using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using FarseerPhysics.SamplesFramework; using GameStateManagement; namespace FarseerPhysics.SamplesFramework2 { /// /// an enum of all available mouse buttons. /// public enum MouseButtons { LeftButton, MiddleButton, RightButton, ExtraButton1, ExtraButton2 } public class InputHelper { private GamePadState _currentGamePadState; private KeyboardState _currentKeyboardState; private MouseState _currentMouseState; private GamePadState _currentVirtualState; private GamePadState _lastGamePadState; private KeyboardState _lastKeyboardState; private MouseState _lastMouseState; private GamePadState _lastVirtualState; private bool _handleVirtualStick; private Vector2 _cursor; private bool _cursorIsValid; private bool _cursorIsVisible; private bool _cursorMoved; private Sprite _cursorSprite; #if WINDOWS_PHONE private VirtualStick _phoneStick; private VirtualButton _phoneA; private VirtualButton _phoneB; #endif private ScreenManager _manager; private Viewport _viewport; /// /// Constructs a new input state. /// public InputHelper(ScreenManager manager) { _currentKeyboardState = new KeyboardState(); _currentGamePadState = new GamePadState(); _currentMouseState = new MouseState(); _currentVirtualState = new GamePadState(); _lastKeyboardState = new KeyboardState(); _lastGamePadState = new GamePadState(); _lastMouseState = new MouseState(); _lastVirtualState = new GamePadState(); _manager = manager; _cursorIsVisible = false; _cursorMoved = false; #if WINDOWS_PHONE _cursorIsValid = false; #else _cursorIsValid = true; #endif _cursor = Vector2.Zero; _handleVirtualStick = false; } public GamePadState GamePadState { get { return _currentGamePadState; } } public KeyboardState KeyboardState { get { return _currentKeyboardState; } } public MouseState MouseState { get { return _currentMouseState; } } public GamePadState VirtualState { get { return _currentVirtualState; } } public GamePadState PreviousGamePadState { get { return _lastGamePadState; } } public KeyboardState PreviousKeyboardState { get { return _lastKeyboardState; } } public MouseState PreviousMouseState { get { return _lastMouseState; } } public GamePadState PreviousVirtualState { get { return _lastVirtualState; } } public bool ShowCursor { get { return _cursorIsVisible && _cursorIsValid; } set { _cursorIsVisible = value; } } public bool EnableVirtualStick { get { return _handleVirtualStick; } set { _handleVirtualStick = value; } } public Vector2 Cursor { get { return _cursor; } } public bool IsCursorMoved { get { return _cursorMoved; } } public bool IsCursorValid { get { return _cursorIsValid; } } public void LoadContent() { _cursorSprite = new Sprite(_manager.Game.Content.Load("Common/cursor")); #if WINDOWS_PHONE // virtual stick content _phoneStick = new VirtualStick(_manager.Game.Content.Load("Common/socket"), _manager.Game.Content.Load("Common/stick"), new Vector2(80f, 400f)); Texture2D temp = _manager.Game.Content.Load("Common/buttons"); _phoneA = new VirtualButton(temp, new Vector2(695f, 380f), new Rectangle(0, 0, 40, 40), new Rectangle(0, 40, 40, 40)); _phoneB = new VirtualButton(temp, new Vector2(745f, 360f), new Rectangle(40, 0, 40, 40), new Rectangle(40, 40, 40, 40)); #endif _viewport = _manager.GraphicsDevice.Viewport; } /// /// Reads the latest state of the keyboard and gamepad and mouse/touchpad. /// public void Update(GameTime gameTime) { _lastKeyboardState = _currentKeyboardState; _lastGamePadState = _currentGamePadState; _lastMouseState = _currentMouseState; if (_handleVirtualStick) { _lastVirtualState = _currentVirtualState; } _currentKeyboardState = Keyboard.GetState(); _currentGamePadState = GamePad.GetState(PlayerIndex.One); _currentMouseState = Mouse.GetState(); if (_handleVirtualStick) { #if XBOX _currentVirtualState= GamePad.GetState(PlayerIndex.One); #elif WINDOWS if (GamePad.GetState(PlayerIndex.One).IsConnected) { _currentVirtualState = GamePad.GetState(PlayerIndex.One); } else { _currentVirtualState = HandleVirtualStickWin(); } #elif WINDOWS_PHONE _currentVirtualState = HandleVirtualStickWP7(); #endif } /*_gestures.Clear(); while (TouchPanel.IsGestureAvailable) { _gestures.Add(TouchPanel.ReadGesture()); }*/ // Update cursor Vector2 oldCursor = _cursor; if (_currentGamePadState.IsConnected && _currentGamePadState.ThumbSticks.Left != Vector2.Zero) { Vector2 temp = _currentGamePadState.ThumbSticks.Left; _cursor += temp * new Vector2(300f, -300f) * (float)gameTime.ElapsedGameTime.TotalSeconds; Mouse.SetPosition((int)_cursor.X, (int)_cursor.Y); } else { _cursor.X = _currentMouseState.X; _cursor.Y = _currentMouseState.Y; } _cursor.X = MathHelper.Clamp(_cursor.X, 0f, _viewport.Width); _cursor.Y = MathHelper.Clamp(_cursor.Y, 0f, _viewport.Height); if (_cursorIsValid && oldCursor != _cursor) { _cursorMoved = true; } else { _cursorMoved = false; } #if WINDOWS if (_viewport.Bounds.Contains(_currentMouseState.X, _currentMouseState.Y)) { _cursorIsValid = true; } else { _cursorIsValid = false; } #elif WINDOWS_PHONE if (_currentMouseState.LeftButton == ButtonState.Pressed) { _cursorIsValid = true; } else { _cursorIsValid = false; } #endif } public void Draw() { if (_cursorIsVisible && _cursorIsValid) { _manager.SpriteBatch.Begin(); _manager.SpriteBatch.Draw(_cursorSprite.Texture, _cursor, null, Color.White, 0f, _cursorSprite.Origin, 1f, SpriteEffects.None, 0f); _manager.SpriteBatch.End(); } #if WINDOWS_PHONE if (_handleVirtualStick) { _manager.SpriteBatch.Begin(); _phoneA.Draw(_manager.SpriteBatch); _phoneB.Draw(_manager.SpriteBatch); _phoneStick.Draw(_manager.SpriteBatch); _manager.SpriteBatch.End(); } #endif } private GamePadState HandleVirtualStickWin() { Vector2 _leftStick = Vector2.Zero; List _buttons = new List(); if (_currentKeyboardState.IsKeyDown(Keys.A)) { _leftStick.X -= 1f; } if (_currentKeyboardState.IsKeyDown(Keys.S)) { _leftStick.Y -= 1f; } if (_currentKeyboardState.IsKeyDown(Keys.D)) { _leftStick.X += 1f; } if (_currentKeyboardState.IsKeyDown(Keys.W)) { _leftStick.Y += 1f; } if (_currentKeyboardState.IsKeyDown(Keys.Space)) { _buttons.Add(Buttons.A); } if (_currentKeyboardState.IsKeyDown(Keys.LeftControl)) { _buttons.Add(Buttons.B); } if (_leftStick != Vector2.Zero) { _leftStick.Normalize(); } return new GamePadState(_leftStick, Vector2.Zero, 0f, 0f, _buttons.ToArray()); } private GamePadState HandleVirtualStickWP7() { List _buttons = new List(); Vector2 _stick = Vector2.Zero; #if WINDOWS_PHONE _phoneA.Pressed = false; _phoneB.Pressed = false; TouchCollection touchLocations = TouchPanel.GetState(); foreach (TouchLocation touchLocation in touchLocations) { _phoneA.Update(touchLocation); _phoneB.Update(touchLocation); _phoneStick.Update(touchLocation); } if (_phoneA.Pressed) { _buttons.Add(Buttons.A); } if (_phoneB.Pressed) { _buttons.Add(Buttons.B); } _stick = _phoneStick.StickPosition; #endif return new GamePadState(_stick, Vector2.Zero, 0f, 0f, _buttons.ToArray()); } /// /// Helper for checking if a key was newly pressed during this update. /// public bool IsNewKeyPress(Keys key) { return (_currentKeyboardState.IsKeyDown(key) && _lastKeyboardState.IsKeyUp(key)); } public