diff options
Diffstat (limited to 'Plugins/MonoGame.Extended/source/MonoGame.Extended.Input/KeyboardStateExtended.cs')
-rw-r--r-- | Plugins/MonoGame.Extended/source/MonoGame.Extended.Input/KeyboardStateExtended.cs | 60 |
1 files changed, 60 insertions, 0 deletions
diff --git a/Plugins/MonoGame.Extended/source/MonoGame.Extended.Input/KeyboardStateExtended.cs b/Plugins/MonoGame.Extended/source/MonoGame.Extended.Input/KeyboardStateExtended.cs new file mode 100644 index 0000000..ee18677 --- /dev/null +++ b/Plugins/MonoGame.Extended/source/MonoGame.Extended.Input/KeyboardStateExtended.cs @@ -0,0 +1,60 @@ +using System; +using System.Linq; +using Microsoft.Xna.Framework.Input; + +namespace MonoGame.Extended.Input +{ + public struct KeyboardStateExtended + { + private KeyboardState _currentKeyboardState; + private KeyboardState _previousKeyboardState; + + public KeyboardStateExtended(KeyboardState currentKeyboardState, KeyboardState previousKeyboardState) + { + _currentKeyboardState = currentKeyboardState; + _previousKeyboardState = previousKeyboardState; + } + + public bool CapsLock => _currentKeyboardState.CapsLock; + public bool NumLock => _currentKeyboardState.NumLock; + public bool IsShiftDown() => _currentKeyboardState.IsKeyDown(Keys.LeftShift) || _currentKeyboardState.IsKeyDown(Keys.RightShift); + public bool IsControlDown() => _currentKeyboardState.IsKeyDown(Keys.LeftControl) || _currentKeyboardState.IsKeyDown(Keys.RightControl); + public bool IsAltDown() => _currentKeyboardState.IsKeyDown(Keys.LeftAlt) || _currentKeyboardState.IsKeyDown(Keys.RightAlt); + public bool IsKeyDown(Keys key) => _currentKeyboardState.IsKeyDown(key); + public bool IsKeyUp(Keys key) => _currentKeyboardState.IsKeyUp(key); + public Keys[] GetPressedKeys() => _currentKeyboardState.GetPressedKeys(); + public void GetPressedKeys(Keys[] keys) => _currentKeyboardState.GetPressedKeys(keys); + + /// <summary> + /// Gets whether the given key was down on the previous state, but is now up. + /// </summary> + /// <param name="key">The key to check.</param> + /// <returns>true if the key was released this state-change, otherwise false.</returns> + [Obsolete($"Deprecated in favor of {nameof(IsKeyReleased)}")] + public bool WasKeyJustDown(Keys key) => _previousKeyboardState.IsKeyDown(key) && _currentKeyboardState.IsKeyUp(key); + + /// <summary> + /// Gets whether the given key was up on the previous state, but is now down. + /// </summary> + /// <param name="key">The key to check.</param> + /// <returns>true if the key was pressed this state-change, otherwise false.</returns> + [Obsolete($"Deprecated in favor of {nameof(IsKeyPressed)}")] + public bool WasKeyJustUp(Keys key) => _previousKeyboardState.IsKeyUp(key) && _currentKeyboardState.IsKeyDown(key); + + /// <summary> + /// Gets whether the given key was down on the previous state, but is now up. + /// </summary> + /// <param name="key">The key to check.</param> + /// <returns>true if the key was released this state-change, otherwise false.</returns> + public readonly bool IsKeyReleased(Keys key) => _previousKeyboardState.IsKeyDown(key) && _currentKeyboardState.IsKeyUp(key); + + /// <summary> + /// Gets whether the given key was up on the previous state, but is now down. + /// </summary> + /// <param name="key">The key to check.</param> + /// <returns>true if the key was pressed this state-change, otherwise false.</returns> + public readonly bool IsKeyPressed(Keys key) => _previousKeyboardState.IsKeyUp(key) && _currentKeyboardState.IsKeyDown(key); + + public bool WasAnyKeyJustDown() => _previousKeyboardState.GetPressedKeyCount() > 0; + } +} |