Removed monogame based input listener setup.
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@ -1,23 +0,0 @@
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namespace RecrownedAthenaeum.Input
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{
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/// <summary>
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/// Input listener for <see cref="InputUtilities"/>.
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/// </summary>
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public interface IInputListener
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{
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/// <summary>
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/// Called when the state of the keyboard has changed.
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/// </summary>
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/// <param name="state">The new state.</param>
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/// <returns>True to continue calling other listeners.</returns>
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bool KeyboardStateChanged(KeyboardState state);
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/// <summary>
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/// Called when the state of the mouse has changed.
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/// </summary>
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/// <param name="state">The new state.</param>
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/// <returns>True to continue calling other listeners.</returns>
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bool MouseStateChanged(MouseState state);
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}
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}
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@ -1,17 +0,0 @@
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using Microsoft.Xna.Framework.Input;
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namespace RecrownedAthenaeum.Input
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{
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class InputListener : IInputListener
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{
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public bool KeyboardStateChanged(KeyboardState state)
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{
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return true;
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}
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public bool MouseStateChanged(MouseState state)
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{
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return true;
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}
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}
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}
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@ -1,87 +0,0 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Input;
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using System.Collections.Generic;
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namespace RecrownedAthenaeum.Input
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{
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/// <summary>
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/// Utilities to better manage input for the game.
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/// </summary>
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public static class InputUtilities
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{
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/// <summary>
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/// Listeners for changes in input.
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/// </summary>
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public static List<IInputListener> InputListeners;
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static KeyboardState keyboardState;
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static MouseState mouseState;
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static InputUtilities()
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{
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InputListeners = new List<IInputListener>();
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}
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/// <summary>
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/// Updates inputs.
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/// Should be called once every game update to be up to date with new states of inputs.
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/// </summary>
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public static void Update()
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{
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KeyboardState updatedKeyboardState = Keyboard.GetState();
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MouseState updatedMouseState = Mouse.GetState();
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bool disableKeyboard = false;
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bool disableMouse = false;
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foreach (IInputListener inputListener in InputListeners)
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{
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if (!disableKeyboard && keyboardState != updatedKeyboardState)
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{
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disableKeyboard = inputListener.KeyboardStateChanged(updatedKeyboardState);
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}
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if (!disableMouse && mouseState != updatedMouseState)
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{
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disableMouse = inputListener.MouseStateChanged(updatedMouseState);
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}
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if (disableKeyboard && disableMouse)
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{
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break;
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}
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}
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UpdateStates();
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}
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/// <summary>
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/// Poll used to check if mouse was clicked.
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/// </summary>
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/// <returns>True if clicked.</returns>
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public static bool MouseClicked()
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{
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if (mouseState.LeftButton == ButtonState.Pressed)
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{
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return Mouse.GetState().LeftButton != ButtonState.Pressed;
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}
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return false;
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}
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private static void UpdateStates()
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{
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keyboardState = Keyboard.GetState();
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mouseState = Mouse.GetState();
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}
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/// <summary>
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/// Checks whether mouse is within boundaries.
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/// </summary>
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/// <param name="bounds">Boundaries to check.</param>
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/// <returns></returns>
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public static bool MouseWithinBoundries(Rectangle bounds)
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{
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MouseState mouseState = Mouse.GetState();
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if (mouseState.X >= bounds.X && mouseState.X <= (bounds.X + bounds.Width) && mouseState.Y >= bounds.Y && mouseState.Y <= (bounds.Y + bounds.Height))
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{
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return true;
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}
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return false;
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}
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}
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}
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