private static InputState GetOtherState(OtherInput pOtherInput) { InputState state = new InputState(); state.Down = false; state.Pressed = false; state.Released = false; if (sOtherInputState.ContainsKey(pOtherInput)) { state.Down |= sOtherInputState[pOtherInput].Down; state.Pressed |= sOtherInputState[pOtherInput].Pressed; state.Released |= sOtherInputState[pOtherInput].Released; } return state; }
private static InputState GetMouseState(MouseButtons pMouseButton) { InputState state = new InputState(); state.Down = false; state.Pressed = false; state.Released = false; if (sMouseInputState.ContainsKey(pMouseButton)) { state.Down |= sMouseInputState[pMouseButton].Down; state.Pressed |= sMouseInputState[pMouseButton].Pressed; state.Released |= sMouseInputState[pMouseButton].Released; } return state; }
private static InputState GetOtherState(string alias) { InputState state = new InputState(); state.Down = false; state.Pressed = false; state.Released = false; if (sOtherAlias.ContainsKey(alias)) { foreach (OtherInput otherInput in sOtherAlias[alias]) { if (sOtherInputState.ContainsKey(otherInput)) { state.Down |= sOtherInputState[otherInput].Down; state.Pressed |= sOtherInputState[otherInput].Pressed; state.Released |= sOtherInputState[otherInput].Released; } } } return state; }
private static InputState GetKeyState(Keys pKey) { InputState state = new InputState(); state.Down = false; state.Pressed = false; state.Released = false; if (sKeyInputState.ContainsKey(pKey)) { state.Down |= sKeyInputState[pKey].Down; state.Pressed |= sKeyInputState[pKey].Pressed; state.Released |= sKeyInputState[pKey].Released; } return state; }
private static InputState GetMouseState(string alias) { InputState state = new InputState(); state.Down = false; state.Pressed = false; state.Released = false; if (sMouseAlias.ContainsKey(alias)) { foreach (MouseButtons mouseButton in sMouseAlias[alias]) { if (sMouseInputState.ContainsKey(mouseButton)) { state.Down |= sMouseInputState[mouseButton].Down; state.Pressed |= sMouseInputState[mouseButton].Pressed; state.Released |= sMouseInputState[mouseButton].Released; } } } return state; }
private void UpdateMouse() { MouseState oldState = sMouseState; sMouseState = Mouse.GetState(); MouseButtons[] mouseButtons = sMouseInputState.Keys.ToArray<MouseButtons>(); foreach (MouseButtons mouseButton in mouseButtons) { InputState state = new InputState(); ButtonState curMouseState = GetMouseButtonState(mouseButton, sMouseState); ButtonState oldMouseState = GetMouseButtonState(mouseButton, oldState); state.Down = (curMouseState == ButtonState.Pressed); state.Pressed = ((curMouseState == ButtonState.Pressed) && (oldMouseState == ButtonState.Released)); state.Released = ((curMouseState == ButtonState.Released) && (oldMouseState == ButtonState.Pressed)); sMouseInputState[mouseButton] = state; } }
public void Alias(string pIndex, Buttons pButton) { if (!sGamePadAlias.ContainsKey(pIndex)) sGamePadAlias.Add(pIndex, new List<Buttons>()); sGamePadAlias[pIndex].Add(pButton); if (!sGamePadInputState.ContainsKey(pButton)) { InputState state = new InputState(); state.Down = sGamePadState.IsButtonDown(pButton); state.Pressed = false; state.Released = false; sGamePadInputState.Add(pButton, state); } }
public void Listen(OtherInput pOtherInput) { if (!sOtherInputState.ContainsKey(pOtherInput)) { InputState state = new InputState(); OtherInputState otherState = GetOtherState(pOtherInput, sOtherState); state.Down = (otherState == OtherInputState.Pressed); state.Pressed = false; state.Released = false; sOtherInputState.Add(pOtherInput, state); } }
private static InputState GetGamePadState(string alias) { InputState state = new InputState(); state.Down = false; state.Pressed = false; state.Released = false; if (sGamePadAlias.ContainsKey(alias)) { foreach (Buttons button in sGamePadAlias[alias]) { if (sGamePadInputState.ContainsKey(button)) { state.Down |= sGamePadInputState[button].Down; state.Pressed |= sGamePadInputState[button].Pressed; state.Released |= sGamePadInputState[button].Released; } } } return state; }
public void Listen(Buttons pButton) { if (!sGamePadInputState.ContainsKey(pButton)) { InputState state = new InputState(); state.Down = sGamePadState.IsButtonDown(pButton); state.Pressed = false; state.Released = false; sGamePadInputState.Add(pButton, state); } }
