Setup entry point + integrated moonworks stuff

This commit is contained in:
2024-07-05 14:32:58 +02:00
parent e7a4a862be
commit 8334a24fd1
116 changed files with 16988 additions and 3 deletions

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namespace Nerfed.Runtime;
public enum ButtonState
{
Released,
Pressed
}

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using SDL2;
namespace Nerfed.Runtime;
public class GamePad
{
private const int maxGamePads = 4;
private static readonly GamePad[] gamePads = new GamePad[maxGamePads];
private static readonly GamePad dummy = new GamePad();
public IntPtr Handle { get; private set; }
public bool IsConnected => Handle != IntPtr.Zero;
public int JoystickInstanceId { get; private set; } = -1;
private readonly ButtonState[] buttonStates;
private readonly ButtonState[] lastButtonStates;
static GamePad()
{
for (int i = 0; i < maxGamePads; i++)
{
gamePads[i] = new GamePad();
}
}
private GamePad()
{
int gamePadButtonCount = Enum.GetValues<GamePadButton>().Length;
buttonStates = new ButtonState[gamePadButtonCount];
lastButtonStates = new ButtonState[gamePadButtonCount];
}
public bool IsButtonDown(GamePadButton button)
{
return buttonStates[(int)button] == ButtonState.Pressed;
}
private void Register(IntPtr handle)
{
Handle = handle;
IntPtr joystickHandle = SDL.SDL_GameControllerGetJoystick(handle);
JoystickInstanceId = SDL.SDL_JoystickInstanceID(joystickHandle);
Log.Info("Controller connected");
}
private void UnRegister()
{
Handle = IntPtr.Zero;
JoystickInstanceId = -1;
Log.Info("Controller disconnected");
}
public static GamePad Get(int slot)
{
return slot >= 0 && slot < maxGamePads ? gamePads[slot] : dummy;
}
internal static void Update()
{
for (int i = 0; i < maxGamePads; i++)
{
GamePad gamePad = gamePads[i];
if (gamePad.IsConnected)
{
Array.Copy(gamePad.buttonStates, gamePad.lastButtonStates, gamePad.buttonStates.Length);
}
}
}
internal static void ProcessEvent(ref SDL.SDL_Event ev)
{
switch (ev.type)
{
case SDL.SDL_EventType.SDL_CONTROLLERDEVICEADDED:
ProcessDeviceAdded(ref ev.cdevice);
break;
case SDL.SDL_EventType.SDL_CONTROLLERDEVICEREMOVED:
ProcessDeviceRemoved(ref ev.cdevice);
break;
case SDL.SDL_EventType.SDL_CONTROLLERBUTTONDOWN:
ProcessButtonDown(ref ev.cbutton);
break;
case SDL.SDL_EventType.SDL_CONTROLLERBUTTONUP:
ProcessButtonUp(ref ev.cbutton);
break;
case SDL.SDL_EventType.SDL_CONTROLLERAXISMOTION:
ProcessAxisMotion(ref ev.caxis);
break;
case SDL.SDL_EventType.SDL_CONTROLLERTOUCHPADDOWN:
ProcessTouchPadDown(ref ev.ctouchpad);
break;
case SDL.SDL_EventType.SDL_CONTROLLERTOUCHPADUP:
ProcessTouchPadUp(ref ev.ctouchpad);
break;
case SDL.SDL_EventType.SDL_CONTROLLERTOUCHPADMOTION:
ProcessTouchPadMotion(ref ev.ctouchpad);
break;
case SDL.SDL_EventType.SDL_CONTROLLERSENSORUPDATE:
ProcessSensorUpdate(ref ev.sensor);
break;
}
}
private static void ProcessDeviceAdded(ref SDL.SDL_ControllerDeviceEvent ev)
{
int index = ev.which;
if (SDL.SDL_IsGameController(index) == SDL.SDL_bool.SDL_TRUE)
{
int slot = -1;
for (int i = 0; i < maxGamePads; i++)
{
if (!gamePads[i].IsConnected)
{
slot = i;
break;
}
}
if (slot == -1)
{
Log.Warning("Too many gamepads connected");
return;
}
IntPtr handle = SDL.SDL_GameControllerOpen(index);
if (handle == IntPtr.Zero)
{
Log.Error($"Failed to open gamepad: {SDL.SDL_GetError()}");
return;
}
gamePads[slot].Register(handle);
}
}
private static GamePad GetByJoystickId(int joystickId)
{
for (int slot = 0; slot < maxGamePads; slot++)
{
GamePad gamePad = gamePads[slot];
if (gamePad.IsConnected && gamePad.JoystickInstanceId == joystickId)
{
return gamePad;
}
}
return null;
}
private static void ProcessDeviceRemoved(ref SDL.SDL_ControllerDeviceEvent ev)
{
GamePad gamePad = GetByJoystickId(ev.which);
gamePad?.UnRegister();
}
private static void ProcessButtonDown(ref SDL.SDL_ControllerButtonEvent ev)
{
if (TryConvertButton(ev.button, out GamePadButton button))
{
GamePad gamePad = GetByJoystickId(ev.which);
gamePad.buttonStates[(int)button] = ButtonState.Pressed;
}
}
private static void ProcessButtonUp(ref SDL.SDL_ControllerButtonEvent ev)
{
if (TryConvertButton(ev.button, out GamePadButton button))
{
GamePad gamePad = GetByJoystickId(ev.which);
gamePad.buttonStates[(int)button] = ButtonState.Released;
}
}
private static void ProcessAxisMotion(ref SDL.SDL_ControllerAxisEvent ev)
{
}
private static void ProcessTouchPadDown(ref SDL.SDL_ControllerTouchpadEvent ev)
{
}
private static void ProcessTouchPadUp(ref SDL.SDL_ControllerTouchpadEvent ev)
{
}
private static void ProcessTouchPadMotion(ref SDL.SDL_ControllerTouchpadEvent ev)
{
}
private static void ProcessSensorUpdate(ref SDL.SDL_SensorEvent ev)
{
}
private static bool TryConvertButton(byte rawButton, out GamePadButton button)
{
GamePadButton? result = rawButton switch
{
(byte)SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_A => GamePadButton.A,
(byte)SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_B => GamePadButton.B,
(byte)SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_X => GamePadButton.X,
(byte)SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_Y => GamePadButton.Y,
(byte)SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_BACK => GamePadButton.Back,
(byte)SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_START => GamePadButton.Start,
(byte)SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_LEFTSTICK => GamePadButton.LeftStick,
(byte)SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_RIGHTSTICK => GamePadButton.RightStick,
(byte)SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_LEFTSHOULDER => GamePadButton.LeftShoulder,
(byte)SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_RIGHTSHOULDER => GamePadButton.RightShoulder,
(byte)SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_UP => GamePadButton.DPadUp,
(byte)SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_DOWN => GamePadButton.DPadDown,
(byte)SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_LEFT => GamePadButton.DPadLeft,
(byte)SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_RIGHT => GamePadButton.DPadRight,
(byte)SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_TOUCHPAD => GamePadButton.BigButton,
_ => null
};
button = result.GetValueOrDefault();
return result.HasValue;
}
}

