#region File Description
//-----------------------------------------------------------------------------
// InputManager.cs
//
// Microsoft XNA Community Game Platform
// Copyright (C) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#endregion
#region Using Statements
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
#endregion
namespace RolePlaying
{
///
/// This class handles all keyboard and gamepad actions in the game.
///
public static class InputManager
{
#region Action Enumeration
///
/// The actions that are possible within the game.
///
public enum Action
{
MainMenu,
Ok,
Back,
CharacterManagement,
ExitGame,
TakeView,
DropUnEquip,
MoveCharacterUp,
MoveCharacterDown,
MoveCharacterLeft,
MoveCharacterRight,
CursorUp,
CursorDown,
DecreaseAmount,
IncreaseAmount,
PageLeft,
PageRight,
TargetUp,
TargetDown,
ActiveCharacterLeft,
ActiveCharacterRight,
TotalActionCount,
}
///
/// Readable names of each action.
///
private static readonly string[] actionNames =
{
"Main Menu",
"Ok",
"Back",
"Character Management",
"Exit Game",
"Take / View",
"Drop / Unequip",
"Move Character - Up",
"Move Character - Down",
"Move Character - Left",
"Move Character - Right",
"Move Cursor - Up",
"Move Cursor - Down",
"Decrease Amount",
"Increase Amount",
"Page Screen Left",
"Page Screen Right",
"Select Target -Up",
"Select Target - Down",
"Select Active Character - Left",
"Select Active Character - Right",
};
///
/// Returns the readable name of the given action.
///
public static string GetActionName(Action action)
{
int index = (int)action;
if ((index < 0) || (index > actionNames.Length))
{
throw new ArgumentException("action");
}
return actionNames[index];
}
#endregion
#region Support Types
///
/// GamePad controls expressed as one type, unified with button semantics.
///
public enum GamePadButtons
{
Start,
Back,
A,
B,
X,
Y,
Up,
Down,
Left,
Right,
LeftShoulder,
RightShoulder,
LeftTrigger,
RightTrigger,
}
///
/// A combination of gamepad and keyboard keys mapped to a particular action.
///
public class ActionMap
{
///
/// List of GamePad controls to be mapped to a given action.
///
public List gamePadButtons = new List();
///
/// List of Keyboard controls to be mapped to a given action.
///
public List keyboardKeys = new List();
}
#endregion
#region Constants
///
/// The value of an analog control that reads as a "pressed button".
///
const float analogLimit = 0.5f;
#endregion
#region Keyboard Data
///
/// The state of the keyboard as of the last update.
///
private static KeyboardState currentKeyboardState;
///
/// The state of the keyboard as of the last update.
///
public static KeyboardState CurrentKeyboardState
{
get { return currentKeyboardState; }
}
///
/// The state of the keyboard as of the previous update.
///
private static KeyboardState previousKeyboardState;
///
/// Check if a key is pressed.
///
public static bool IsKeyPressed(Keys key)
{
return currentKeyboardState.IsKeyDown(key);
}
///
/// Check if a key was just pressed in the most recent update.
///
public static bool IsKeyTriggered(Keys key)
{
return (currentKeyboardState.IsKeyDown(key)) &&
(!previousKeyboardState.IsKeyDown(key));
}
#endregion
#region GamePad Data
///
/// The state of the gamepad as of the last update.
///
private static GamePadState currentGamePadState;
///
/// The state of the gamepad as of the last update.
///
public static GamePadState CurrentGamePadState
{
get { return currentGamePadState; }
}
///
/// The state of the gamepad as of the previous update.
///
private static GamePadState previousGamePadState;
#region GamePadButton Pressed Queries
///
/// Check if the gamepad's Start button is pressed.
///
public static bool IsGamePadStartPressed()
{
return (currentGamePadState.Buttons.Start == ButtonState.Pressed);
}
///
/// Check if the gamepad's Back button is pressed.
