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); /// /// Gets whether the given key was down on the previous state, but is now up. /// /// The key to check. /// true if the key was released this state-change, otherwise false. [Obsolete($"Deprecated in favor of {nameof(IsKeyReleased)}")] public bool WasKeyJustDown(Keys key) => _previousKeyboardState.IsKeyDown(key) && _currentKeyboardState.IsKeyUp(key); /// /// Gets whether the given key was up on the previous state, but is now down. /// /// The key to check. /// true if the key was pressed this state-change, otherwise false. [Obsolete($"Deprecated in favor of {nameof(IsKeyPressed)}")] public bool WasKeyJustUp(Keys key) => _previousKeyboardState.IsKeyUp(key) && _currentKeyboardState.IsKeyDown(key); /// /// Gets whether the given key was down on the previous state, but is now up. /// /// The key to check. /// true if the key was released this state-change, otherwise false. public readonly bool IsKeyReleased(Keys key) => _previousKeyboardState.IsKeyDown(key) && _currentKeyboardState.IsKeyUp(key); /// /// Gets whether the given key was up on the previous state, but is now down. /// /// The key to check. /// true if the key was pressed this state-change, otherwise false. public readonly bool IsKeyPressed(Keys key) => _previousKeyboardState.IsKeyUp(key) && _currentKeyboardState.IsKeyDown(key); public bool WasAnyKeyJustDown() => _previousKeyboardState.GetPressedKeyCount() > 0; } }