mirror of
https://github.com/AlexMacocian/MonoGame.Extended.git
synced 2026-07-24 03:56:31 +00:00
4ecb74f6b6
* FNA projects * update actions fixes MSBUILD : error MSB1011: Specify which project or solution file to use because this folder contains more than one project or solution file. * build tests * remove test for issue #633 * FNA/XNA compatible * GraphicsDevice Extensions * remove MockGameWindow --------- Co-authored-by: Christopher Whitley <103014489+AristurtleDev@users.noreply.github.com>
75 lines
3.5 KiB
C#
75 lines
3.5 KiB
C#
using System;
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using System.Linq;
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using Microsoft.Xna.Framework.Input;
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namespace MonoGame.Extended.Input
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{
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public struct KeyboardStateExtended
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{
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private KeyboardState _currentKeyboardState;
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private KeyboardState _previousKeyboardState;
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public KeyboardStateExtended(KeyboardState currentKeyboardState, KeyboardState previousKeyboardState)
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{
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_currentKeyboardState = currentKeyboardState;
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_previousKeyboardState = previousKeyboardState;
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}
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public bool CapsLock
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{
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#if FNA
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get { return _currentKeyboardState.IsKeyDown(Keys.CapsLock); }
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#else
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get { return _currentKeyboardState.CapsLock; }
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#endif
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}
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public bool NumLock
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{
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#if FNA
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get { return _currentKeyboardState.IsKeyDown(Keys.NumLock); }
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#else
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get { return _currentKeyboardState.NumLock; }
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#endif
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}
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public bool IsShiftDown() => _currentKeyboardState.IsKeyDown(Keys.LeftShift) || _currentKeyboardState.IsKeyDown(Keys.RightShift);
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public bool IsControlDown() => _currentKeyboardState.IsKeyDown(Keys.LeftControl) || _currentKeyboardState.IsKeyDown(Keys.RightControl);
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public bool IsAltDown() => _currentKeyboardState.IsKeyDown(Keys.LeftAlt) || _currentKeyboardState.IsKeyDown(Keys.RightAlt);
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public bool IsKeyDown(Keys key) => _currentKeyboardState.IsKeyDown(key);
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public bool IsKeyUp(Keys key) => _currentKeyboardState.IsKeyUp(key);
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public Keys[] GetPressedKeys() => _currentKeyboardState.GetPressedKeys();
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public void GetPressedKeys(Keys[] keys) => _currentKeyboardState.GetPressedKeys(keys);
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/// <summary>
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/// Gets whether the given key was down on the previous state, but is now up.
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/// </summary>
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/// <param name="key">The key to check.</param>
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/// <returns>true if the key was released this state-change, otherwise false.</returns>
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[Obsolete($"Deprecated in favor of {nameof(IsKeyReleased)}")]
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public bool WasKeyJustDown(Keys key) => _previousKeyboardState.IsKeyDown(key) && _currentKeyboardState.IsKeyUp(key);
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/// <summary>
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/// Gets whether the given key was up on the previous state, but is now down.
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/// </summary>
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/// <param name="key">The key to check.</param>
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/// <returns>true if the key was pressed this state-change, otherwise false.</returns>
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[Obsolete($"Deprecated in favor of {nameof(IsKeyPressed)}")]
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public bool WasKeyJustUp(Keys key) => _previousKeyboardState.IsKeyUp(key) && _currentKeyboardState.IsKeyDown(key);
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/// <summary>
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/// Gets whether the given key was down on the previous state, but is now up.
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/// </summary>
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/// <param name="key">The key to check.</param>
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/// <returns>true if the key was released this state-change, otherwise false.</returns>
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public readonly bool IsKeyReleased(Keys key) => _previousKeyboardState.IsKeyDown(key) && _currentKeyboardState.IsKeyUp(key);
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/// <summary>
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/// Gets whether the given key was up on the previous state, but is now down.
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/// </summary>
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/// <param name="key">The key to check.</param>
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/// <returns>true if the key was pressed this state-change, otherwise false.</returns>
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public readonly bool IsKeyPressed(Keys key) => _previousKeyboardState.IsKeyUp(key) && _currentKeyboardState.IsKeyDown(key);
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public bool WasAnyKeyJustDown() => _previousKeyboardState.GetPressedKeyCount() > 0;
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}
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}
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