/// <summary> /// Constructs a new input state. /// </summary> public InputState(bool useKeyAndMouse, ConfigManager cm) { this.useKeyAndMouse = useKeyAndMouse; controls = cm.GetControls(); // we only check for one player currKeyboardState = Keyboard.GetState(); prevKeyboardState = Keyboard.GetState(); currMouseState = Mouse.GetState(); prevMouseState = Mouse.GetState(); CurrentKeyboardStates = new KeyboardState[MaxInputs]; CurrentGamePadStates = new GamePadState[MaxInputs]; LastKeyboardStates = new KeyboardState[MaxInputs]; LastGamePadStates = new GamePadState[MaxInputs]; GamePadWasConnected = new bool[MaxInputs]; /*if (useKeyAndMouse) { // we only check for one player currKeyboardState = Keyboard.GetState(); prevKeyboardState = Keyboard.GetState(); currMouseState = Mouse.GetState(); prevMouseState = Mouse.GetState(); } else { CurrentKeyboardStates = new KeyboardState[MaxInputs]; CurrentGamePadStates = new GamePadState[MaxInputs]; LastKeyboardStates = new KeyboardState[MaxInputs]; LastGamePadStates = new GamePadState[MaxInputs]; GamePadWasConnected = new bool[MaxInputs]; } */ }
public InputEventArgs(Controls.Commands command) { this.command = command; }