/// <summary> /// Clears the <see cref="KeysPressed"/>, <see cref="KeysDown"/>, <see cref="KeysReleased"/> collections. /// </summary> public void Clear() { KeysPressedInternal.Clear(); KeysDownInternal.Clear(); UnmappedVirtualKeysDown.Clear(); KeysReleasedInternal.Clear(); }
// internal void AddKeyDown(AsciiKey key, Keys unmappedVirtualKey) // { // KeysDownInternal.Add(key); // //UnmappedVirtualKeysDown.Add(unmappedVirtualKey); // } internal void RemoveKeyDownAt(int i) { KeysDownInternal.RemoveAt(i); //UnmappedVirtualKeysDown.RemoveAt(i); }
/// <summary> /// Returns true if the key is not in the <see cref="KeysDown"/> collection. /// </summary> /// <param name="key">The key to check.</param> /// <returns>True when the key is not being pressed.</returns> public bool IsKeyUp(AsciiKey key) { return(!KeysDownInternal.Contains(key)); }
/// <summary> /// Returns true if the key is not in the <see cref="KeysDown"/> collection regardless of shift state. /// </summary> /// <param name="key">The key to check.</param> /// <returns>True when the key is not being pressed.</returns> public bool IsKeyUp(Keys key) { return(!KeysDownInternal.Contains(AsciiKey.Get(key, _state)) && !KeysDownInternal.Contains(AsciiKey.Get(key, true, _state))); }
/// <summary> /// Reads the keyboard state using the <see cref="GameTime"/> from the update frame. /// </summary> /// <param name="gameTime"></param> public void Update(GameTime gameTime) { KeysPressedInternal.Clear(); KeysReleasedInternal.Clear(); // Cycle all the keys down known if any are up currently, remove them from KeysDownInternal _state = Microsoft.Xna.Framework.Input.Keyboard.GetState(); bool shiftPressed = _state.IsKeyDown(Keys.LeftShift) || _state.IsKeyDown(Keys.RightShift); var unmappedVirtualKeys = _state.GetPressedKeys(); for (int i = 0; i < KeysDownInternal.Count;) { if (_state.IsKeyUp(UnmappedVirtualKeysDown[i])) { KeysReleasedInternal.Add(KeysDownInternal[i]); RemoveKeyDownAt(i); } else { i++; } } // KeysDownInternal now contains all the keys that are currently down except potentially newly pressed keys // however the shift state may have changed so if there was an 'a' previously and the shift key was // just pressed, then the 'a' needs to get replaced with 'A'. // For all new keys down, if we don't know them, add them to pressed, add them to down. foreach (var unmappedVirtualKey in unmappedVirtualKeys) { bool firstPressed = false; AsciiKey key = new AsciiKey(); AsciiKey keyOppositeShift = new AsciiKey(); int activeKeyIndex = -1; // These keys will be mapped since Fill does the mapping automatically key.Fill(unmappedVirtualKey, shiftPressed, _state); keyOppositeShift.Fill(unmappedVirtualKey, !shiftPressed, _state); if (KeysDownInternal.Contains(key)) { activeKeyIndex = KeysDownInternal.FindIndex(k => k == key); var thisKey = KeysDownInternal[activeKeyIndex]; thisKey.TimeHeld += (float)gameTime.ElapsedGameTime.TotalSeconds; KeysDownInternal[activeKeyIndex] = thisKey; } else if (KeysDownInternal.Contains(keyOppositeShift)) { activeKeyIndex = KeysDownInternal.FindIndex(k => k == keyOppositeShift); var thisKey = KeysDownInternal[activeKeyIndex]; thisKey.Character = key.Character; thisKey.TimeHeld += (float)gameTime.ElapsedGameTime.TotalSeconds; KeysDownInternal[activeKeyIndex] = thisKey; } else { // The physical key (independent of shift) for this character was not being pressed before // so add it in. firstPressed = true; activeKeyIndex = KeysDownInternal.Count; AddKeyDown(key, unmappedVirtualKey); } var activeKey = KeysDownInternal[activeKeyIndex]; if (firstPressed) { KeysPressedInternal.Add(activeKey); } else if (activeKey.PostInitialDelay == false && activeKey.TimeHeld >= InitialRepeatDelay) { activeKey.PostInitialDelay = true; activeKey.TimeHeld = 0f; KeysPressedInternal.Add(activeKey); } else if (activeKey.PostInitialDelay && activeKey.TimeHeld >= RepeatDelay) { activeKey.TimeHeld = 0f; KeysPressedInternal.Add(activeKey); } } }
// Always use the next routines to add or remove keys from KeysDownInternal or // UnmappedVirtualKeysDown. This ensures that they stay parallel. private void AddKeyDown(AsciiKey key, Keys unmappedVirtualKey) { KeysDownInternal.Add(key); UnmappedVirtualKeysDown.Add(unmappedVirtualKey); }
/// <summary> /// Returns true if the key is in the <see cref="KeysDown"/> collection. /// </summary> /// <param name="key">The key to check.</param> /// <returns>True when the key is being pressed.</returns> public bool IsKeyDown(AsciiKey key) => KeysDownInternal.Contains(key);
/// <summary> /// Returns true if the key is in the <see cref="KeysDown"/> collection regardless of shift state. /// </summary> /// <param name="key">The key to check.</param> /// <returns>True when the key is being pressed.</returns> public bool IsKeyDown(Keys key) => KeysDownInternal.Contains(AsciiKey.Get(key, _state)) || KeysDownInternal.Contains(AsciiKey.Get(key, true, _state));
/// <summary> /// Returns true if the key is not in the <see cref="KeysDown"/> collection. /// </summary> /// <param name="key">The key to check.</param> /// <returns>True when the key is not being pressed.</returns> public bool IsKeyUp(AsciiKey key) => !KeysDownInternal.Contains(key);
/// <summary> /// Returns true if the key is in the <see cref="KeysDown"/> collection. /// </summary> /// <param name="key">The key to check.</param> /// <returns>True when the key is being pressed.</returns> public bool IsKeyDown(Keys key) { return(KeysDownInternal.Contains(AsciiKey.Get(key))); }