mirror of
https://github.com/MaddyThorson/StrawberryBF.git
synced 2025-08-17 05:40:40 +08:00
PlatformLayer in, except rendering
This commit is contained in:
15
src/Input/Axes.bf
Normal file
15
src/Input/Axes.bf
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@ -0,0 +1,15 @@
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namespace Strawberry
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{
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enum Axes : int32
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{
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case Invalid = -1;
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case LeftX;
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case LeftY;
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case RightX;
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case RightY;
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case TriggerLeft;
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case TriggerRight;
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public int Count => (int)TriggerRight + 1;
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}
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}
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24
src/Input/Buttons.bf
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24
src/Input/Buttons.bf
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@ -0,0 +1,24 @@
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namespace Strawberry
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{
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enum Buttons : int32
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{
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case Invalid = -1;
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case A;
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case B;
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case X;
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case Y;
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case Back;
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case Guide;
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case Start;
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case LeftStick;
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case RightStick;
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case LeftShoulder;
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case RightShoulder;
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case DpadUp;
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case DpadDown;
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case DpadLeft;
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case DpadRight;
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public int Count => (int)DpadRight + 1;
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}
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}
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@ -1,4 +1,3 @@
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using SDL2;
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using System;
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using System.Diagnostics;
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@ -6,81 +5,59 @@ namespace Strawberry
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{
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static public class Input
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{
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static private bool* keyboard;
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static private bool[] previousKeyboard;
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static private float[] lastKeypressTimes;
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static private SDL.SDL_GameController*[] gamepads;
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static private void Init(int gamepadLimit)
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static private void Init()
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{
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keyboard = SDL.GetKeyboardState(null);
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previousKeyboard = new bool[(int)SDL.Scancode.NUMSCANCODES];
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lastKeypressTimes = new float[(int)SDL.Scancode.NUMSCANCODES];
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gamepads = new SDL.SDL_GameController*[gamepadLimit];
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for (let i < gamepads.Count)
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gamepads[i] = SDL.GameControllerOpen((int32)i);
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previousKeyboard = new bool[Keys.Count];
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lastKeypressTimes = new float[Keys.Count];
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}
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static private void Dispose()
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{
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delete previousKeyboard;
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delete lastKeypressTimes;
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delete gamepads;
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}
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static public void BeforeUpdate()
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{
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SDL.PumpEvents();
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SDL.GameControllerUpdate();
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}
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static public void AfterUpdate()
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{