public void Listen(MouseButtons pMouseButton) { if (!sMouseInputState.ContainsKey(pMouseButton)) { InputState state = new InputState(); ButtonState mouseState = GetMouseButtonState(pMouseButton, sMouseState); state.Down = (mouseState == ButtonState.Pressed); state.Pressed = false; state.Released = false; sMouseInputState.Add(pMouseButton, state); } }
public void Listen(Keys pKey) { if (!sKeyInputState.ContainsKey(pKey)) { InputState state = new InputState(); state.Down = sKeyState.IsKeyDown(pKey); state.Pressed = false; state.Released = false; sKeyInputState.Add(pKey, state); } }
public void Alias(string pIndex, OtherInput pOtherInput) { if (!sOtherAlias.ContainsKey(pIndex)) sOtherAlias.Add(pIndex, new List<OtherInput>()); sOtherAlias[pIndex].Add(pOtherInput); if (!sOtherInputState.ContainsKey(pOtherInput)) { InputState state = new InputState(); OtherInputState otherState = GetOtherState(pOtherInput, sOtherState); state.Down = (otherState == OtherInputState.Pressed); state.Pressed = false; state.Released = false; sOtherInputState.Add(pOtherInput, state); } }
public void Alias(string pIndex, MouseButtons pMouseButton) { if (!sMouseAlias.ContainsKey(pIndex)) sMouseAlias.Add(pIndex, new List<MouseButtons>()); sMouseAlias[pIndex].Add(pMouseButton); if (!sMouseInputState.ContainsKey(pMouseButton)) { InputState state = new InputState(); ButtonState mouseState = GetMouseButtonState(pMouseButton, sMouseState); state.Down = (mouseState == ButtonState.Pressed); state.Pressed = false; state.Released = false; sMouseInputState.Add(pMouseButton, state); } }
private void UpdateGamePad() { GamePadState oldState = sGamePadState; sGamePadState = GamePad.GetState(PlayerIndex.One); Buttons[] buttons = sGamePadInputState.Keys.ToArray<Buttons>(); foreach (Buttons button in buttons) { InputState state = new InputState(); state.Down = sGamePadState.IsButtonDown(button); state.Pressed = (sGamePadState.IsButtonDown(button) && oldState.IsButtonUp(button)); state.Released = (sGamePadState.IsButtonUp(button) && oldState.IsButtonDown(button)); sGamePadInputState[button] = state; } }
private static InputState GetGamePadState(Buttons pButton) { InputState state = new InputState(); state.Down = false; state.Pressed = false; state.Released = false; if (sGamePadInputState.ContainsKey(pButton)) { state.Down |= sGamePadInputState[pButton].Down; state.Pressed |= sGamePadInputState[pButton].Pressed; state.Released |= sGamePadInputState[pButton].Released; } return state; }
private void UpdateKeyboard() { KeyboardState oldState = sKeyState; sKeyState = Keyboard.GetState(); Keys[] keys = sKeyInputState.Keys.ToArray<Keys>(); foreach (Keys key in keys) { InputState state = new InputState(); state.Down = sKeyState.IsKeyDown(key); state.Pressed = (sKeyState.IsKeyDown(key) && oldState.IsKeyUp(key)); state.Released = (sKeyState.IsKeyUp(key) && oldState.IsKeyDown(key)); sKeyInputState[key] = state; } }
private static InputState GetKeyState(string alias) { InputState state = new InputState(); state.Down = false; state.Pressed = false; state.Released = false; if (sKeyAlias.ContainsKey(alias)) { foreach (Keys key in sKeyAlias[alias]) { if (sKeyInputState.ContainsKey(key)) { state.Down |= sKeyInputState[key].Down; state.Pressed |= sKeyInputState[key].Pressed; state.Released |= sKeyInputState[key].Released; } } } return state; }
private void UpdateOther() { OtherState oldState = sOtherState; sOtherState = OtherState.GetState(); OtherInput[] otherInputs = sOtherInputState.Keys.ToArray<OtherInput>(); foreach (OtherInput otherInput in otherInputs) { InputState state = new InputState(); OtherInputState curOtherState = GetOtherState(otherInput, sOtherState); OtherInputState oldOtherState = GetOtherState(otherInput, oldState); state.Down = (curOtherState == OtherInputState.Pressed); state.Pressed = ((curOtherState == OtherInputState.Pressed) && (oldOtherState == OtherInputState.Released)); state.Released = ((curOtherState == OtherInputState.Released) && (oldOtherState == OtherInputState.Pressed)); sOtherInputState[otherInput] = state; } }
public void Alias(string pIndex, Keys pKey) { if (!sKeyAlias.ContainsKey(pIndex)) sKeyAlias.Add(pIndex, new List<Keys>()); sKeyAlias[pIndex].Add(pKey); if (!sKeyInputState.ContainsKey(pKey)) { InputState state = new InputState(); state.Down = sKeyState.IsKeyDown(pKey); state.Pressed = false; state.Released = false; sKeyInputState.Add(pKey, state); } }