bool IsNewKeyRelease(Keys key) { return (_lastKeyboardState.IsKeyDown(key) && _currentKeyboardState.IsKeyUp(key)); } public bool IsNewVirtualButtonPress(Buttons button) { return (_lastVirtualState.IsButtonUp(button) && _currentVirtualState.IsButtonDown(button)); } public bool IsNewVirtualButtonRelease(Buttons button) { return (_lastVirtualState.IsButtonDown(button) && _currentVirtualState.IsButtonUp(button)); } /// /// Helper for checking if a button was newly pressed during this update. /// public bool IsNewButtonPress(Buttons button) { return (_currentGamePadState.IsButtonDown(button) && _lastGamePadState.IsButtonUp(button)); } public bool IsNewButtonRelease(Buttons button) { return (_lastGamePadState.IsButtonDown(button) && _currentGamePadState.IsButtonUp(button)); } /// /// Helper for checking if a mouse button was newly pressed during this update. /// public bool IsNewMouseButtonPress(MouseButtons button) { switch (button) { case MouseButtons.LeftButton: return (_currentMouseState.LeftButton == ButtonState.Pressed && _lastMouseState.LeftButton == ButtonState.Released); case MouseButtons.RightButton: return (_currentMouseState.RightButton == ButtonState.Pressed && _lastMouseState.RightButton == ButtonState.Released); case MouseButtons.MiddleButton: return (_currentMouseState.MiddleButton == ButtonState.Pressed && _lastMouseState.MiddleButton == ButtonState.Released); case MouseButtons.ExtraButton1: return (_currentMouseState.XButton1 == ButtonState.Pressed && _lastMouseState.XButton1 == ButtonState.Released); case MouseButtons.ExtraButton2: return (_currentMouseState.XButton2 == ButtonState.Pressed && _lastMouseState.XButton2 == ButtonState.Released); default: return false; } } /// /// Checks if the requested mouse button is released. /// /// The button. public bool IsNewMouseButtonRelease(MouseButtons button) { switch (button) { case MouseButtons.LeftButton: return (_lastMouseState.LeftButton == ButtonState.Pressed && _currentMouseState.LeftButton == ButtonState.Released); case MouseButtons.RightButton: return (_lastMouseState.RightButton == ButtonState.Pressed && _currentMouseState.RightButton == ButtonState.Released); case MouseButtons.MiddleButton: return (_lastMouseState.MiddleButton == ButtonState.Pressed && _currentMouseState.MiddleButton == ButtonState.Released); case MouseButtons.ExtraButton1: return (_lastMouseState.XButton1 == ButtonState.Pressed && _currentMouseState.XButton1 == ButtonState.Released); case MouseButtons.ExtraButton2: return (_lastMouseState.XButton2 == ButtonState.Pressed && _currentMouseState.XButton2 == ButtonState.Released); default: return false; } } /// /// Checks for a "menu select" input action. /// public bool IsMenuSelect() { return IsNewKeyPress(Keys.Space) || IsNewKeyPress(Keys.Enter) || IsNewButtonPress(Buttons.A) || IsNewButtonPress(Buttons.Start) || IsNewMouseButtonPress(MouseButtons.LeftButton); } public bool IsMenuPressed() { return _currentKeyboardState.IsKeyDown(Keys.Space) || _currentKeyboardState.IsKeyDown(Keys.Enter) || _currentGamePadState.IsButtonDown(Buttons.A) || _currentGamePadState.IsButtonDown(Buttons.Start) || _currentMouseState.LeftButton == ButtonState.Pressed; } public bool IsMenuReleased() { return IsNewKeyRelease(Keys.Space) || IsNewKeyRelease(Keys.Enter) || IsNewButtonRelease(Buttons.A) || IsNewButtonRelease(Buttons.Start) || IsNewMouseButtonRelease(MouseButtons.LeftButton); } /// /// Checks for a "menu cancel" input action. /// public bool IsMenuCancel() { return IsNewKeyPress(Keys.Escape) || IsNewButtonPress(Buttons.Back); } } }