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for (let i < previousKeyboard.Count)
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{
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if (!previousKeyboard[i] && keyboard[i])
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if (!previousKeyboard[i] && Game.PlatformLayer.PollKey((Keys)i))
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lastKeypressTimes[i] = Time.Elapsed;
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previousKeyboard[i] = keyboard[i];
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previousKeyboard[i] = Game.PlatformLayer.PollKey((Keys)i);
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}
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}
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static public bool Ctrl => SDL.GetModState() & .CTRL > 0;
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static public bool Alt => SDL.GetModState() & .ALT > 0;
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static public bool Shift => SDL.GetModState() & .SHIFT > 0;
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static public bool CapsLock => SDL.GetModState() & .Caps > 0;
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static public bool NumLock => SDL.GetModState() & .Num > 0;
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static public bool Ctrl => KeyCheck(Keys.LCtrl) || KeyCheck(Keys.RCtrl);
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static public bool Alt => KeyCheck(Keys.LCtrl) || KeyCheck(Keys.RCtrl);
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static public bool Shift => KeyCheck(Keys.LCtrl) || KeyCheck(Keys.RCtrl);
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static public bool CapsLock => Game.PlatformLayer.CapsLock;
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static public bool NumLock => Game.PlatformLayer.NumLock;
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static public bool KeyCheck(SDL.Scancode key)
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static public bool KeyCheck(Keys key)
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{
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Debug.Assert(keyboard != null, "Polling keyboard before Input.Init");
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return keyboard[(int)key];
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return Game.PlatformLayer.PollKey(key);
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}
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static public bool KeyPressed(SDL.Scancode key)
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static public bool KeyPressed(Keys key)
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{
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Debug.Assert(keyboard != null, "Polling keyboard before Input.Init");
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return keyboard[(int)key] && !previousKeyboard[(int)key];
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return Game.PlatformLayer.PollKey(key) && !previousKeyboard[(int)key];
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}
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static public bool KeyPressed(SDL.Scancode key, float repeatDelay, float repeatInterval)
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static public bool KeyPressed(Keys key, float repeatDelay, float repeatInterval)
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{
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Debug.Assert(keyboard != null, "Polling keyboard before Input.Init");
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let i = (int)key;
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if (keyboard[i])
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return !previousKeyboard[i] || Time.OnInterval(repeatInterval, lastKeypressTimes[i] + repeatDelay);
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if (Game.PlatformLayer.PollKey(key))
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return !previousKeyboard[(int)key] || Time.OnInterval(repeatInterval, lastKeypressTimes[(int)key] + repeatDelay);
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else
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return false;
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}
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static public bool KeyReleased(SDL.Scancode key)
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static public bool KeyReleased(Keys key)
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{
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Debug.Assert(keyboard != null, "Polling keyboard before Input.Init");
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return !keyboard[(int)key] && previousKeyboard[(int)key];
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return !Game.PlatformLayer.PollKey(key) && previousKeyboard[(int)key];
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}
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static public void KeystrokesIntoString(String toString, float keyRepeatDelay, float keyRepeatInterval)
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@ -93,11 +70,11 @@ namespace Strawberry
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KeystrokesIntoStringUtil(toString, scope => Input.KeyPressed);
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}
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static private void KeystrokesIntoStringUtil(String toString, delegate bool(SDL.Scancode) pressed)
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static private void KeystrokesIntoStringUtil(String toString, delegate bool(Keys) pressed)
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{
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for (let i < (int)SDL2.SDL.Scancode.NUMSCANCODES)
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for (let i < (int)Keys.Count)
