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- //-----------------------------------------------------------------------------
- // InputState.cs
- //
- // Microsoft XNA Community Game Platform
- // Copyright (C) Microsoft Corporation. All rights reserved.
- //-----------------------------------------------------------------------------
- using System;
- using System.Collections.Generic;
- using Microsoft.Xna.Framework;
- using Microsoft.Xna.Framework.Input;
- using Microsoft.Xna.Framework.Input.Touch;
- namespace CatapultGame
- {
- /// <summary>
- /// Helper for reading input from keyboard, gamepad, and touch input. This class
- /// tracks both the current and previous state of the input devices, and implements
- /// query methods for high level input actions such as "move up through the menu"
- /// or "pause the game".
- /// </summary>
- public class InputState
- {
- public const int MaxInputs = 4;
- public readonly KeyboardState[] CurrentKeyboardStates;
- public readonly GamePadState[] CurrentGamePadStates;
- public readonly KeyboardState[] LastKeyboardStates;
- public readonly GamePadState[] LastGamePadStates;
- public readonly bool[] GamePadWasConnected;
- public TouchCollection TouchState;
- public MouseState CurrentMouseState;
- public MouseState LastMouseState;
- public readonly List<GestureSample> Gestures = new List<GestureSample>();
- Matrix inputTransformation;
- readonly float baseBufferWidth;
- readonly float baseBufferHeight;
- /// <summary>
- /// Constructs a new input state.
- /// </summary>
- public InputState(float baseBufferWidth, float baseBufferHeight)
- {
- this.baseBufferWidth = baseBufferWidth;
- this.baseBufferHeight = baseBufferHeight;
- CurrentKeyboardStates = new KeyboardState[MaxInputs];
- CurrentGamePadStates = new GamePadState[MaxInputs];
- LastKeyboardStates = new KeyboardState[MaxInputs];
- LastGamePadStates = new GamePadState[MaxInputs];
- GamePadWasConnected = new bool[MaxInputs];
- }
- /// <summary>
- /// Reads the latest state of the keyboard and gamepad.
- /// </summary>
- public void Update()
- {
- for (int i = 0; i < MaxInputs; i++)
- {
- LastKeyboardStates[i] = CurrentKeyboardStates[i];
- LastGamePadStates[i] = CurrentGamePadStates[i];
- CurrentKeyboardStates[i] = Keyboard.GetState();
- CurrentGamePadStates[i] = GamePad.GetState((PlayerIndex)i);
- // Keep track of whether a gamepad has ever been
- // connected, so we can detect if it is unplugged.
- if (CurrentGamePadStates[i].IsConnected)
- {
- GamePadWasConnected[i] = true;
- }
- }
- TouchState = TouchPanel.GetState();
- LastMouseState = CurrentMouseState;
- CurrentMouseState = Mouse.GetState();
- UpdateMouseStates();
- Gestures.Clear();
- while (TouchPanel.IsGestureAvailable)
- {
- Gestures.Add(TouchPanel.ReadGesture());
- }
- }
- bool dragging = false;
- bool dragComplete = false;
- bool leftMouseDown = false;
- int dragThreshold = 3;
- MouseGestureType mouseGestureType;
- Vector2 currentMousePosition = Vector2.Zero;
- Vector2 prevMousePosition = Vector2.Zero;
- Vector2 dragMouseStart = Vector2.Zero;
- Vector2 dragMouseEnd = Vector2.Zero;
- public MouseGestureType MouseGesture
- {
- get
- {
- return mouseGestureType;
- }
- }
- public Vector2 CurrentMousePosition
- {
- get
- {
- return currentMousePosition;
- }
- }
- public Vector2 PrevMousePosition
- {
- get
- {
- return prevMousePosition;
- }
- }
- public Vector2 MouseDelta
- {
- get
- {
- return prevMousePosition - currentMousePosition;
- }
- }
- public Vector2 MouseDragDelta
- {
- get
- {
- return dragMouseStart - dragMouseEnd;
- }
- }
- public Vector2 MouseDragStartPosition
- {
- get
- {
- return dragMouseStart;
- }
- }
- public Vector2 MouseDragEndPosition
- {
- get
- {
- return dragMouseEnd;
- }
- }
- void UpdateMouseStates()
- {
- currentMousePosition.X = CurrentMouseState.X;
- currentMousePosition.Y = CurrentMouseState.Y;
- prevMousePosition.X = LastMouseState.X;
- prevMousePosition.Y = LastMouseState.Y;
- if (mouseGestureType.HasFlag(MouseGestureType.LeftClick))
- mouseGestureType = mouseGestureType ^ MouseGestureType.LeftClick;
- if (mouseGestureType.HasFlag(MouseGestureType.Move))
- mouseGestureType = mouseGestureType ^ MouseGestureType.Move;
- if (MouseDelta.Length() != 0)
- mouseGestureType = mouseGestureType | MouseGestureType.Move;
- // If we were dragging and the left mouse button was released
- // then we are no longer dragging and need to throw the banana.
