Exemplo n.º 1
0
        /// <summary>Apply input suppression to the given input states.</summary>
        /// <param name="activeButtons">The current button states to check.</param>
        /// <param name="keyboardState">The game's keyboard state for the current tick.</param>
        /// <param name="mouseState">The game's mouse state for the current tick.</param>
        /// <param name="gamePadState">The game's controller state for the current tick.</param>
        private void SuppressGivenStates(IDictionary <SButton, InputStatus> activeButtons, ref KeyboardState keyboardState, ref MouseState mouseState, ref GamePadState gamePadState)
        {
            if (this.SuppressButtons.Count == 0)
            {
                return;
            }

            // gather info
            HashSet <Keys>    suppressKeys    = new HashSet <Keys>();
            HashSet <SButton> suppressButtons = new HashSet <SButton>();
            HashSet <SButton> suppressMouse   = new HashSet <SButton>();

            foreach (SButton button in this.SuppressButtons)
            {
                if (button == SButton.MouseLeft || button == SButton.MouseMiddle || button == SButton.MouseRight || button == SButton.MouseX1 || button == SButton.MouseX2)
                {
                    suppressMouse.Add(button);
                }
                else if (button.TryGetKeyboard(out Keys key))
                {
                    suppressKeys.Add(key);
                }
                else if (gamePadState.IsConnected && button.TryGetController(out Buttons _))
                {
                    suppressButtons.Add(button);
                }
            }

            // suppress keyboard keys
            if (keyboardState.GetPressedKeys().Any() && suppressKeys.Any())
            {
                keyboardState = new KeyboardState(keyboardState.GetPressedKeys().Except(suppressKeys).ToArray());
            }

            // suppress controller keys
            if (gamePadState.IsConnected && suppressButtons.Any())
            {
                GamePadStateBuilder builder = new GamePadStateBuilder(gamePadState);
                builder.SuppressButtons(suppressButtons);
                gamePadState = builder.ToGamePadState();
            }

            // suppress mouse buttons
            if (suppressMouse.Any())
            {
                mouseState = new MouseState(
                    x: mouseState.X,
                    y: mouseState.Y,
                    scrollWheel: mouseState.ScrollWheelValue,
                    leftButton: suppressMouse.Contains(SButton.MouseLeft) ? ButtonState.Released : mouseState.LeftButton,
                    middleButton: suppressMouse.Contains(SButton.MouseMiddle) ? ButtonState.Released : mouseState.MiddleButton,
                    rightButton: suppressMouse.Contains(SButton.MouseRight) ? ButtonState.Released : mouseState.RightButton,
                    xButton1: suppressMouse.Contains(SButton.MouseX1) ? ButtonState.Released : mouseState.XButton1,
                    xButton2: suppressMouse.Contains(SButton.MouseX2) ? ButtonState.Released : mouseState.XButton2
                    );
            }
        }
Exemplo n.º 2
0
        /// <summary>Apply input suppression for the given input states.</summary>
        /// <param name="activeButtons">The current button states to check.</param>
        /// <param name="keyboardState">The game's keyboard state for the current tick.</param>
        /// <param name="mouseState">The game's mouse state for the current tick.</param>
        /// <param name="gamePadState">The game's controller state for the current tick.</param>
        public void UpdateSuppression(IDictionary <SButton, InputStatus> activeButtons, ref KeyboardState keyboardState, ref MouseState mouseState, ref GamePadState gamePadState)
        {
            // stop suppressing buttons once released
            if (this.SuppressButtons.Count != 0)
            {
                this.SuppressButtons.RemoveWhere(p => !this.GetStatus(activeButtons, p).IsDown());
            }
            if (this.SuppressButtons.Count == 0)
            {
                return;
            }

            // gather info
            HashSet <Keys>    keyboardButtons   = new HashSet <Keys>();
            HashSet <SButton> controllerButtons = new HashSet <SButton>();
            HashSet <SButton> mouseButtons      = new HashSet <SButton>();

            foreach (SButton button in this.SuppressButtons)
            {
                if (button == SButton.MouseLeft || button == SButton.MouseMiddle || button == SButton.MouseRight || button == SButton.MouseX1 || button == SButton.MouseX2)
                {
                    mouseButtons.Add(button);
                }
                else if (button.TryGetKeyboard(out Keys key))
                {
                    keyboardButtons.Add(key);
                }
                else if (gamePadState.IsConnected && button.TryGetController(out Buttons _))
                {
                    controllerButtons.Add(button);
                }
            }

            // suppress keyboard keys
            if (keyboardState.GetPressedKeys().Any() && keyboardButtons.Any())
            {
                keyboardState = new KeyboardState(keyboardState.GetPressedKeys().Except(keyboardButtons).ToArray());
            }

            // suppress controller keys
            if (gamePadState.IsConnected && controllerButtons.Any())
            {
                GamePadStateBuilder builder = new GamePadStateBuilder(gamePadState);
                builder.SuppressButtons(controllerButtons);
                gamePadState = builder.ToGamePadState();
            }

            // suppress mouse buttons
            if (mouseButtons.Any())
            {
                mouseState = new MouseState(
                    x: mouseState.X,
                    y: mouseState.Y,
                    scrollWheel: mouseState.ScrollWheelValue,
                    leftButton: mouseButtons.Contains(SButton.MouseLeft) ? ButtonState.Pressed : mouseState.LeftButton,
                    middleButton: mouseButtons.Contains(SButton.MouseMiddle) ? ButtonState.Pressed : mouseState.MiddleButton,
                    rightButton: mouseButtons.Contains(SButton.MouseRight) ? ButtonState.Pressed : mouseState.RightButton,
                    xButton1: mouseButtons.Contains(SButton.MouseX1) ? ButtonState.Pressed : mouseState.XButton1,
                    xButton2: mouseButtons.Contains(SButton.MouseX2) ? ButtonState.Pressed : mouseState.XButton2
                    );
            }
        }