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{
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let key = (SDL2.SDL.Scancode)i;
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let key = (Keys)i;
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if (pressed(key))
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{
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if (key >= .A && key <= .Z)
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@ -192,28 +169,14 @@ namespace Strawberry
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}
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}
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static public bool GamepadButtonCheck(int gamepadID, SDL.SDL_GameControllerButton button)
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static public bool GamepadButtonCheck(int gamepadID, Buttons button)
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{
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Debug.Assert(gamepads != null, "Polling gamepad before Input.Init");
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Debug.Assert(gamepadID < gamepads.Count, "Gamepad index out of range (increase Game.gamepadLimit!");
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Debug.Assert(gamepadID >= 0, "Negative gamepad index!");
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return SDL.GameControllerGetButton(gamepads[gamepadID], button) == 1;
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return Game.PlatformLayer.PollGamepadButton(gamepadID, button);
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}
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static public float GamepadAxisCheck(int gamepadID, SDL.SDL_GameControllerAxis axis)
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static public float GamepadAxisCheck(int gamepadID, Axes axis)
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{
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Debug.Assert(gamepads != null, "Polling gamepad before Input.Init");
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Debug.Assert(gamepadID < gamepads.Count, "Gamepad index out of range (increase Game.gamepadLimit!");
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Debug.Assert(gamepadID >= 0, "Negative gamepad index!");
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let val = SDL.GameControllerGetAxis(gamepads[gamepadID], 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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return Game.PlatformLayer.PollGamepadAxis(gamepadID, axis);
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}
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}
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}
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268
src/Input/Keys.bf
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268
src/Input/Keys.bf
Normal file
@ -0,0 +1,268 @@
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namespace Strawberry
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{
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public enum Keys : uint32
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{
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case Unknown = 0;
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case A = 4;
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case B = 5;
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case C = 6;
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case D = 7;
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case E = 8;
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case F = 9;
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case G = 10;
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case H = 11;
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case I = 12;
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case J = 13;
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case K = 14;
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case L = 15;
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case M = 16;
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case N = 17;
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case O = 18;
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case P = 19;
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case Q = 20;
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case R = 21;
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case S = 22;
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case T = 23;
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case U = 24;
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case V = 25;
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case W = 26;
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case X = 27;
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case Y = 28;
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case Z = 29;
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case Key1 = 30;
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case Key2 = 31;
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case Key3 = 32;
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case Key4 = 33;
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case Key5 = 34;
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case Key6 = 35;
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case Key7 = 36;
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case Key8 = 37;
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case Key9 = 38;
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case Key0 = 39;
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case Return = 40;
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case Escape = 41;
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case BackSpace = 42;
