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-rw-r--r--source/game/input/KeyboardHelper.cs53
1 files changed, 53 insertions, 0 deletions
diff --git a/source/game/input/KeyboardHelper.cs b/source/game/input/KeyboardHelper.cs
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+using System.Collections.Generic;
+using System.Linq;
+using Celesteia.Game.Input.Definitions;
+using Microsoft.Xna.Framework.Input;
+using MonoGame.Extended.Input;
+
+namespace Celesteia.Game.Input {
+ public static class KeyboardHelper {
+ private static KeyboardStateExtended _prev;
+ private static KeyboardStateExtended _curr;
+
+ public static void Update() {
+ _prev = _curr;
+ _curr = KeyboardExtended.GetState();
+ }
+
+ // Is any key (excluding the exemptions) down in the current state?
+ public static List<Keys> exemptedFromAny = new List<Keys> {
+ { Keys.F3 }, { Keys.F11 }
+ };
+
+ private static Keys[] pressed;
+ public static bool AnyKey() {
+ pressed = _curr.GetPressedKeys();
+ bool anyKey = pressed.Length > 0;
+
+ if (anyKey)
+ for (int i = 0; i < exemptedFromAny.Count; i++)
+ anyKey = !pressed.Contains(exemptedFromAny[i]);
+
+ return anyKey;
+ }
+
+ // Was true, now true.
+ public static bool Held(Keys keys) => _prev.IsKeyDown(keys) && _curr.IsKeyDown(keys);
+ // Is true.
+ public static bool IsDown(Keys keys) => _curr.IsKeyDown(keys);
+ // Was false, now true.
+ public static bool Pressed(Keys keys) => !_prev.IsKeyDown(keys) && _curr.IsKeyDown(keys);
+ // Was true, now false.
+ public static bool Released(Keys keys) => _prev.IsKeyDown(keys) && !_curr.IsKeyDown(keys);
+
+ public static bool Poll(Keys keys, InputPollType type) => type switch {
+ InputPollType.Held => Held(keys),
+ InputPollType.IsDown => IsDown(keys),
+ InputPollType.Pressed => Pressed(keys),
+ InputPollType.Released => Released(keys),
+ _ => false
+ };
+ }
+
+
+} \ No newline at end of file