mirror of
https://github.com/MaddyThorson/StrawberryBF.git
synced 2024-11-28 16:58:56 +08:00
Gamepad input started
This commit is contained in:
parent
0a709b5788
commit
1bc750490a
95
src/Game.bf
95
src/Game.bf
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@ -25,12 +25,12 @@ namespace Strawberry
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private bool updating;
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public SDL.Renderer* Renderer { get; private set; }
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public bool* KeyboardState { get; private set; }
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public bool* PreviousKeyboardState { get; private set; }
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private SDL.Rect screenRect;
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private SDL.Window* window;
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private SDL.Surface* screen;
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private bool* keyboardState;
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private SDL.SDL_GameController* gamepad;
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private int32 updateCounter;
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public this(String windowTitle, int32 width, int32 height)
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@ -44,6 +44,31 @@ namespace Strawberry
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Height = height;
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screenRect = SDL.Rect(0, 0, width, height);
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String exePath = scope .();
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Environment.GetExecutableFilePath(exePath);
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String exeDir = scope .();
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Path.GetDirectoryPath(exePath, exeDir);
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Directory.SetCurrentDirectory(exeDir);
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SDL.Init(.Video | .Events | .Audio | .GameController);
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SDL.EventState(.JoyAxisMotion, .Disable);
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SDL.EventState(.JoyBallMotion, .Disable);
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SDL.EventState(.JoyHatMotion, .Disable);
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SDL.EventState(.JoyButtonDown, .Disable);
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SDL.EventState(.JoyButtonUp, .Disable);
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SDL.EventState(.JoyDeviceAdded, .Disable);
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SDL.EventState(.JoyDeviceRemoved, .Disable);
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window = SDL.CreateWindow(Title, .Centered, .Centered, screenRect.w, screenRect.h, .Shown);
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Renderer = SDL.CreateRenderer(window, -1, .Accelerated);
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screen = SDL.GetWindowSurface(window);
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SDLImage.Init(.PNG | .JPG);
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SDLMixer.OpenAudio(44100, SDLMixer.MIX_DEFAULT_FORMAT, 2, 4096);
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SDLTTF.Init();
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gamepad = SDL.GameControllerOpen(0);
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}
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public ~this()
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@ -83,8 +108,8 @@ namespace Strawberry
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}
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else
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{
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PreviousKeyboardState = KeyboardState;
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KeyboardState = SDL.GetKeyboardState(null);
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keyboardState = SDL.GetKeyboardState(null);
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SDL.GameControllerUpdate();
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addTicks = Math.Min(addTicks, 20); // Limit catchup
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if (addTicks > 0)
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@ -104,32 +129,6 @@ namespace Strawberry
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}
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}
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public virtual void Init()
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{
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String exePath = scope .();
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Environment.GetExecutableFilePath(exePath);
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String exeDir = scope .();
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Path.GetDirectoryPath(exePath, exeDir);
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Directory.SetCurrentDirectory(exeDir);
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SDL.Init(.Video | .Events | .Audio);
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SDL.EventState(.JoyAxisMotion, .Disable);
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SDL.EventState(.JoyBallMotion, .Disable);
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SDL.EventState(.JoyHatMotion, .Disable);
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SDL.EventState(.JoyButtonDown, .Disable);
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SDL.EventState(.JoyButtonUp, .Disable);
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SDL.EventState(.JoyDeviceAdded, .Disable);
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SDL.EventState(.JoyDeviceRemoved, .Disable);
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window = SDL.CreateWindow(Title, .Centered, .Centered, screenRect.w, screenRect.h, .Shown);
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Renderer = SDL.CreateRenderer(window, -1, .Accelerated);
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screen = SDL.GetWindowSurface(window);
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SDLImage.Init(.PNG | .JPG);
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SDLMixer.OpenAudio(44100, SDLMixer.MIX_DEFAULT_FORMAT, 2, 4096);
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SDLTTF.Init();
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}
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public virtual void Update()
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{
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//Input
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@ -156,14 +155,14 @@ namespace Strawberry
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{
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SDL.SetRenderDrawColor(Renderer, 0, 0, 0, 255);
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SDL.RenderClear(Renderer);
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if (Scene != null)
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Scene.Draw();
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Draw();
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SDL.RenderPresent(Renderer);
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}
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public virtual void Draw()
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{
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if (Scene != null)
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Scene.Draw();
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}
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public Scene Scene
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@ -180,5 +179,35 @@ namespace Strawberry
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switchToScene = value;
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}
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}
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// Input
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public bool KeyCheck(SDL.Scancode key)
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{
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if (keyboardState == null)
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return false;
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return keyboardState[(int)key];
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}
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public bool GamepadButtonCheck(SDL.SDL_GameControllerButton button)
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{
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if (gamepad == null)
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return false;
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return SDL.GameControllerGetButton(gamepad, button) == 1;
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}
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public float GamepadAxisCheck(SDL.SDL_GameControllerAxis axis)
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{
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if (gamepad == null)
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return 0;
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let val = SDL.GameControllerGetAxis(gamepad, axis);
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if (val == 0)
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return 0;
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else if (val > 0)
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return val / 32767f;
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else
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return val / 32768f;
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}
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}
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}
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@ -1,24 +0,0 @@
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using SDL2;
