using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; namespace SemiColinGames { readonly struct Input { public readonly Vector2 Motion; public readonly bool Jump; public readonly bool Attack; public readonly bool Pause; public readonly bool Debug; public readonly bool Exit; public readonly bool Restart; public readonly bool FullScreen; public Input(GamePadState gamePad, KeyboardState keyboard) { Motion = new Vector2(); // We check for debugging buttons first. If any are pressed, we suppress normal input; // other button-presses correspond to special debugging things. Exit = keyboard.IsKeyDown(Keys.Escape); Restart = keyboard.IsKeyDown(Keys.F5); FullScreen = keyboard.IsKeyDown(Keys.F12); if (gamePad.IsButtonDown(Buttons.LeftShoulder) && gamePad.IsButtonDown(Buttons.RightShoulder)) { Exit |= gamePad.IsButtonDown(Buttons.Start); Restart |= gamePad.IsButtonDown(Buttons.Back); FullScreen |= gamePad.IsButtonDown(Buttons.Y); } if (Exit || Restart || FullScreen) { Jump = false; Attack = false; Pause = false; Debug = false; return; } // Then we process normal buttons. Jump = gamePad.IsButtonDown(Buttons.A) || gamePad.IsButtonDown(Buttons.B) || keyboard.IsKeyDown(Keys.J); Attack = gamePad.IsButtonDown(Buttons.X) || gamePad.IsButtonDown(Buttons.Y) || keyboard.IsKeyDown(Keys.K); Debug = gamePad.IsButtonDown(Buttons.Back) || keyboard.IsKeyDown(Keys.OemMinus); Pause = gamePad.IsButtonDown(Buttons.Start) || keyboard.IsKeyDown(Keys.P); // Then potential motion directions. If the player attempts to input opposite directions at // once (up & down or left & right), those inputs cancel out, resulting in no motion. Vector2 leftStick = gamePad.ThumbSticks.Left; bool left = leftStick.X < -0.5 || gamePad.IsButtonDown(Buttons.DPadLeft) || keyboard.IsKeyDown(Keys.A); bool right = leftStick.X > 0.5 || gamePad.IsButtonDown(Buttons.DPadRight) || keyboard.IsKeyDown(Keys.D); bool up = leftStick.Y > 0.5 || gamePad.IsButtonDown(Buttons.DPadUp) || keyboard.IsKeyDown(Keys.W); bool down = leftStick.Y < -0.5 || gamePad.IsButtonDown(Buttons.DPadDown) || keyboard.IsKeyDown(Keys.S); if (left && !right) { Motion.X = -1; } if (right && !left) { Motion.X = 1; } if (up && !down) { Motion.Y = 1; } if (down && !up) { Motion.Y = -1; } } } }