recrownedgtk/RecrownedAthenaeum/Input/InputUtilities.cs

88 lines
2.8 KiB
C#

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
using System.Collections.Generic;
namespace RecrownedAthenaeum.Input
{
/// <summary>
/// Utilities to better manage input for the game.
/// </summary>
public static class InputUtilities
{
/// <summary>
/// Listeners for changes in input.
/// </summary>
public static List<IInputListener> InputListeners;
static KeyboardState keyboardState;
static MouseState mouseState;
static InputUtilities()
{
InputListeners = new List<IInputListener>();
}
/// <summary>
/// Updates inputs.
/// Should be called once every game update to be up to date with new states of inputs.
/// </summary>
public static void Update()
{
KeyboardState updatedKeyboardState = Keyboard.GetState();
MouseState updatedMouseState = Mouse.GetState();
bool disableKeyboard = false;
bool disableMouse = false;
foreach (IInputListener inputListener in InputListeners)
{
if (!disableKeyboard && keyboardState != updatedKeyboardState)
{
disableKeyboard = inputListener.KeyboardStateChanged(updatedKeyboardState);
}
if (!disableMouse && mouseState != updatedMouseState)
{
disableMouse = inputListener.MouseStateChanged(updatedMouseState);
}
if (disableKeyboard && disableMouse)
{
break;
}
}
UpdateStates();
}
/// <summary>
/// Poll used to check if mouse was clicked.
/// </summary>
/// <returns>True if clicked.</returns>
public static bool MouseClicked()
{
if (mouseState.LeftButton == ButtonState.Pressed)
{
return Mouse.GetState().LeftButton != ButtonState.Pressed;
}
return false;
}
private static void UpdateStates()
{
keyboardState = Keyboard.GetState();
mouseState = Mouse.GetState();
}
/// <summary>
/// Checks whether mouse is within boundaries.
/// </summary>
/// <param name="bounds">Boundaries to check.</param>
/// <returns></returns>
public static bool MouseWithinBoundries(Rectangle bounds)
{
MouseState mouseState = Mouse.GetState();
if (mouseState.X >= bounds.X && mouseState.X <= (bounds.X + bounds.Width) && mouseState.Y >= bounds.Y && mouseState.Y <= (bounds.Y + bounds.Height))
{
return true;
}
return false;
}
}
}