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namespace Strawberry
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{
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static public class Input
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{
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static public bool KeyCheck(SDL.Scancode key)
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{
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if (Game.KeyboardState == null)
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return false;
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return Game.KeyboardState[(int)key];
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}
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static public bool KeyPressed(SDL.Scancode key)
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{
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return KeyCheck(key) && (Game.PreviousKeyboardState == null || !Game.PreviousKeyboardState[(int)key]);
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}
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static public bool KeyReleased(SDL.Scancode key)
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{
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return (Game.PreviousKeyboardState != null && Game.PreviousKeyboardState[(int)key]) && !KeyCheck(key);
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}
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}
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}
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@ -5,8 +5,6 @@ namespace Strawberry
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{
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public class VirtualAxis : VirtualInput
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{
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public enum OverlapBehaviors { TakeNewer, TakeOlder, CancelOut }
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public float Value { get; private set; }
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public int Valuei { get; private set; }
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public bool Pressed { get; private set; }
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@ -141,9 +139,9 @@ namespace Strawberry
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public override void Update()
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{
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if (Input.KeyCheck(PositiveKeycode))
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if (Game.KeyCheck(PositiveKeycode))
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{
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if (Input.KeyCheck(NegativeKeycode))
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if (Game.KeyCheck(NegativeKeycode))
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{
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switch (OverlapBehavior)
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{
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@ -170,7 +168,7 @@ namespace Strawberry
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value = 1;
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}
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}
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else if (Input.KeyCheck(NegativeKeycode))
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else if (Game.KeyCheck(NegativeKeycode))
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{
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turned = false;
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value = -1;
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@ -1,6 +1,7 @@
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using System.Collections;
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using System;
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using System.Diagnostics;
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using SDL2;
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namespace Strawberry
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{
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@ -84,12 +85,18 @@ namespace Strawberry
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// Setup Calls
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public VirtualButton Key(SDL2.SDL.Scancode keycode)
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public VirtualButton Key(SDL.Scancode keycode)
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{
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nodes.Add(new KeyboardKey(keycode));
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return this;
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}
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public VirtualButton Button(SDL.SDL_GameControllerButton button)
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{
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nodes.Add(new GamepadButton(button));
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return this;
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}
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public VirtualButton PressBuffer(float time)
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{
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pressBuffer = time;
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@ -118,9 +125,9 @@ namespace Strawberry
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private class KeyboardKey : Node
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{
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public SDL2.SDL.Scancode Keycode;
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public SDL.Scancode Keycode;
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public this(SDL2.SDL.Scancode keycode)
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public this(SDL.Scancode keycode)
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{
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Keycode = keycode;
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}
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@ -129,7 +136,50 @@ namespace Strawberry
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{
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get
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{
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return Input.KeyCheck(Keycode);
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return Game.KeyCheck(Keycode);
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}
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}
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}
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private class GamepadButton : Node
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{
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public SDL.SDL_GameControllerButton Button;
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public this(SDL.SDL_GameControllerButton button)
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{
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Button = button;
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}
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override public bool Check
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{
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get
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{
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return Game.GamepadButtonCheck(Button);
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}
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}
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}
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private class GamepadAxis : Node
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{
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public SDL.SDL_GameControllerAxis Axis;
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public float Threshold;
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public ThresholdConditions Condition;
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public this(SDL.SDL_GameControllerAxis axis, float threshold, ThresholdConditions condition = .GreaterThan)
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{
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Axis = axis;
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Threshold = threshold;
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Condition = condition;
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}
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override public bool Check
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{
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get
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{
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if (Condition == .GreaterThan)
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return Game.GamepadAxisCheck(Axis) >= Threshold;
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else
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return Game.GamepadAxisCheck(Axis) <= Threshold;
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}
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}
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}
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@ -2,6 +2,9 @@ namespace Strawberry
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{
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public abstract class VirtualInput
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{
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public enum OverlapBehaviors { TakeNewer, TakeOlder, CancelOut }
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public enum ThresholdConditions { GreaterThan, LessThan }
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public this()
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{
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Game.VirtualInputs.Add(this);
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