///
public static bool IsGamePadBackPressed()
{
return (currentGamePadState.Buttons.Back == ButtonState.Pressed);
}
///
/// Check if the gamepad's A button is pressed.
///
public static bool IsGamePadAPressed()
{
return (currentGamePadState.Buttons.A == ButtonState.Pressed);
}
///
/// Check if the gamepad's B button is pressed.
///
public static bool IsGamePadBPressed()
{
return (currentGamePadState.Buttons.B == ButtonState.Pressed);
}
///
/// Check if the gamepad's X button is pressed.
///
public static bool IsGamePadXPressed()
{
return (currentGamePadState.Buttons.X == ButtonState.Pressed);
}
///
/// Check if the gamepad's Y button is pressed.
///
public static bool IsGamePadYPressed()
{
return (currentGamePadState.Buttons.Y == ButtonState.Pressed);
}
///
/// Check if the gamepad's LeftShoulder button is pressed.
///
public static bool IsGamePadLeftShoulderPressed()
{
return (currentGamePadState.Buttons.LeftShoulder == ButtonState.Pressed);
}
///
///
/// Check if the gamepad's RightShoulder button is pressed.
///
public static bool IsGamePadRightShoulderPressed()
{
return (currentGamePadState.Buttons.RightShoulder == ButtonState.Pressed);
}
///
/// Check if Up on the gamepad's directional pad is pressed.
///
public static bool IsGamePadDPadUpPressed()
{
return (currentGamePadState.DPad.Up == ButtonState.Pressed);
}
///
/// Check if Down on the gamepad's directional pad is pressed.
///
public static bool IsGamePadDPadDownPressed()
{
return (currentGamePadState.DPad.Down == ButtonState.Pressed);
}
///
/// Check if Left on the gamepad's directional pad is pressed.
///
public static bool IsGamePadDPadLeftPressed()
{
return (currentGamePadState.DPad.Left == ButtonState.Pressed);
}
///
/// Check if Right on the gamepad's directional pad is pressed.
///
public static bool IsGamePadDPadRightPressed()
{
return (currentGamePadState.DPad.Right == ButtonState.Pressed);
}
///
/// Check if the gamepad's left trigger is pressed.
///
public static bool IsGamePadLeftTriggerPressed()
{
return (currentGamePadState.Triggers.Left > analogLimit);
}
///
/// Check if the gamepad's right trigger is pressed.
///
public static bool IsGamePadRightTriggerPressed()
{
return (currentGamePadState.Triggers.Right > analogLimit);
}
///
/// Check if Up on the gamepad's left analog stick is pressed.
///
public static bool IsGamePadLeftStickUpPressed()
{
return (currentGamePadState.ThumbSticks.Left.Y > analogLimit);
}
///
/// Check if Down on the gamepad's left analog stick is pressed.
///
public static bool IsGamePadLeftStickDownPressed()
{
return (-1f * currentGamePadState.ThumbSticks.Left.Y > analogLimit);
}
///
/// Check if Left on the gamepad's left analog stick is pressed.
///
public static bool IsGamePadLeftStickLeftPressed()
{
return (-1f * currentGamePadState.ThumbSticks.Left.X > analogLimit);
}
///
/// Check if Right on the gamepad's left analog stick is pressed.
///
public static bool IsGamePadLeftStickRightPressed()
{
return (currentGamePadState.ThumbSticks.Left.X > analogLimit);
}
///
/// Check if the GamePadKey value specified is pressed.
