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Input.cs
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#if FNA
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
namespace MonoGame.IMEHelper
{
public static class Input
{
public static MouseState mouseState;
public static MouseState lastMouseState;
public static KeyboardState keyboardState;
public static KeyboardState lastKeyboardState;
public static bool IsActive { get; private set; }
public static void Update(bool isActive)
{
lastMouseState = mouseState;
mouseState = Mouse.GetState();
UpdateScrollWheel();
lastKeyboardState = keyboardState;
keyboardState = Keyboard.GetState();
IsActive = isActive;
}
#region Key Presses
public static bool KeyWentDown(Keys key)
{
return lastKeyboardState.IsKeyUp(key) && keyboardState.IsKeyDown(key);
}
public static bool KeyWentUp(Keys key)
{
return lastKeyboardState.IsKeyDown(key) && keyboardState.IsKeyUp(key);
}
#endregion
#region Keyboard State
public static bool IsKeyDown(Keys key)
{
return keyboardState.IsKeyDown(key);
}
public static bool IsKeyUp(Keys key)
{
return keyboardState.IsKeyUp(key);
}
public static bool Shift => keyboardState.IsKeyDown(Keys.LeftShift) || keyboardState.IsKeyDown(Keys.RightShift);
public static bool Control => keyboardState.IsKeyDown(Keys.LeftControl) || keyboardState.IsKeyDown(Keys.RightControl);
public static bool Alt => keyboardState.IsKeyDown(Keys.LeftAlt) || keyboardState.IsKeyDown(Keys.RightAlt);
#endregion
#region Mouse State
public static bool LeftMouseWentDown => IsActive && lastMouseState.LeftButton == ButtonState.Released && mouseState.LeftButton == ButtonState.Pressed;
public static bool LeftMouseWentUp => IsActive && lastMouseState.LeftButton == ButtonState.Pressed && mouseState.LeftButton == ButtonState.Released;
public static bool LeftMouseIsDown => IsActive && mouseState.LeftButton == ButtonState.Pressed;
public static bool LeftMouseIsUp => !IsActive || mouseState.LeftButton == ButtonState.Released;
public static bool RightMouseWentDown => IsActive && lastMouseState.RightButton == ButtonState.Released && mouseState.RightButton == ButtonState.Pressed;
public static bool RightMouseWentUp => IsActive && lastMouseState.RightButton == ButtonState.Pressed && mouseState.RightButton == ButtonState.Released;
public static bool RightMouseIsDown => IsActive && mouseState.RightButton == ButtonState.Pressed;
public static bool RightMouseIsUp => !IsActive || mouseState.RightButton == ButtonState.Released;
public static bool MiddleMouseWentDown => IsActive && lastMouseState.MiddleButton == ButtonState.Released && mouseState.MiddleButton == ButtonState.Pressed;
public static bool MiddleMouseWentUp => IsActive && lastMouseState.MiddleButton == ButtonState.Pressed && mouseState.MiddleButton == ButtonState.Released;
public static bool MiddleMouseIsDown => IsActive && mouseState.MiddleButton == ButtonState.Pressed;
public static bool MiddleMouseIsUp => !IsActive || mouseState.MiddleButton == ButtonState.Released;
public static Vector2 MousePosition => new Vector2(mouseState.X, mouseState.Y);
public static Vector2 LastMousePosition => new Vector2(lastMouseState.X, lastMouseState.Y);
public static Vector2 LeftMouseDrag
{
get
{
if (IsActive && mouseState.LeftButton == ButtonState.Pressed && lastMouseState.LeftButton == ButtonState.Pressed)
return new Vector2(mouseState.X - lastMouseState.X, mouseState.Y - lastMouseState.Y);
else
return new Vector2();
}
}
public static Vector2 MiddleMouseDrag
{
get
{
if (IsActive && mouseState.MiddleButton == ButtonState.Pressed && lastMouseState.MiddleButton == ButtonState.Pressed)
return new Vector2(mouseState.X - lastMouseState.X, mouseState.Y - lastMouseState.Y);
else
return new Vector2();
}
}
public static Vector2 RightMouseDrag
{
get
{
if (IsActive && mouseState.RightButton == ButtonState.Pressed && lastMouseState.RightButton == ButtonState.Pressed)
return new Vector2(mouseState.X - lastMouseState.X, mouseState.Y - lastMouseState.Y);
else
return new Vector2();
}
}
#endregion
#region Mouse Scroll
public static int scrollWheelAccumulate;
public static bool ScrollWheelClickUp { get; private set; }
public static bool ScrollWheelClickDown { get; private set; }
public static int ScrollWheelClick { get; private set; }
private static void UpdateScrollWheel()
{
ScrollWheelClickUp = ScrollWheelClickDown = false;
ScrollWheelClick = 0;
scrollWheelAccumulate += mouseState.ScrollWheelValue - lastMouseState.ScrollWheelValue;
if (scrollWheelAccumulate >= 120)
{
ScrollWheelClickUp = true;
ScrollWheelClick = 1;
scrollWheelAccumulate -= 120;
}
if (scrollWheelAccumulate <= -120)
{
ScrollWheelClickDown = true;
ScrollWheelClick = -1;
scrollWheelAccumulate += 120;
}
}
#endregion
#region Keyboard Movement
public static Vector2 SimpleKeyboardMovement
{
get
{
var move = Vector2.Zero;
if (keyboardState.IsKeyDown(Keys.Left) || keyboardState.IsKeyDown(Keys.A))
move.X -= 1;
if (keyboardState.IsKeyDown(Keys.Right) || keyboardState.IsKeyDown(Keys.D))
move.X += 1;
if (keyboardState.IsKeyDown(Keys.Down) || keyboardState.IsKeyDown(Keys.S))
move.Y -= 1;
if (keyboardState.IsKeyDown(Keys.Up) || keyboardState.IsKeyDown(Keys.W))
move.Y += 1;
return move;
}
}
#endregion
}
}
#endif