| using System;␍␊ |
| using System.Collections.Generic;␍␊ |
| using System.Linq;␍␊ |
| using System.Text;␍␊ |
| using GameStateManagement;␍␊ |
| using Microsoft.Xna.Framework;␍␊ |
| using Microsoft.Xna.Framework.Input;␍␊ |
| ␍␊ |
| namespace Axios.Engine.Extensions␍␊ |
| {␍␊ |
| public static class AxiosExtensions_InputState␍␊ |
| {␍␊ |
| // I got tired of always specifying Player one␍␊ |
| //-- Nathan Adams [adamsna@datanethost.net] - 6/3/2012␍␊ |
| /// <summary>␍␊ |
| /// This checks if the key is pressed by player one␍␊ |
| /// </summary>␍␊ |
| /// <param name="key"></param>␍␊ |
| /// <returns></returns>␍␊ |
| public static bool IsKeyPressed(this InputState input, Keys key)␍␊ |
| {␍␊ |
| PlayerIndex p;␍␊ |
| return input.IsKeyPressed(key, PlayerIndex.One, out p);␍␊ |
| }␍␊ |
| ␍␊ |
| public static bool IsButtonPressed(this InputState input, Buttons button)␍␊ |
| {␍␊ |
| PlayerIndex p;␍␊ |
| return input.IsButtonPressed(button, PlayerIndex.One, out p);␍␊ |
| }␍␊ |
| ␍␊ |
| public static bool IsNewKeyPress(this InputState input, Keys key)␍␊ |
| {␍␊ |
| PlayerIndex p;␍␊ |
| return input.IsNewKeyPress(key, PlayerIndex.One, out p);␍␊ |
| }␍␊ |
| ␍␊ |
| public static bool IsNewButtonPress(this InputState input, Buttons button)␍␊ |
| {␍␊ |
| PlayerIndex p;␍␊ |
| return input.IsNewButtonPress(button, PlayerIndex.One, out p);␍␊ |
| }␍␊ |
| ␍␊ |
| public static bool IsNewButtonRelease(this InputState input, Buttons button)␍␊ |
| {␍␊ |
| PlayerIndex p;␍␊ |
| return input.IsNewButtonRelease(button, PlayerIndex.One, out p);␍␊ |
| }␍␊ |
| ␍␊ |
| public bool IsNewKeyRelease(this InputState input, Keys key)␍␊ |
| {␍␊ |
| PlayerIndex p;␍␊ |
| return input.IsNewKeyRelease(key, PlayerIndex.One, out p);␍␊ |
| }␍␊ |
| }␍␊ |
| }␍␊ |