///
private static bool IsGamePadButtonPressed(GamePadButtons gamePadKey)
{
switch (gamePadKey)
{
case GamePadButtons.Start:
return IsGamePadStartPressed();
case GamePadButtons.Back:
return IsGamePadBackPressed();
case GamePadButtons.A:
return IsGamePadAPressed();
case GamePadButtons.B:
return IsGamePadBPressed();
case GamePadButtons.X:
return IsGamePadXPressed();
case GamePadButtons.Y:
return IsGamePadYPressed();
case GamePadButtons.LeftShoulder:
return IsGamePadLeftShoulderPressed();
case GamePadButtons.RightShoulder:
return IsGamePadRightShoulderPressed();
case GamePadButtons.LeftTrigger:
return IsGamePadLeftTriggerPressed();
case GamePadButtons.RightTrigger:
return IsGamePadRightTriggerPressed();
case GamePadButtons.Up:
return IsGamePadDPadUpPressed() ||
IsGamePadLeftStickUpPressed();
case GamePadButtons.Down:
return IsGamePadDPadDownPressed() ||
IsGamePadLeftStickDownPressed();
case GamePadButtons.Left:
return IsGamePadDPadLeftPressed() ||
IsGamePadLeftStickLeftPressed();
case GamePadButtons.Right:
return IsGamePadDPadRightPressed() ||
IsGamePadLeftStickRightPressed();
}
return false;
}
#endregion
#region GamePadButton Triggered Queries
///
/// Check if the gamepad's Start button was just pressed.
///
public static bool IsGamePadStartTriggered()
{
return ((currentGamePadState.Buttons.Start == ButtonState.Pressed) &&
(previousGamePadState.Buttons.Start == ButtonState.Released));
}
///
/// Check if the gamepad's Back button was just pressed.
///
public static bool IsGamePadBackTriggered()
{
return ((currentGamePadState.Buttons.Back == ButtonState.Pressed) &&
(previousGamePadState.Buttons.Back == ButtonState.Released));
}
///
/// Check if the gamepad's A button was just pressed.
///
public static bool IsGamePadATriggered()
{
return ((currentGamePadState.Buttons.A == ButtonState.Pressed) &&
(previousGamePadState.Buttons.A == ButtonState.Released));
}
///
/// Check if the gamepad's B button was just pressed.
///
public static bool IsGamePadBTriggered()
{
return ((currentGamePadState.Buttons.B == ButtonState.Pressed) &&
(previousGamePadState.Buttons.B == ButtonState.Released));
}
///
/// Check if the gamepad's X button was just pressed.
///
public static bool IsGamePadXTriggered()
{
return ((currentGamePadState.Buttons.X == ButtonState.Pressed) &&
(previousGamePadState.Buttons.X == ButtonState.Released));
}
///
/// Check if the gamepad's Y button was just pressed.
///
public static bool IsGamePadYTriggered()
{
return ((currentGamePadState.Buttons.Y == ButtonState.Pressed) &&
(previousGamePadState.Buttons.Y == ButtonState.Released));
}
///
/// Check if the gamepad's LeftShoulder button was just pressed.
///
public static bool IsGamePadLeftShoulderTriggered()
{
return (
(currentGamePadState.Buttons.LeftShoulder == ButtonState.Pressed) &&
(previousGamePadState.Buttons.LeftShoulder == ButtonState.Released));
}
///
/// Check if the gamepad's RightShoulder button was just pressed.
///
public static bool IsGamePadRightShoulderTriggered()
{
return (
(currentGamePadState.Buttons.RightShoulder == ButtonState.Pressed) &&
(previousGamePadState.Buttons.RightShoulder == ButtonState.Released));
}
///
/// Check if Up on the gamepad's directional pad was just pressed.
///
public static bool IsGamePadDPadUpTriggered()
{
return ((currentGamePadState.DPad.Up == ButtonState.Pressed) &&
(previousGamePadState.DPad.Up == ButtonState.Released));
}
///
/// Check if Down on the gamepad's directional pad was just pressed.
///
public static bool IsGamePadDPadDownTriggered()
{
return ((currentGamePadState.DPad.Down == ButtonState.Pressed) &&
(previousGamePadState.DPad.Down == ButtonState.Released));
}
///
/// Check if Left on the gamepad's directional pad was just pressed.
///
public static bool IsGamePadDPadLeftTriggered()
{
return ((currentGamePadState.DPad.Left == ButtonState.Pressed) &&
(previousGamePadState.DPad.Left == ButtonState.Released));
}
///
/// Check if Right on the gamepad's directional pad was just pressed.
