Example #1
0
        // TODO: Maybe reduce it to only the inputs actually used in the game?
        private void MapPlayerInput(InputMapper inputMapper, GamePadState state, GamePadState previousState)
        {
            foreach (int axisInt in InputMapperAsset.GetMappedXboxAxis())
            {
                MapXboxAxis(axisInt, inputMapper, state);
            }

            foreach (int buttonInt in InputMapperAsset.GetMappedXboxButtons())
            {
                MapXboxButton(buttonInt, inputMapper, state, previousState);
            }

            // TODO: Put the following code into another class, so we can have 2 distinct XboxManager and KeyboardManager classes

            // We map only the keyboard keys that are going to be used in the game

            foreach (int key in InputMapperAsset.GetMappedKeyboardKeys())
            {
                inputMapper.SetRawButtonState(100 + key, Input.GetKey((KeyCode)key), Input.GetKey((KeyCode)key) && !Input.GetKeyDown((KeyCode)key));
            }

            foreach (int key in InputMapperAsset.GetMappedKeyboardKeysAxis())
            {
                float value = Input.GetKey((KeyCode)key) ? 1f : 0f;

                inputMapper.SetRawAxisValue(100 + key, value);
            }
        }
        // TODO: Maybe reduce it to only the inputs actually used in the game?
        private void MapPlayerInput(InputMapper inputMapper, GamePadState state, GamePadState previousState)
        {
            foreach (int axisInt in InputMapperAsset.GetMappedXboxAxis())
            {
                MapXboxAxis(axisInt, inputMapper, state);
            }

            foreach (int buttonInt in InputMapperAsset.GetMappedXboxButtons())
            {
                MapXboxButton(buttonInt, inputMapper, state, previousState);
            }

            // TODO: Put the following code into another class, so we can have 2 distinct XboxManager and KeyboardManager classes

            // We map only the keyboard keys that are going to be used in the game

            foreach (int key in InputMapperAsset.GetMappedKeyboardKeys())
            {
                inputMapper.SetRawButtonState(100 + key, Input.GetKey((KeyCode)key), Input.GetKey((KeyCode)key) && !Input.GetKeyDown((KeyCode)key));
            }

            foreach (int key in InputMapperAsset.GetMappedKeyboardKeysAxis())
            {
                float value = Input.GetKey((KeyCode)key) ? 1f : 0f;

                inputMapper.SetRawAxisValue(100 + key, value);
            }
        }
Example #3
0
        private void MapXboxButton(int buttonInt, InputMapper inputMapper, GamePadState state, GamePadState previousState)
        {
            XboxInputConstants.Buttons button = (XboxInputConstants.Buttons)buttonInt;

            bool pressed           = false;
            bool previouslyPressed = false;

            switch (button)
            {
            case XboxInputConstants.Buttons.A:
                pressed           = state.Buttons.A == ButtonState.Pressed;
                previouslyPressed = previousState.Buttons.A == ButtonState.Pressed;
                break;

            case XboxInputConstants.Buttons.B:
                pressed           = state.Buttons.B == ButtonState.Pressed;
                previouslyPressed = previousState.Buttons.B == ButtonState.Pressed;
                break;

            case XboxInputConstants.Buttons.X:
                pressed           = state.Buttons.X == ButtonState.Pressed;
                previouslyPressed = previousState.Buttons.X == ButtonState.Pressed;
                break;

            case XboxInputConstants.Buttons.Y:
                pressed           = state.Buttons.Y == ButtonState.Pressed;
                previouslyPressed = previousState.Buttons.Y == ButtonState.Pressed;
                break;

            case XboxInputConstants.Buttons.LeftShoulder:
                pressed           = state.Buttons.LeftShoulder == ButtonState.Pressed;
                previouslyPressed = previousState.Buttons.LeftShoulder == ButtonState.Pressed;
                break;

            case XboxInputConstants.Buttons.RightShoulder:
                pressed           = state.Buttons.RightShoulder == ButtonState.Pressed;
                previouslyPressed = previousState.Buttons.RightShoulder == ButtonState.Pressed;
                break;

            case XboxInputConstants.Buttons.Back:
                pressed           = state.Buttons.Back == ButtonState.Pressed;
                previouslyPressed = previousState.Buttons.Back == ButtonState.Pressed;
                break;

            case XboxInputConstants.Buttons.Start:
                pressed           = state.Buttons.Start == ButtonState.Pressed;
                previouslyPressed = previousState.Buttons.Start == ButtonState.Pressed;
                break;

            case XboxInputConstants.Buttons.LeftStick:
                pressed           = state.Buttons.LeftStick == ButtonState.Pressed;
                previouslyPressed = previousState.Buttons.LeftStick == ButtonState.Pressed;
                break;

