BREAKING CHANGE: Removed MonoGame Package
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using Syntriax.Engine.Core.Abstract;
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namespace Syntriax.Engine.Input;
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public interface IButtonInputs<T> : IAssignableStateEnable
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{
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void RegisterOnPress(T button, Action<IButtonInputs<T>, T> callback);
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void UnregisterOnPress(T button, Action<IButtonInputs<T>, T> callback);
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void RegisterOnRelease(T button, Action<IButtonInputs<T>, T> callback);
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void UnregisterOnRelease(T button, Action<IButtonInputs<T>, T> callback);
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bool IsPressed(T button);
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bool WasPressed(T button);
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}
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@ -1,16 +0,0 @@
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using Microsoft.Xna.Framework.Input;
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using Syntriax.Engine.Core.Abstract;
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namespace Syntriax.Engine.Input;
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public interface IKeyboardInputs : IAssignableStateEnable
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{
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void RegisterOnPress(Keys key, Action<IKeyboardInputs, Keys> callback);
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void UnregisterOnPress(Keys key, Action<IKeyboardInputs, Keys> callback);
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void RegisterOnRelease(Keys key, Action<IKeyboardInputs, Keys> callback);
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void UnregisterOnRelease(Keys key, Action<IKeyboardInputs, Keys> callback);
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bool IsPressed(Keys key);
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bool WasPressed(Keys key);
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}
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@ -6,10 +6,6 @@
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<Nullable>enable</Nullable>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="MonoGame.Framework.DesktopGL" Version="3.8.1.303" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\Engine.Core\Engine.Core.csproj" />
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</ItemGroup>
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@ -1,104 +0,0 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Input;
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using Syntriax.Engine.Core;
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namespace Syntriax.Engine.Input;
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public class KeyboardInputsBehaviour : BehaviourOverride, IKeyboardInputs
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{
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private readonly Dictionary<Keys, Action<IKeyboardInputs, Keys>> OnPressed = new(256);
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private readonly Dictionary<Keys, Action<IKeyboardInputs, Keys>> OnReleased = new(256);
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private int cachePressedCurrentlyCount = 0;
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private readonly Keys[] cachePressedCurrently = new Keys[256];
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private int cachePressedPreviouslyCount = 0;
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private readonly Keys[] cachePressedPreviously = new Keys[256];
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public void RegisterOnPress(Keys key, Action<IKeyboardInputs, Keys> callback)
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{
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if (OnPressed.TryGetValue(key, out var action))
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{
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action += callback;
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return;
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}
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OnPressed.Add(key, callback);
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}
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public void UnregisterOnPress(Keys key, Action<IKeyboardInputs, Keys> callback)
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{
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if (OnPressed.TryGetValue(key, out var action))
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action -= callback;
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}
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public void RegisterOnRelease(Keys key, Action<IKeyboardInputs, Keys> callback)
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{
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if (OnReleased.TryGetValue(key, out var action))
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{
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action += callback;
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return;
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}
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OnReleased.Add(key, callback);
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}
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public void UnregisterOnRelease(Keys key, Action<IKeyboardInputs, Keys> callback)
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{
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if (OnReleased.TryGetValue(key, out var action))
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action -= callback;
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}
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protected override void OnUpdate(GameTime time)
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{
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KeyboardState keyboardState = Keyboard.GetState();
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keyboardState.GetPressedKeys(cachePressedCurrently);
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cachePressedCurrentlyCount = keyboardState.GetPressedKeyCount();
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for (int i = 0; i < cachePressedCurrentlyCount; i++)
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{
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Keys currentlyPressedKey = cachePressedCurrently[i];
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if (!OnPressed.TryGetValue(currentlyPressedKey, out var action))
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continue;
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if (WasPressed(currentlyPressedKey))
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continue;
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action.Invoke(this, currentlyPressedKey);
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}
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for (int i = 0; i < cachePressedPreviouslyCount; i++)
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{
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Keys previouslyPressedKey = cachePressedPreviously[i];
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if (!OnReleased.TryGetValue(previouslyPressedKey, out var action))
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continue;
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if (IsPressed(previouslyPressedKey))
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continue;
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action.Invoke(this, previouslyPressedKey);
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}
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Array.Copy(cachePressedCurrently, cachePressedPreviously, cachePressedCurrentlyCount);
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cachePressedPreviouslyCount = cachePressedCurrentlyCount;
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}
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public bool IsPressed(Keys key)
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{
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for (int i = 0; i < cachePressedCurrentlyCount; i++)
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if (cachePressedCurrently[i] == key)
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return true;
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return false;
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}
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public bool WasPressed(Keys key)
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{
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for (int i = 0; i < cachePressedPreviouslyCount; i++)
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if (cachePressedPreviously[i] == key)
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return true;
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return false;
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}
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}
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