///
public static bool IsGamePadDPadRightTriggered()
{
return ((currentGamePadState.DPad.Right == ButtonState.Pressed) &&
(previousGamePadState.DPad.Right == ButtonState.Released));
}
///
/// Check if the gamepad's left trigger was just pressed.
///
public static bool IsGamePadLeftTriggerTriggered()
{
return ((currentGamePadState.Triggers.Left > analogLimit) &&
(previousGamePadState.Triggers.Left < analogLimit));
}
///
/// Check if the gamepad's right trigger was just pressed.
///
public static bool IsGamePadRightTriggerTriggered()
{
return ((currentGamePadState.Triggers.Right > analogLimit) &&
(previousGamePadState.Triggers.Right < analogLimit));
}
///
/// Check if Up on the gamepad's left analog stick was just pressed.
///
public static bool IsGamePadLeftStickUpTriggered()
{
return ((currentGamePadState.ThumbSticks.Left.Y > analogLimit) &&
(previousGamePadState.ThumbSticks.Left.Y < analogLimit));
}
///
/// Check if Down on the gamepad's left analog stick was just pressed.
///
public static bool IsGamePadLeftStickDownTriggered()
{
return ((-1f * currentGamePadState.ThumbSticks.Left.Y > analogLimit) &&
(-1f * previousGamePadState.ThumbSticks.Left.Y < analogLimit));
}
///
/// Check if Left on the gamepad's left analog stick was just pressed.
///
public static bool IsGamePadLeftStickLeftTriggered()
{
return ((-1f * currentGamePadState.ThumbSticks.Left.X > analogLimit) &&
(-1f * previousGamePadState.ThumbSticks.Left.X < analogLimit));
}
///
/// Check if Right on the gamepad's left analog stick was just pressed.
///
public static bool IsGamePadLeftStickRightTriggered()
{
return ((currentGamePadState.ThumbSticks.Left.X > analogLimit) &&
(previousGamePadState.ThumbSticks.Left.X < analogLimit));
}
///
/// Check if the GamePadKey value specified was pressed this frame.
///
private static bool IsGamePadButtonTriggered(GamePadButtons gamePadKey)
{
switch (gamePadKey)
{
case GamePadButtons.Start:
return IsGamePadStartTriggered();
case GamePadButtons.Back:
return IsGamePadBackTriggered();
case GamePadButtons.A:
return IsGamePadATriggered();
case GamePadButtons.B:
return IsGamePadBTriggered();
case GamePadButtons.X:
return IsGamePadXTriggered();
case GamePadButtons.Y:
return IsGamePadYTriggered();
case GamePadButtons.LeftShoulder:
return IsGamePadLeftShoulderTriggered();
case GamePadButtons.RightShoulder:
return IsGamePadRightShoulderTriggered();
case GamePadButtons.LeftTrigger:
return IsGamePadLeftTriggerTriggered();
case GamePadButtons.RightTrigger:
return IsGamePadRightTriggerTriggered();
case GamePadButtons.Up:
return IsGamePadDPadUpTriggered() ||
IsGamePadLeftStickUpTriggered();
case GamePadButtons.Down:
return IsGamePadDPadDownTriggered() ||
IsGamePadLeftStickDownTriggered();
case GamePadButtons.Left:
return IsGamePadDPadLeftTriggered() ||
IsGamePadLeftStickLeftTriggered();
case GamePadButtons.Right:
return IsGamePadDPadRightTriggered() ||
IsGamePadLeftStickRightTriggered();
}
return false;
}
#endregion
#endregion
#region Action Mapping
///
/// The action mappings for the game.
///
private static ActionMap[] actionMaps;
public static ActionMap[] ActionMaps
{
get { return actionMaps; }
}
///
/// Reset the action maps to their default values.