            case XboxInputConstants.Buttons.RightStick:
                pressed           = state.Buttons.RightStick == ButtonState.Pressed;
                previouslyPressed = previousState.Buttons.RightStick == ButtonState.Pressed;
                break;

            case XboxInputConstants.Buttons.DPadLeft:
                pressed           = state.DPad.Left == ButtonState.Pressed;
                previouslyPressed = previousState.DPad.Left == ButtonState.Pressed;
                break;

            case XboxInputConstants.Buttons.DPadRight:
                pressed           = state.DPad.Right == ButtonState.Pressed;
                previouslyPressed = previousState.DPad.Right == ButtonState.Pressed;
                break;

            case XboxInputConstants.Buttons.DPadUp:
                pressed           = state.DPad.Up == ButtonState.Pressed;
                previouslyPressed = previousState.DPad.Up == ButtonState.Pressed;
                break;

            case XboxInputConstants.Buttons.DPadDown:
                pressed           = state.DPad.Down == ButtonState.Pressed;
                previouslyPressed = previousState.DPad.Down == ButtonState.Pressed;
                break;
            }

            inputMapper.SetRawButtonState(buttonInt, pressed, previouslyPressed);
        }
        private void MapXboxButton(int buttonInt, InputMapper inputMapper, GamePadState state, GamePadState previousState)
        {
            XboxInputConstants.Buttons button = (XboxInputConstants.Buttons)buttonInt;

            bool pressed = false;
            bool previouslyPressed = false;

            switch (button)
            {
                case XboxInputConstants.Buttons.A:
                    pressed = state.Buttons.A == ButtonState.Pressed;
                    previouslyPressed = previousState.Buttons.A == ButtonState.Pressed;
                    break;
                case XboxInputConstants.Buttons.B:
                    pressed = state.Buttons.B == ButtonState.Pressed;
                    previouslyPressed = previousState.Buttons.B == ButtonState.Pressed;
                    break;
                case XboxInputConstants.Buttons.X:
                    pressed = state.Buttons.X == ButtonState.Pressed;
                    previouslyPressed = previousState.Buttons.X == ButtonState.Pressed;
                    break;
                case XboxInputConstants.Buttons.Y:
                    pressed = state.Buttons.Y == ButtonState.Pressed;
                    previouslyPressed = previousState.Buttons.Y == ButtonState.Pressed;
                    break;
                case XboxInputConstants.Buttons.LeftShoulder:
                    pressed = state.Buttons.LeftShoulder == ButtonState.Pressed;
                    previouslyPressed = previousState.Buttons.LeftShoulder == ButtonState.Pressed;
                    break;
                case XboxInputConstants.Buttons.RightShoulder:
                    pressed = state.Buttons.RightShoulder == ButtonState.Pressed;
                    previouslyPressed = previousState.Buttons.RightShoulder == ButtonState.Pressed;
                    break;
                case XboxInputConstants.Buttons.Back:
                    pressed = state.Buttons.Back == ButtonState.Pressed;
                    previouslyPressed = previousState.Buttons.Back == ButtonState.Pressed;
                    break;
                case XboxInputConstants.Buttons.Start:
                    pressed = state.Buttons.Start == ButtonState.Pressed;
                    previouslyPressed = previousState.Buttons.Start == ButtonState.Pressed;
                    break;
                case XboxInputConstants.Buttons.LeftStick:
                    pressed = state.Buttons.LeftStick == ButtonState.Pressed;
                    previouslyPressed = previousState.Buttons.LeftStick == ButtonState.Pressed;
                    break;
                case XboxInputConstants.Buttons.RightStick:
                    pressed = state.Buttons.RightStick == ButtonState.Pressed;
                    previouslyPressed = previousState.Buttons.RightStick == ButtonState.Pressed;
                    break;
                case XboxInputConstants.Buttons.DPadLeft:
                    pressed = state.DPad.Left == ButtonState.Pressed;
                    previouslyPressed = previousState.DPad.Left == ButtonState.Pressed;
                    break;
                case XboxInputConstants.Buttons.DPadRight:
                    pressed = state.DPad.Right == ButtonState.Pressed;
                    previouslyPressed = previousState.DPad.Right == ButtonState.Pressed;
                    break;
                case XboxInputConstants.Buttons.DPadUp:
                    pressed = state.DPad.Up == ButtonState.Pressed;
                    previouslyPressed = previousState.DPad.Up == ButtonState.Pressed;
                    break;
                case XboxInputConstants.Buttons.DPadDown:
                    pressed = state.DPad.Down == ButtonState.Pressed;
                    previouslyPressed = previousState.DPad.Down == ButtonState.Pressed;
                    break;
            }

            inputMapper.SetRawButtonState(buttonInt, pressed, previouslyPressed);
        }