- if (CurrentMouseState.LeftButton == ButtonState.Released &&
- dragging)
- {
- leftMouseDown = false;
- dragging = false;
- dragComplete = true;
- dragMouseEnd = currentMousePosition;
- mouseGestureType |= MouseGestureType.DragComplete;
- mouseGestureType = mouseGestureType ^ MouseGestureType.FreeDrag;
- //Console.WriteLine ("Dragging: " + mouseGestureType);
- }
- // Let's set the left mouse down and the mouse origin
- if (!leftMouseDown && CurrentMouseState.LeftButton == ButtonState.Pressed &&
- !CurrentMouseState.Equals(LastMouseState))
- {
- //Console.WriteLine ("left down");
- leftMouseDown = true;
- dragComplete = false;
- dragMouseStart = currentMousePosition;
- }
- if (leftMouseDown && CurrentMouseState.LeftButton == ButtonState.Released &&
- !CurrentMouseState.Equals(LastMouseState))
- {
- leftMouseDown = false;
- mouseGestureType |= MouseGestureType.LeftClick;
- }
- // Here we test the distance and if over the threshold then we set the dragging to true
- // Current threshold is 5 pixels.
- if (leftMouseDown && !dragging)
- {
- Vector2 delta = dragMouseStart - currentMousePosition;
- if (delta.Length() > dragThreshold)
- {
- dragging = true;
- dragMouseStart = currentMousePosition;
- mouseGestureType = mouseGestureType | MouseGestureType.FreeDrag;
- //Console.WriteLine ("Dragging: " + mouseGestureType);
- }
- }
- //Console.WriteLine(mouseGestureType);
- }
- /// <summary>
- /// Helper for checking if a key was newly pressed during this update. The
- /// controllingPlayer parameter specifies which player to read input for.
- /// If this is null, it will accept input from any player. When a keypress
- /// is detected, the output playerIndex reports which player pressed it.
- /// </summary>
- public bool IsNewKeyPress(Keys key, PlayerIndex? controllingPlayer, out PlayerIndex playerIndex)
- {
- if (controllingPlayer.HasValue)
- {
- // Read input from the specified player.
- playerIndex = controllingPlayer.Value;
- int i = (int)playerIndex;
- return (CurrentKeyboardStates[i].IsKeyDown(key) && LastKeyboardStates[i].IsKeyUp(key));
- }
- else
- {
- // Accept input from any player.
- return (IsNewKeyPress(key, PlayerIndex.One, out playerIndex) ||
- IsNewKeyPress(key, PlayerIndex.Two, out playerIndex) ||
- IsNewKeyPress(key, PlayerIndex.Three, out playerIndex) ||
- IsNewKeyPress(key, PlayerIndex.Four, out playerIndex));
- }
- }
- /// <summary>
- /// Helper for checking if a button was newly pressed during this update.
- /// The controllingPlayer parameter specifies which player to read input for.
- /// If this is null, it will accept input from any player. When a button press
- /// is detected, the output playerIndex reports which player pressed it.
- /// </summary>
- public bool IsNewButtonPress(Buttons button, PlayerIndex? controllingPlayer, out PlayerIndex playerIndex)
- {
- if (controllingPlayer.HasValue)
- {
- // Read input from the specified player.
