Colin McMillen
fb3538cea9
Fixes #15. Also enables the LeftShoulder + RightShoulder + [BUTTON] combos only while we're in DEBUG mode.
85 lines
3.0 KiB
C#
85 lines
3.0 KiB
C#
using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Input;
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namespace SemiColinGames {
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public readonly struct Input {
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public readonly Vector2 Motion;
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// If true, the player's x-motion should be treated as an absolute number of pixels in a given
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// direction, regardless of modeled time. This is only enabled in DEBUG builds.
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public readonly bool IsAbsoluteMotion;
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public readonly bool Jump;
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public readonly bool Attack;
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public readonly bool Pause;
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public readonly bool Debug;
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// Button combos for Exit / Restart / FullScreen only work in DEBUG builds.
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// Keyboard controls always work for these actions.
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public readonly bool Exit;
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public readonly bool Restart;
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public readonly bool FullScreen;
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public Input(GamePadState gamePad, KeyboardState keyboard) {
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Motion = new Vector2();
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IsAbsoluteMotion = false;
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// We check for debugging buttons first. If any are pressed, we suppress normal input;
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// other button-presses correspond to special debugging things.
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Exit = keyboard.IsKeyDown(Keys.Escape);
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Restart = keyboard.IsKeyDown(Keys.F5);
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FullScreen = keyboard.IsKeyDown(Keys.F12);
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#if DEBUG
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if (gamePad.IsButtonDown(Buttons.LeftShoulder) &&
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gamePad.IsButtonDown(Buttons.RightShoulder)) {
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IsAbsoluteMotion = true;
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Exit |= gamePad.IsButtonDown(Buttons.Start);
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Restart |= gamePad.IsButtonDown(Buttons.Back);
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FullScreen |= gamePad.IsButtonDown(Buttons.Y);
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}
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#endif
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if (Exit || Restart || FullScreen) {
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Jump = false;
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Attack = false;
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Pause = false;
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Debug = false;
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return;
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}
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// Then we process normal buttons.
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Jump = gamePad.IsButtonDown(Buttons.A) || gamePad.IsButtonDown(Buttons.B) ||
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keyboard.IsKeyDown(Keys.J);
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Attack = gamePad.IsButtonDown(Buttons.X) || gamePad.IsButtonDown(Buttons.Y) ||
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keyboard.IsKeyDown(Keys.K);
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Debug = gamePad.IsButtonDown(Buttons.Back) || keyboard.IsKeyDown(Keys.OemMinus);
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Pause = gamePad.IsButtonDown(Buttons.Start) || keyboard.IsKeyDown(Keys.P);
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// Then potential motion directions. If the player attempts to input opposite directions at
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// once (up & down or left & right), those inputs cancel out, resulting in no motion.
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Vector2 leftStick = gamePad.ThumbSticks.Left;
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bool left = leftStick.X < -0.5 || gamePad.IsButtonDown(Buttons.DPadLeft) ||
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keyboard.IsKeyDown(Keys.A);
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bool right = leftStick.X > 0.5 || gamePad.IsButtonDown(Buttons.DPadRight) ||
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keyboard.IsKeyDown(Keys.D);
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bool up = leftStick.Y > 0.5 || gamePad.IsButtonDown(Buttons.DPadUp) ||
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keyboard.IsKeyDown(Keys.W);
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bool down = leftStick.Y < -0.5 || gamePad.IsButtonDown(Buttons.DPadDown) ||
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keyboard.IsKeyDown(Keys.S);
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if (left && !right) {
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Motion.X = -1;
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}
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if (right && !left) {
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Motion.X = 1;
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}
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if (up && !down) {
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Motion.Y = 1;
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}
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if (down && !up) {
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Motion.Y = -1;
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}
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}
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}
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}
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