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case Tab = 43;
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case Space = 44;
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case Minus = 45;
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case Equals = 46;
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case LeftBracket = 47;
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case RightBracket = 48;
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case BackSlash = 49;
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case NonUSHash = 50;
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case Semicolon = 51;
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case Apostrophe = 52;
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case Grave = 53;
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case Comma = 54;
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case Period = 55;
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case Slash = 56;
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case CapsLock = 57;
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case F1 = 58;
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case F2 = 59;
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case F3 = 60;
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case F4 = 61;
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case F5 = 62;
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case F6 = 63;
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case F7 = 64;
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case F8 = 65;
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case F9 = 66;
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case F10 = 67;
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case F11 = 68;
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case F12 = 69;
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case PrintScreen = 70;
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case ScrollLock = 71;
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case Pause = 72;
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case Insert = 73;
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case Home = 74;
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case PageUp = 75;
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case Delete = 76;
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case End = 77;
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case PageDown = 78;
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case Right = 79;
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case Left = 80;
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case Down = 81;
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case Up = 82;
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case NumLockClear = 83;
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case KpDivide = 84;
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case KpMultiply = 85;
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case KpMinus = 86;
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case KpPlus = 87;
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case KpEnter = 88;
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case Kp1 = 89;
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case Kp2 = 90;
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case Kp3 = 91;
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case Kp4 = 92;
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case Kp5 = 93;
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case Kp6 = 94;
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case Kp7 = 95;
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case Kp8 = 96;
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case Kp9 = 97;
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case Kp0 = 98;
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case KpPeriod = 99;
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case NonUSBackslash = 100;
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case Application = 101;
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case Power = 102;
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case KpEquals = 103;
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case F13 = 104;
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case F14 = 105;
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case F15 = 106;
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case F16 = 107;
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case F17 = 108;
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case F18 = 109;
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case F19 = 110;
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case F20 = 111;
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case F21 = 112;
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case F22 = 113;
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case F23 = 114;
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case F24 = 115;
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case Execute = 116;
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case Help = 117;
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case Menu = 118;
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case Select = 119;
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case Stop = 120;
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case Again = 121;
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case Undo = 122;
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case Cut = 123;
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case Copy = 124;
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case Paste = 125;
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case Find = 126;
