#region File Description
//-----------------------------------------------------------------------------
// InputState.cs
//
// Microsoft XNA Community Game Platform
// Copyright (C) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#endregion
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Input.Touch;
using System.Collections.Generic;
namespace ImproviSoft.System
{
/// <summary>
/// Helper for reading input from keyboard, gamepad, and touch input. This class
/// tracks both the current and previous state of the input devices, and implements
/// query methods for high level input actions such as "move up through the menu"
/// or "pause the game".
/// </summary>
public class InputState
{
#region Fields
public const int MaxInputs = 4;
public readonly KeyboardState[] CurrentKeyboardStates;
public readonly GamePadState[] CurrentGamePadStates;
public readonly KeyboardState[] LastKeyboardStates;
public readonly GamePadState[] LastGamePadStates;
public readonly bool[] GamePadWasConnected;
public TouchCollection TouchState;
public static TouchLocation? FirstTouchLocation = null;
public readonly List<GestureSample> Gestures = new List<GestureSample>();
#endregion
#region Initialization
/// <summary>
/// Constructs a new input state.
/// </summary>
public InputState()
{
CurrentKeyboardStates = new KeyboardState[MaxInputs];
CurrentGamePadStates = new GamePadState[MaxInputs];
LastKeyboardStates = new KeyboardState[MaxInputs];
LastGamePadStates = new GamePadState[MaxInputs];
GamePadWasConnected = new bool[MaxInputs];
}
#endregion
#region Public Methods
/// <summary>
/// Reads the latest state of the keyboard and gamepad.
/// </summary>
public void Update()
{
for (int i = 0; i < MaxInputs; i++)
{
LastKeyboardStates[i] = CurrentKeyboardStates[i];
LastGamePadStates[i] = CurrentGamePadStates[i];
CurrentKeyboardStates[i] = Keyboard.GetState((PlayerIndex)i);
CurrentGamePadStates[i] = GamePad.GetState((PlayerIndex)i);
// Keep track of whether a gamepad has ever been
// connected, so we can detect if it is unplugged.
if (CurrentGamePadStates[i].IsConnected)
{
GamePadWasConnected[i] = true;
}
}
TouchState = TouchPanel.GetState();
FirstTouchLocation = (TouchState.Count > 0)? TouchState[0] : (TouchLocation?)null; // Use only the single (first) touch point
Gestures.Clear();
while (TouchPanel.IsGestureAvailable)
{
Gestures.Add(TouchPanel.ReadGesture());
}
}
/// <summary>
/// Helper for checking if a key was newly pressed during this update. The
/// controllingPlayer parameter specifies which player to read input for.
/// If this is null, it will accept input from any player. When a keypress
/// is detected, the output playerIndex reports which player pressed it.
/// </summary>
public bool IsNewKeyPress(Keys key, PlayerIndex? controllingPlayer,
out PlayerIndex playerIndex)
{
if (controllingPlayer.HasValue)
{
// Read input from the specified player.
playerIndex = controllingPlayer.Value;
int i = (int)playerIndex;
return (CurrentKeyboardStates[i].IsKeyDown(key) &&
LastKeyboardStates[i].IsKeyUp(key));
}
else
{
// Accept input from any player.
return (IsNewKeyPress(key, PlayerIndex.One, out playerIndex) ||
IsNewKeyPress(key, PlayerIndex.Two, out playerIndex) ||
IsNewKeyPress(key, PlayerIndex.Three, out playerIndex) ||
IsNewKeyPress(key, PlayerIndex.Four, out playerIndex));
}
}
/// <summary>
/// Helper for checking if a button was newly pressed during this update.
/// The controllingPlayer parameter specifies which player to read input for.
/// If this is null, it will accept input from any player. When a button press
/// is detected, the output playerIndex reports which player pressed it.
/// </summary>
public bool IsNewButtonPress(Buttons button, PlayerIndex? controllingPlayer,
out PlayerIndex playerIndex)
{
if (controllingPlayer.HasValue)
{
// Read input from the specified player.
playerIndex = controllingPlayer.Value;
int i = (int)playerIndex;
return (CurrentGamePadStates[i].IsButtonDown(button) &&
LastGamePadStates[i].IsButtonUp(button));
}
else
{
// Accept input from any player.
return (IsNewButtonPress(button, PlayerIndex.One, out playerIndex) ||
IsNewButtonPress(button, PlayerIndex.Two, out playerIndex) ||
IsNewButtonPress(button, PlayerIndex.Three, out playerIndex) ||
IsNewButtonPress(button, PlayerIndex.Four, out playerIndex));
}
}
/// <summary>
/// Checks for a "menu select" input action.
/// The controllingPlayer parameter specifies which player to read input for.
/// If this is null, it will accept input from any player. When the action
/// is detected, the output playerIndex reports which player pressed it.
/// </summary>
public bool IsMenuSelect(PlayerIndex? controllingPlayer,
out PlayerIndex playerIndex)
{
return IsNewKeyPress(Keys.Space, controllingPlayer, out playerIndex) ||
IsNewKeyPress(Keys.Enter, controllingPlayer, out playerIndex) ||
IsNewButtonPress(Buttons.A, controllingPlayer, out playerIndex) ||
IsNewButtonPress(Buttons.Start, controllingPlayer, out playerIndex);
}
/// <summary>
/// Checks for a "menu cancel" input action.
/// The controllingPlayer parameter specifies which player to read input for.
/// If this is null, it will accept input from any player. When the action
/// is detected, the output playerIndex reports which player pressed it.
/// </summary>
public bool IsMenuCancel(PlayerIndex? controllingPlayer,
out PlayerIndex playerIndex)
{
return IsNewKeyPress(Keys.Escape, controllingPlayer, out playerIndex) ||
IsNewButtonPress(Buttons.B, controllingPlayer, out playerIndex) ||
IsNewButtonPress(Buttons.Back, controllingPlayer, out playerIndex);
}
/// <summary>
/// Checks for a "menu up" input action.
/// The controllingPlayer parameter specifies which player to read
/// input for. If this is null, it will accept input from any player.
/// </summary>
public bool IsMenuUp(PlayerIndex? controllingPlayer)
{
PlayerIndex playerIndex;
return IsNewKeyPress(Keys.Up, controllingPlayer, out playerIndex) ||
IsNewButtonPress(Buttons.DPadUp, controllingPlayer, out playerIndex) ||
IsNewButtonPress(Buttons.LeftThumbstickUp, controllingPlayer, out playerIndex);
}
/// <summary>
/// Checks for a "menu down" input action.
/// The controllingPlayer parameter specifies which player to read
/// input for. If this is null, it will accept input from any player.
/// </summary>
public bool IsMenuDown(PlayerIndex? controllingPlayer)
{
PlayerIndex playerIndex;
return IsNewKeyPress(Keys.Down, controllingPlayer, out playerIndex) ||
IsNewButtonPress(Buttons.DPadDown, controllingPlayer, out playerIndex) ||
IsNewButtonPress(Buttons.LeftThumbstickDown, controllingPlayer, out playerIndex);
}
/// <summary>
/// Checks for a "pause the game" input action.
/// The controllingPlayer parameter specifies which player to read
/// input for. If this is null, it will accept input from any player.
/// </summary>
public bool IsPauseGame(PlayerIndex? controllingPlayer)
{
PlayerIndex playerIndex;
return IsNewKeyPress(Keys.Escape, controllingPlayer, out playerIndex) ||
IsNewButtonPress(Buttons.Back, controllingPlayer, out playerIndex) ||
IsNewButtonPress(Buttons.Start, controllingPlayer, out playerIndex);
}
#endregion
}
}