Files
MonoGame.Extended/source/MonoGame.Extended.Input/KeyboardStateExtended.cs
T
2024-05-18 19:59:41 -04:00

61 lines
3.2 KiB
C#

using System;
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 void GetPressedKeys(Keys[] keys) => _currentKeyboardState.GetPressedKeys(keys);
/// <summary>
/// Gets whether the given key was down on the previous state, but is now up.
/// </summary>
/// <param name="key">The key to check.</param>
/// <returns>true if the key was released this state-change, otherwise false.</returns>
[Obsolete($"Deprecated in favor of {nameof(IsKeyReleased)}")]
public bool WasKeyJustDown(Keys key) => _previousKeyboardState.IsKeyDown(key) && _currentKeyboardState.IsKeyUp(key);
/// <summary>
/// Gets whether the given key was up on the previous state, but is now down.
/// </summary>
/// <param name="key">The key to check.</param>
/// <returns>true if the key was pressed this state-change, otherwise false.</returns>
[Obsolete($"Deprecated in favor of {nameof(IsKeyPressed)}")]
public bool WasKeyJustUp(Keys key) => _previousKeyboardState.IsKeyUp(key) && _currentKeyboardState.IsKeyDown(key);
/// <summary>
/// Gets whether the given key was down on the previous state, but is now up.
/// </summary>
/// <param name="key">The key to check.</param>
/// <returns>true if the key was released this state-change, otherwise false.</returns>
public readonly bool IsKeyReleased(Keys key) => _previousKeyboardState.IsKeyDown(key) && _currentKeyboardState.IsKeyUp(key);
/// <summary>
/// Gets whether the given key was up on the previous state, but is now down.
/// </summary>
/// <param name="key">The key to check.</param>
/// <returns>true if the key was pressed this state-change, otherwise false.</returns>
public readonly bool IsKeyPressed(Keys key) => _previousKeyboardState.IsKeyUp(key) && _currentKeyboardState.IsKeyDown(key);
public bool WasAnyKeyJustDown() => _previousKeyboardState.GetPressedKeyCount() > 0;
}
}