using System.Linq; using Microsoft.Xna.Framework.Input; namespace MonoGame.Extended.Input { public struct KeyboardStateExtended { private KeyboardState _currentKeyboardState; private KeyboardState _previousKeyboardState; public KeyboardStateExtended(KeyboardState currentKeyboardState, KeyboardState previousKeyboardState) { _currentKeyboardState = currentKeyboardState; _previousKeyboardState = previousKeyboardState; } public bool CapsLock => _currentKeyboardState.CapsLock; public bool NumLock => _currentKeyboardState.NumLock; public bool IsShiftDown() => _currentKeyboardState.IsKeyDown(Keys.LeftShift) || _currentKeyboardState.IsKeyDown(Keys.RightShift); public bool IsControlDown() => _currentKeyboardState.IsKeyDown(Keys.LeftControl) || _currentKeyboardState.IsKeyDown(Keys.RightControl); public bool IsAltDown() => _currentKeyboardState.IsKeyDown(Keys.LeftAlt) || _currentKeyboardState.IsKeyDown(Keys.RightAlt); public bool IsKeyDown(Keys key) => _currentKeyboardState.IsKeyDown(key); public bool IsKeyUp(Keys key) => _currentKeyboardState.IsKeyUp(key); public Keys[] GetPressedKeys() => _currentKeyboardState.GetPressedKeys(); public bool WasKeyJustDown(Keys key) => _previousKeyboardState.IsKeyDown(key) && _currentKeyboardState.IsKeyUp(key); public bool WasKeyJustUp(Keys key) => _previousKeyboardState.IsKeyUp(key) && _currentKeyboardState.IsKeyDown(key); public bool WasAnyKeyJustDown() => _previousKeyboardState.GetPressedKeys().Any(); } }