- playerIndex = controllingPlayer.Value;
- int i = (int)playerIndex;
- return (CurrentGamePadStates[i].IsButtonDown(button) && LastGamePadStates[i].IsButtonUp(button));
- }
- else
- {
- // Accept input from any player.
- return (IsNewButtonPress(button, PlayerIndex.One, out playerIndex) ||
- IsNewButtonPress(button, PlayerIndex.Two, out playerIndex) ||
- IsNewButtonPress(button, PlayerIndex.Three, out playerIndex) ||
- IsNewButtonPress(button, PlayerIndex.Four, out playerIndex));
- }
- }
- /// <summary>
- /// Checks for a "menu select" input action.
- /// The controllingPlayer parameter specifies which player to read input for.
- /// If this is null, it will accept input from any player. When the action
- /// is detected, the output playerIndex reports which player pressed it.
- /// </summary>
- public bool IsMenuSelect(PlayerIndex? controllingPlayer, out PlayerIndex playerIndex)
- {
- return IsNewKeyPress(Keys.Space, controllingPlayer, out playerIndex) ||
- IsNewKeyPress(Keys.Enter, controllingPlayer, out playerIndex) ||
- IsNewButtonPress(Buttons.A, controllingPlayer, out playerIndex) ||
- IsNewButtonPress(Buttons.Start, controllingPlayer, out playerIndex);
- }
- /// <summary>
- /// Checks for a "menu cancel" input action.
- /// The controllingPlayer parameter specifies which player to read input for.
- /// If this is null, it will accept input from any player. When the action
- /// is detected, the output playerIndex reports which player pressed it.
- /// </summary>
- public bool IsMenuCancel(PlayerIndex? controllingPlayer, out PlayerIndex playerIndex)
- {
- return IsNewKeyPress(Keys.Escape, controllingPlayer, out playerIndex) ||
- IsNewButtonPress(Buttons.B, controllingPlayer, out playerIndex) ||
- IsNewButtonPress(Buttons.Back, controllingPlayer, out playerIndex);
- }
- /// <summary>
- /// Checks for a "menu up" input action.
- /// The controllingPlayer parameter specifies which player to read
- /// input for. If this is null, it will accept input from any player.
- /// </summary>
- public bool IsMenuUp(PlayerIndex? controllingPlayer)
- {
- PlayerIndex playerIndex;
- return IsNewKeyPress(Keys.Up, controllingPlayer, out playerIndex) ||
- IsNewButtonPress(Buttons.DPadUp, controllingPlayer, out playerIndex) ||
- IsNewButtonPress(Buttons.LeftThumbstickUp, controllingPlayer, out playerIndex);
- }
- /// <summary>
- /// Checks for a "menu down" input action.
- /// The controllingPlayer parameter specifies which player to read
- /// input for. If this is null, it will accept input from any player.
- /// </summary>
- public bool IsMenuDown(PlayerIndex? controllingPlayer)
- {
- PlayerIndex playerIndex;
- return IsNewKeyPress(Keys.Down, controllingPlayer, out playerIndex) ||
- IsNewButtonPress(Buttons.DPadDown, controllingPlayer, out playerIndex) ||
- IsNewButtonPress(Buttons.LeftThumbstickDown, controllingPlayer, out playerIndex);
- }
- /// <summary>
- /// Checks for a "pause the game" input action.
- /// The controllingPlayer parameter specifies which player to read
- /// input for. If this is null, it will accept input from any player.
- /// </summary>
- public bool IsPauseGame(PlayerIndex? controllingPlayer)
- {
- PlayerIndex playerIndex;
- return IsNewKeyPress(Keys.Escape, controllingPlayer, out playerIndex) ||
- IsNewButtonPress(Buttons.Back, controllingPlayer, out playerIndex) ||
- IsNewButtonPress(Buttons.Start, controllingPlayer, out playerIndex);
- }
- /// <summary>
- /// Updates the matrix used to transform input coordinates.
- /// </summary>
- /// <param name="inputTransformation">The transformation matrix to apply.</param>
- public void UpdateInputTransformation(Matrix inputTransformation)
- {
- this.inputTransformation = inputTransformation;
- }
- }
- }
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