///
private static void ResetActionMaps()
{
actionMaps = new ActionMap[(int)Action.TotalActionCount];
actionMaps[(int)Action.MainMenu] = new ActionMap();
actionMaps[(int)Action.MainMenu].keyboardKeys.Add(
Keys.Tab);
actionMaps[(int)Action.MainMenu].gamePadButtons.Add(
GamePadButtons.Start);
actionMaps[(int)Action.Ok] = new ActionMap();
actionMaps[(int)Action.Ok].keyboardKeys.Add(
Keys.Enter);
actionMaps[(int)Action.Ok].gamePadButtons.Add(
GamePadButtons.A);
actionMaps[(int)Action.Back] = new ActionMap();
actionMaps[(int)Action.Back].keyboardKeys.Add(
Keys.Escape);
actionMaps[(int)Action.Back].gamePadButtons.Add(
GamePadButtons.B);
actionMaps[(int)Action.CharacterManagement] = new ActionMap();
actionMaps[(int)Action.CharacterManagement].keyboardKeys.Add(
Keys.Space);
actionMaps[(int)Action.CharacterManagement].gamePadButtons.Add(
GamePadButtons.Y);
actionMaps[(int)Action.ExitGame] = new ActionMap();
actionMaps[(int)Action.ExitGame].keyboardKeys.Add(
Keys.Escape);
actionMaps[(int)Action.ExitGame].gamePadButtons.Add(
GamePadButtons.Back);
actionMaps[(int)Action.TakeView] = new ActionMap();
actionMaps[(int)Action.TakeView].keyboardKeys.Add(
Keys.LeftControl);
actionMaps[(int)Action.TakeView].gamePadButtons.Add(
GamePadButtons.Y);
actionMaps[(int)Action.DropUnEquip] = new ActionMap();
actionMaps[(int)Action.DropUnEquip].keyboardKeys.Add(
Keys.D);
actionMaps[(int)Action.DropUnEquip].gamePadButtons.Add(
GamePadButtons.X);
actionMaps[(int)Action.MoveCharacterUp] = new ActionMap();
actionMaps[(int)Action.MoveCharacterUp].keyboardKeys.Add(
Keys.Up);
actionMaps[(int)Action.MoveCharacterUp].gamePadButtons.Add(
GamePadButtons.Up);
actionMaps[(int)Action.MoveCharacterDown] = new ActionMap();
actionMaps[(int)Action.MoveCharacterDown].keyboardKeys.Add(
Keys.Down);
actionMaps[(int)Action.MoveCharacterDown].gamePadButtons.Add(
GamePadButtons.Down);
actionMaps[(int)Action.MoveCharacterLeft] = new ActionMap();
actionMaps[(int)Action.MoveCharacterLeft].keyboardKeys.Add(
Keys.Left);
actionMaps[(int)Action.MoveCharacterLeft].gamePadButtons.Add(
GamePadButtons.Left);
actionMaps[(int)Action.MoveCharacterRight] = new ActionMap();
actionMaps[(int)Action.MoveCharacterRight].keyboardKeys.Add(
Keys.Right);
actionMaps[(int)Action.MoveCharacterRight].gamePadButtons.Add(
GamePadButtons.Right);
actionMaps[(int)Action.CursorUp] = new ActionMap();
actionMaps[(int)Action.CursorUp].keyboardKeys.Add(
Keys.Up);
actionMaps[(int)Action.CursorUp].gamePadButtons.Add(
GamePadButtons.Up);
actionMaps[(int)Action.CursorDown] = new ActionMap();
actionMaps[(int)Action.CursorDown].keyboardKeys.Add(
Keys.Down);
actionMaps[(int)Action.CursorDown].gamePadButtons.Add(
GamePadButtons.Down);
actionMaps[(int)Action.DecreaseAmount] = new ActionMap();
actionMaps[(int)Action.DecreaseAmount].keyboardKeys.Add(
Keys.Left);
actionMaps[(int)Action.DecreaseAmount].gamePadButtons.Add(
GamePadButtons.Left);
actionMaps[(int)Action.IncreaseAmount] = new ActionMap();
actionMaps[(int)Action.IncreaseAmount].keyboardKeys.Add(
Keys.Right);
actionMaps[(int)Action.IncreaseAmount].gamePadButtons.Add(
