feat: Added Input Class Library w/ Keyboard Inputs

This commit is contained in:
Syntriax 2023-11-24 15:34:05 +03:00
parent 5f2c551fa4
commit d60537f940
11 changed files with 689 additions and 0 deletions

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Engine.Input/.gitignore vendored Normal file
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using Microsoft.Xna.Framework.Input;
using Syntriax.Engine.Core.Abstract;
namespace Syntriax.Engine.Input;
public interface IKeyboardInputs : IAssignableStateEnable
{
void RegisterOnPress(Keys key, Action<IKeyboardInputs, Keys> callback);
void UnregisterOnPress(Keys key, Action<IKeyboardInputs, Keys> callback);
void RegisterOnRelease(Keys key, Action<IKeyboardInputs, Keys> callback);
void UnregisterOnRelease(Keys key, Action<IKeyboardInputs, Keys> callback);
bool IsPressed(Keys key);
bool WasPressed(Keys key);
}

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
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<ItemGroup>
<PackageReference Include="MonoGame.Framework.DesktopGL" Version="3.8.1.303" />
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<ProjectReference Include="..\Engine.Core\Engine.Core.csproj" />
</ItemGroup>
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
using Syntriax.Engine.Core;
namespace Syntriax.Engine.Input;
public class KeyboardInputsBehaviour : BehaviourOverride, IKeyboardInputs
{
private IDictionary<Keys, Action<IKeyboardInputs, Keys>> OnPressed = new Dictionary<Keys, Action<IKeyboardInputs, Keys>>(256);
private IDictionary<Keys, Action<IKeyboardInputs, Keys>> OnReleased = new Dictionary<Keys, Action<IKeyboardInputs, Keys>>(256);
private int cachePressedCurrentlyCount = 0;
private Keys[] cachePressedCurrently = new Keys[256];
private int cachePressedPreviouslyCount = 0;
private Keys[] cachePressedPreviously = new Keys[256];
public void RegisterOnPress(Keys key, Action<IKeyboardInputs, Keys> callback)
{
if (OnPressed.TryGetValue(key, out var action))
{
action += callback;
return;
}
OnPressed.Add(key, callback);
}
public void UnregisterOnPress(Keys key, Action<IKeyboardInputs, Keys> callback)
{
if (OnPressed.TryGetValue(key, out var action))
action -= callback;
}
public void RegisterOnRelease(Keys key, Action<IKeyboardInputs, Keys> callback)
{
if (OnReleased.TryGetValue(key, out var action))
{
action += callback;
return;
}
OnReleased.Add(key, callback);
}
public void UnregisterOnRelease(Keys key, Action<IKeyboardInputs, Keys> callback)
{
if (OnReleased.TryGetValue(key, out var action))
action -= callback;
}
protected override void OnUpdate(GameTime time)
{
KeyboardState keyboardState = Keyboard.GetState();
keyboardState.GetPressedKeys(cachePressedCurrently);
cachePressedCurrentlyCount = keyboardState.GetPressedKeyCount();
for (int i = 0; i < cachePressedCurrentlyCount; i++)
{
Keys currentlyPressedKey = cachePressedCurrently[i];
if (!WasPressed(currentlyPressedKey))
if (OnPressed.TryGetValue(currentlyPressedKey, out var action))
action.Invoke(this, currentlyPressedKey);
}
for (int i = 0; i < cachePressedPreviouslyCount; i++)
{
Keys previouslyPressedKey = cachePressedPreviously[i];
if (!IsPressed(previouslyPressedKey))
if (OnReleased.TryGetValue(previouslyPressedKey, out var action))
action.Invoke(this, previouslyPressedKey);
}
Array.Copy(cachePressedCurrently, cachePressedPreviously, cachePressedCurrentlyCount);
cachePressedPreviouslyCount = cachePressedCurrentlyCount;
}
public bool IsPressed(Keys key)
{
for (int i = 0; i < cachePressedCurrentlyCount; i++)
if (cachePressedCurrently[i] == key)
return true;
return false;
}
public bool WasPressed(Keys key)
{
for (int i = 0; i < cachePressedPreviouslyCount; i++)
if (cachePressedPreviously[i] == key)
return true;
return false;
}
}

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// <autogenerated />
using System;
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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
//
// Changes to this file may cause incorrect behavior and will be lost if
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// </auto-generated>
//------------------------------------------------------------------------------
using System;
using System.Reflection;
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// <auto-generated/>
global using global::System;
global using global::System.Collections.Generic;
global using global::System.IO;
global using global::System.Linq;
global using global::System.Net.Http;
global using global::System.Threading;
global using global::System.Threading.Tasks;

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