Ejemplo n.º 1
0
    public void RegisterCommand(string Name, KeyCode Button, CInputCommand.EModifier Modifier, bool Global = false)
    {
        CInputCommand cmd = new CInputCommand();

        cmd.mName     = Name;
        cmd.mModifier = Modifier;
        cmd.mButton   = Button;
        cmd.mGlobal   = Global;
        mCmds[Name]   = cmd;
    }
Ejemplo n.º 2
0
    /// <summary>
    /// Checks if any registered command is down.
    /// </summary>
    public bool IsAnyKeyDown()
    {
        foreach (KeyValuePair <string, CInputCommand> entry in mCmds)
        {
            CInputCommand c = entry.Value;

            if (c.mDown)
            {
                return(true);
            }
        }

        return(false);
    }
Ejemplo n.º 3
0
    /// <summary>
    /// Called once per frame.
    /// Determines new input state.
    /// </summary>
    public void Update()
    {
        mMouseLeftDown  = false;
        mMouseLeftUp    = false;
        mMouseRightDown = false;
        mMouseRightUp   = false;

        EventSystem ev = EventSystem.current;

        mMousePosition = Input.mousePosition;

        // NOTE: There seems to be a bug in Unity where an input field remains the current selected object even after
        // it defocuses itself on end of editing.
        if (ev.currentSelectedGameObject != null)
        {
            InputField input = ev.currentSelectedGameObject.GetComponent <InputField>();

            if (input != null && !input.isFocused)
            {
                ev.SetSelectedGameObject(null);
            }
        }

        foreach (KeyValuePair <string, CInputCommand> entry in mCmds)
        {
            CInputCommand c = entry.Value;

            if (c.mButton != KeyCode.None)
            {
                if (ev.currentSelectedGameObject == null || c.mGlobal)
                {
                    if (c.mModifier != CInputCommand.EModifier.NONE)
                    {
                        bool modiferDown = false;

                        if (c.mModifier == CInputCommand.EModifier.CTRL && (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl)))
                        {
                            modiferDown = true;
                        }

                        if (modiferDown)
                        {
                            c.mDown     = Input.GetKey(c.mButton);
                            c.mPressed  = Input.GetKeyDown(c.mButton);
                            c.mReleased = Input.GetKeyUp(c.mButton);
                        }
                        else
                        {
                            c.mReleased = c.mDown;
                            c.mDown     = false;
                            c.mPressed  = false;
                        }
                    }
                    else
                    {
                        if (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl))
                        {
                            c.mReleased = c.mDown;
                            c.mDown     = false;
                            c.mPressed  = false;
                        }
                        else
                        {
                            c.mDown     = Input.GetKey(c.mButton);
                            c.mPressed  = Input.GetKeyDown(c.mButton);
                            c.mReleased = Input.GetKeyUp(c.mButton);
                        }
                    }
                }
                else
                {
                    c.mDown    = false;
                    c.mPressed = false;
                    // TODO: Only Released if Down in command was true
                    c.mReleased = false;
                }
            }
        }

        mMouseLeftDown = false;
        mMouseLeftUp   = false;

        // TODO: Events for enter/exit game/ui.
        bool newOver = ev.IsPointerOverGameObject();

        if (mOverUI != newOver)
        {
            mOverUI = newOver;
        }

        if (Input.GetMouseButtonDown(0))
        {
            if (!mOverUI)
            {
                ev.SetSelectedGameObject(null);

                mMouseLeft     = true;
                mMouseLeftDown = true;
                mMouseLeftUp   = false;
            }
        }

        if (Input.GetMouseButtonUp(0))
        {
            if (mMouseLeft)
            {
                mMouseLeft   = false;
                mMouseLeftUp = true;
            }
        }

        if (Input.GetMouseButtonDown(1))
        {
            if (!mOverUI)
            {
                ev.SetSelectedGameObject(null);

                mMouseRight     = true;
                mMouseRightDown = true;
                mMouseRightUp   = false;
            }
        }

        if (Input.GetMouseButtonUp(1))
        {
            if (mMouseRight)
            {
                mMouseRight   = false;
                mMouseRightUp = true;
            }
        }
    }