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case Mute = 127;
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case VolumeUp = 128;
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case VolumeDown = 129;
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case LockingCapsLock = 130;
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case LockingNumLock = 131;
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case LockingScrollLock = 132;
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case KpComma = 133;
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case KpEqualsAS400 = 134;
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case International1 = 135;
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case International2 = 136;
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case International3 = 137;
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case International4 = 138;
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case International5 = 139;
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case International6 = 140;
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case International7 = 141;
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case International8 = 142;
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case International9 = 143;
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case Lang1 = 144;
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case Lang2 = 145;
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case Lang3 = 146;
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case Lang4 = 147;
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case Lang5 = 148;
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case Lang6 = 149;
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case Lang7 = 150;
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case Lang8 = 151;
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case Lang9 = 152;
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case AltErase = 153;
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case SysReq = 154;
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case Cancel = 155;
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case Clear = 156;
|
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case Prior = 157;
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case Return2 = 158;
|
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case Separator = 159;
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case Out = 160;
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case Oper = 161;
|
||||
case ClearAgain = 162;
|
||||
case CrSel = 163;
|
||||
case ExSel = 164;
|
||||
|
||||
case Kp00 = 176;
|
||||
case Kp000 = 177;
|
||||
case ThousandsSeparator = 178;
|
||||
case DecimalSeparator = 179;
|
||||
case CurrencyUnit = 180;
|
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case CurrencySubUnit = 181;
|
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case KpLeftParen = 182;
|
||||
case KpRightParen = 183;
|
||||
case KpLeftBrace = 184;
|
||||
case KpRightBrace = 185;
|
||||
case KpTab = 186;
|
||||
case KpBackspace = 187;
|
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case KPA = 188;
|
||||
case KPB = 189;
|
||||
case KPC = 190;
|
||||
case KPD = 191;
|
||||
case KPE = 192;
|
||||
case KPF = 193;
|
||||
case KpXor = 194;
|
||||
case KpPower = 195;
|
||||
case KpPercent = 196;
|
||||
case KpLess = 197;
|
||||
case KpGreater = 198;
|
||||
case KpAmpersand = 199;
|
||||
case KpdBlAmpersand = 200;
|
||||
case KpVerticalBar = 201;
|
||||
case KpDblVerticalBar = 202;
|
||||
case KpColon = 203;
|
||||
case KpHash = 204;
|
||||
case KpSpace = 205;
|
||||
case KpAt = 206;
|
||||
case KpExclam = 207;
|
||||
case KpMemstore = 208;
|
||||
case KpMemRecall = 209;
|
||||
case KpMemClear = 210;
|
||||
case KpMemAdd = 211;
|
||||
case KpMemSubtract = 212;
|
||||
case KpMemMultiply = 213;
|
||||
case KpMemDivide = 214;
|
||||
case KpPlusMinus = 215;
|
||||
case KpClear = 216;
|
||||
case KpClearEntry = 217;
|
||||
case KpBinary = 218;
|
||||
case KpOctal = 219;
|
||||
case KpDecimal = 220;
|
||||
case KpHexadecimal = 221;
|
||||
|
||||
case LCtrl = 224;
|
||||
case LShift = 225;
|
||||
case LAlt = 226;
|
||||
case LGui = 227;
|
||||
case RCtrl = 228;
|
||||
case RShift = 229;
|
||||
case RAlt = 230;
|
||||
case RGui = 231;
|
||||
|
||||
case Mode = 257;
|
||||
|
||||
// these come from the usb consumer page (0x0c)
|
||||
case AudioNext = 258;
|
||||
case AudioPrev = 259;
|
||||
case AudioStop = 260;
|
||||
case AudioPlay = 261;
|
||||
case AudioMute = 262;
|
||||
case MediaSelect = 263;
|
||||
case Www = 264;
|
||||
case Mail = 265;
|
||||
case Calculator = 266;
|
||||
case Computer = 267;
|
||||
case AcSearch = 268;
|
||||
case AcHome = 269;
|
||||
case AcBack = 270;
|
||||
case AcForward = 271;
|
||||
case AcStop = 272;
|
||||
case AcRefresh = 273;
|
||||
case AcBookmarks = 274;
|
||||
|
||||
// these come from other sources; and are mostly mac related
|
||||
case BrightnessDown = 275;
|
||||
case BrightnessUp = 276;
|
||||
case DisplaySwitch = 277;
|
||||
case KbdIllumToggle = 278;
|
||||
case KbdIllumDown = 279;
|
||||
case KbdIllumUp = 280;
|
||||
case Eject = 281;
|
||||
case Sleep = 282;
|
||||
case App1 = 283;
|
||||
case App2 = 284;
|
||||
|
||||
static public int Count => 512;
|
||||
}
|
||||
}
|
@ -1,6 +1,5 @@
|
||||
using System.Collections;
|
||||
using System;
|
||||
using SDL2;
|
||||
|
||||
namespace Strawberry
|
||||
{
|
||||
@ -89,19 +88,19 @@ namespace Strawberry
|
||||
|
||||
// Setup Calls
|
||||
|
||||
public VirtualAxis AddKeys(SDL.Scancode negativeKey, SDL.Scancode positiveKey, OverlapBehaviors overlapBehavior = .TakeNewer)
|
||||
public VirtualAxis AddKeys(Keys negativeKey, Keys positiveKey, OverlapBehaviors overlapBehavior = .TakeNewer)
|
||||
{
|
||||
nodes.Add(new KeyboardKeys(negativeKey, positiveKey, overlapBehavior));
|
||||
