MInput.GamePads[0].CurrentState = state; MInput.GamePads[0].Attached = true; } MInput.UpdateVirtualInputs(); }
public bool HasInputPressed(Actions action) { InputRecord input = Current; return(input.HasActions(action) && CurrentInputFrame == 1); }
public bool HasInput(Actions action) { InputRecord input = Current; return(input.HasActions(action)); }
public static bool GetInput(InputType button) { InputRecord input = controller.Current; switch (button) { case InputType.MoveLeft: return(input.HasActions(Actions.Left)); case InputType.MoveRight: return(input.HasActions(Actions.Right)); case InputType.MoveUp: return(input.HasActions(Actions.Up)); case InputType.MoveDown: return(input.HasActions(Actions.Down)); case InputType.Jump: return(input.HasActions(Actions.Jump)); case InputType.Positive: return(input.HasActions(Actions.Positive)); case InputType.Negative: return(input.HasActions(Actions.Negative)); case InputType.Blink: return(input.HasActions(Actions.Blink)); case InputType.SuitPositive: return(input.HasActions(Actions.CloakPositive)); case InputType.SuitNegative: return(input.HasActions(Actions.CloakNegative)); case InputType.Menu: return(input.HasActions(Actions.Start)); case InputType.Map: return(input.HasActions(Actions.Map)); case InputType.Suit: return(input.HasActions(Actions.ToggleCloak)); } return(false); }
public static void SetInputs(InputRecord input) { GamePadDPad pad; GamePadThumbSticks sticks; pad = new GamePadDPad( input.HasActions(Actions.Up) ? ButtonState.Pressed : ButtonState.Released, input.HasActions(Actions.Down) ? ButtonState.Pressed : ButtonState.Released, input.HasActions(Actions.Left) ? ButtonState.Pressed : ButtonState.Released, input.HasActions(Actions.Right) ? ButtonState.Pressed : ButtonState.Released ); sticks = new GamePadThumbSticks(new Vector2(0, 0), new Vector2(0, 0)); GamePadState state = new GamePadState( sticks, new GamePadTriggers(), new GamePadButtons( (input.HasActions(Actions.Jump) ? Buttons.A : 0) | (input.HasActions(Actions.Map) ? Buttons.Y : 0) | (input.HasActions(Actions.Feathers) ? Buttons.B : 0) | (input.HasActions(Actions.Attack) ? Buttons.X : 0) | (input.HasActions(Actions.ToggleRight) ? Buttons.RightShoulder : 0) | (input.HasActions(Actions.Menu) ? Buttons.Start : 0) | (input.HasActions(Actions.ToggleLeft) ? Buttons.LeftShoulder : 0) ), pad ); Input.TasGamepadState = state; }