GamePadButtons.Right);
actionMaps[(int)Action.PageLeft] = new ActionMap();
actionMaps[(int)Action.PageLeft].keyboardKeys.Add(
Keys.LeftShift);
actionMaps[(int)Action.PageLeft].gamePadButtons.Add(
GamePadButtons.LeftTrigger);
actionMaps[(int)Action.PageRight] = new ActionMap();
actionMaps[(int)Action.PageRight].keyboardKeys.Add(
Keys.RightShift);
actionMaps[(int)Action.PageRight].gamePadButtons.Add(
GamePadButtons.RightTrigger);
actionMaps[(int)Action.TargetUp] = new ActionMap();
actionMaps[(int)Action.TargetUp].keyboardKeys.Add(
Keys.Up);
actionMaps[(int)Action.TargetUp].gamePadButtons.Add(
GamePadButtons.Up);
actionMaps[(int)Action.TargetDown] = new ActionMap();
actionMaps[(int)Action.TargetDown].keyboardKeys.Add(
Keys.Down);
actionMaps[(int)Action.TargetDown].gamePadButtons.Add(
GamePadButtons.Down);
actionMaps[(int)Action.ActiveCharacterLeft] = new ActionMap();
actionMaps[(int)Action.ActiveCharacterLeft].keyboardKeys.Add(
Keys.Left);
actionMaps[(int)Action.ActiveCharacterLeft].gamePadButtons.Add(
GamePadButtons.Left);
actionMaps[(int)Action.ActiveCharacterRight] = new ActionMap();
actionMaps[(int)Action.ActiveCharacterRight].keyboardKeys.Add(
Keys.Right);
actionMaps[(int)Action.ActiveCharacterRight].gamePadButtons.Add(
GamePadButtons.Right);
}
///
/// Check if an action has been pressed.
///
public static bool IsActionPressed(Action action)
{
return IsActionMapPressed(actionMaps[(int)action]);
}
///
/// Check if an action was just performed in the most recent update.
///
public static bool IsActionTriggered(Action action)
{
return IsActionMapTriggered(actionMaps[(int)action]);
}
///
/// Check if an action map has been pressed.
///
private static bool IsActionMapPressed(ActionMap actionMap)
{
for (int i = 0; i < actionMap.keyboardKeys.Count; i++)
{
if (IsKeyPressed(actionMap.keyboardKeys[i]))
{
return true;
}
}
if (currentGamePadState.IsConnected)
{
for (int i = 0; i < actionMap.gamePadButtons.Count; i++)
{
if (IsGamePadButtonPressed(actionMap.gamePadButtons[i]))
{
return true;
}
}
}
return false;
}
///
/// Check if an action map has been triggered this frame.
///
private static bool IsActionMapTriggered(ActionMap actionMap)
{
for (int i = 0; i < actionMap.keyboardKeys.Count; i++)
{
if (IsKeyTriggered(actionMap.keyboardKeys[i]))
{
return true;
}
}
if (currentGamePadState.IsConnected)
{
for (int i = 0; i < actionMap.gamePadButtons.Count; i++)
{
if (IsGamePadButtonTriggered(actionMap.gamePadButtons[i]))
{
return true;
}
}
}
return false;
}
#endregion
#region Initialization
///
/// Initializes the default control keys for all actions.
///
public static void Initialize()
{
ResetActionMaps();
}
#endregion
#region Updating
///
/// Updates the keyboard and gamepad control states.
///
public static void Update()
{
// update the keyboard state
previousKeyboardState = currentKeyboardState;
currentKeyboardState = Keyboard.GetState();
// update the gamepad state
previousGamePadState = currentGamePadState;
currentGamePadState = GamePad.GetState(PlayerIndex.One);
}
#endregion
}
}