return this;
|
||||
}
|
||||
|
||||
public VirtualAxis AddButtons(int gamepadID, SDL.SDL_GameControllerButton negativeButton, SDL.SDL_GameControllerButton positiveButton, OverlapBehaviors overlapBehavior = .TakeNewer)
|
||||
public VirtualAxis AddButtons(int gamepadID, Buttons negativeButton, Buttons positiveButton, OverlapBehaviors overlapBehavior = .TakeNewer)
|
||||
{
|
||||
nodes.Add(new GamepadButtons(gamepadID, negativeButton, positiveButton, overlapBehavior));
|
||||
return this;
|
||||
}
|
||||
|
||||
public VirtualAxis AddAxis(int gamepadID, SDL.SDL_GameControllerAxis axis, float deadzone)
|
||||
public VirtualAxis AddAxis(int gamepadID, Axes axis, float deadzone)
|
||||
{
|
||||
nodes.Add(new GamepadAxis(gamepadID, axis, deadzone));
|
||||
return this;
|
||||
@ -137,24 +136,24 @@ namespace Strawberry
|
||||
private class KeyboardKeys : Node
|
||||
{
|
||||
public OverlapBehaviors OverlapBehavior;
|
||||
public SDL.Scancode NegativeKeycode;
|
||||
public SDL.Scancode PositiveKeycode;
|
||||
public Keys NegativeKey;
|
||||
public Keys PositiveKey;
|
||||
|
||||
private float value;
|
||||
private bool turned;
|
||||
|
||||
public this(SDL.Scancode negativeKey, SDL.Scancode positiveKey, OverlapBehaviors overlapBehavior = .TakeNewer)
|
||||
public this(Keys negativeKey, Keys positiveKey, OverlapBehaviors overlapBehavior = .TakeNewer)
|
||||
{
|
||||
NegativeKeycode = negativeKey;
|
||||
PositiveKeycode = positiveKey;
|
||||
NegativeKey = negativeKey;
|
||||
PositiveKey = positiveKey;
|
||||
OverlapBehavior = overlapBehavior;
|
||||
}
|
||||
|
||||
public override void Update()
|
||||
{
|
||||
if (Input.KeyCheck(PositiveKeycode))
|
||||
if (Input.KeyCheck(PositiveKey))
|
||||
{
|
||||
if (Input.KeyCheck(NegativeKeycode))
|
||||
if (Input.KeyCheck(NegativeKey))
|
||||
{
|
||||
switch (OverlapBehavior)
|
||||
{
|
||||
@ -181,7 +180,7 @@ namespace Strawberry
|
||||
value = 1;
|
||||
}
|
||||
}
|
||||
else if (Input.KeyCheck(NegativeKeycode))
|
||||
else if (Input.KeyCheck(NegativeKey))
|
||||
{
|
||||
turned = false;
|
||||
value = -1;
|
||||
@ -206,13 +205,13 @@ namespace Strawberry
|
||||
{
|
||||
public int GamepadID;
|
||||
public OverlapBehaviors OverlapBehavior;
|
||||
public SDL.SDL_GameControllerButton NegativeButton;
|
||||
public SDL.SDL_GameControllerButton PositiveButton;
|
||||
public Buttons NegativeButton;
|
||||
public Buttons PositiveButton;
|
||||
|
||||
private float value;
|
||||
private bool turned;
|
||||
|
||||
public this(int gamepadID, SDL.SDL_GameControllerButton negativeButton, SDL.SDL_GameControllerButton positiveButton, OverlapBehaviors overlapBehavior = .TakeNewer)
|
||||
public this(int gamepadID, Buttons negativeButton, Buttons positiveButton, OverlapBehaviors overlapBehavior = .TakeNewer)
|
||||
{
|
||||
GamepadID = gamepadID;
|
||||
NegativeButton = negativeButton;
|
||||
@ -275,10 +274,10 @@ namespace Strawberry
|
||||
private class GamepadAxis : Node
|
||||
{
|
||||
public int GamepadID;
|
||||
public SDL.SDL_GameControllerAxis Axis;
|
||||
public Axes Axis;
|
||||
public float Deadzone;
|
||||
|
||||
public this(int gamepadID, SDL.SDL_GameControllerAxis axis, float deadzone)
|
||||
public this(int gamepadID, Axes axis, float deadzone)
|
||||
{
|
||||
GamepadID = gamepadID;
|
||||
Axis = axis;
|
||||
|
@ -1,7 +1,6 @@
|
||||
using System.Collections;
|
||||
using System;
|
||||
using System.Diagnostics;
|
||||
using SDL2;
|
||||
|
||||
namespace Strawberry
|
||||
{
|
||||
@ -85,19 +84,19 @@ namespace Strawberry
|
||||
|
||||
// Setup Calls
|
||||
|
||||
public VirtualButton AddKey(SDL.Scancode keycode)
|
||||
public VirtualButton AddKey(Keys key)
|
||||
{
|
||||
nodes.Add(new KeyboardKey(keycode));
|
||||
nodes.Add(new KeyboardKey(key));
|
||||
return this;
|
||||
}
|
||||
|
||||
public VirtualButton AddButton(int gamepadID, SDL.SDL_GameControllerButton button)
|
||||
public VirtualButton AddButton(int gamepadID, Buttons button)
|
||||
{
|
||||
nodes.Add(new GamepadButton(gamepadID, button));
|
||||
return this;
|
||||
}
|
||||
|
||||
public VirtualButton AddAxis(int gamepadID, SDL.SDL_GameControllerAxis axis, float threshold, ThresholdConditions condition = .GreaterThan)
|
||||
public VirtualButton AddAxis(int gamepadID, Axes axis, float threshold, ThresholdConditions condition = .GreaterThan)
|
||||
{
|
||||
nodes.Add(new GamepadAxis(gamepadID, axis, threshold, condition));
|
||||
return this;
|
||||
@ -131,18 +130,18 @@ namespace Strawberry
|
||||
|
||||
private class KeyboardKey : Node
|
||||
{
|
||||
public SDL.Scancode Keycode;
|
||||
public Keys Key;
|
||||
|
||||
public this(SDL.Scancode keycode)
|
||||
public this(Keys key)
|
||||
{
|
||||
Keycode = keycode;
|
||||
Key = key;
|
||||
}
|
||||
|
||||
override public bool Check
|
||||
{
|
||||
get
|
||||
{
|
||||
return Input.KeyCheck(Keycode);
|
||||
return Input.KeyCheck(Key);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -150,9 +149,9 @@ namespace Strawberry
|
||||
private class GamepadButton : Node
|
||||
{
|
||||
public int GamepadID;
|
||||
public SDL.SDL_GameControllerButton Button;
|
||||
public Buttons Button;
|
||||
|
||||
public this(int gamepadID, SDL.SDL_GameControllerButton button)
|
||||
public this(int gamepadID, Buttons button)
|
||||
{
|
||||
GamepadID = gamepadID;
|
||||
Button = button;
|
||||
@ -170,11 +169,11 @@ namespace Strawberry
|
||||
private class GamepadAxis : Node
|
||||
{
|
||||
public int GamepadID;
|
||||
public SDL.SDL_GameControllerAxis Axis;
|
||||
public Axes Axis;
|
||||
public float Threshold;
|
||||
public ThresholdConditions Condition;
|
||||
|
||||
public this(int gamepadID, SDL.SDL_GameControllerAxis axis, float threshold, ThresholdConditions condition = .GreaterThan)
|
||||
public this(int gamepadID, Axes axis, float threshold, ThresholdConditions condition = .GreaterThan)
|
||||
{
|
||||
GamepadID = gamepadID;
|
||||
Axis = axis;
|
||||
|
Reference in New Issue
Block a user