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using System.Runtime.InteropServices;
using System.Text;
using SDL2;
namespace Nerfed.Runtime;
public static class Keyboard
{
private static readonly List<char> textInput = new List<char>();
private const int maxPressedKeys = 8;
private static readonly List<Key> keys = new List<Key>(maxPressedKeys);
private static readonly List<Key> lastKeys = new List<Key>(maxPressedKeys);
/// <summary>
/// True if the key was pressed or continued to be held down this frame.
/// </summary>
/// <param name="key"></param>
/// <returns></returns>
public static bool IsKeyDown(Key key)
{
return HasKey(keys, key);
}
/// <summary>
/// True if the key was pressed this frame.
/// </summary>
public static bool IsKeyPressed(Key key)
{
return HasKey(keys, key) && !HasKey(lastKeys, key);
}
/// <summary>
/// True if the key was released or continued to be released this frame.
/// </summary>
public static bool IsKeyUp(Key key)
{
return !HasKey(keys, key);
}
/// <summary>
/// True if the key was released this frame.
/// </summary>
public static bool IsKeyReleased(Key key)
{
return !HasKey(keys, key) && HasKey(lastKeys, key);
}
public static ReadOnlySpan<Key> GetPressedKeys()
{
return CollectionsMarshal.AsSpan(keys);
}
public static ReadOnlySpan<char> GetTextInput()
{
return CollectionsMarshal.AsSpan(textInput);
}
internal static void Update()
{
textInput.Clear();
lastKeys.Clear();
if (keys.Count > 0)
{
lastKeys.AddRange(keys);
}
}
private static bool HasKey(List<Key> list, Key key)
{
for (int i = 0; i < list.Count; i++)
{
if (keys[i] == key)
{
return true;
}
}
return false;
}
internal static void ProcessEvent(ref SDL.SDL_Event ev)
{
switch (ev.type)
{
case SDL.SDL_EventType.SDL_TEXTINPUT:
ProcessTextInputEvent(ref ev.text);
break;
case SDL.SDL_EventType.SDL_KEYDOWN:
ProcessKeyDownEvent(ref ev.key);
break;
case SDL.SDL_EventType.SDL_KEYUP:
ProcessKeyUpEvent(ref ev.key);
break;
}
}
private static unsafe void ProcessTextInputEvent(ref SDL.SDL_TextInputEvent evt)
{
// Based on the SDL2# LPUtf8StrMarshaler
int MeasureStringLength(byte* ptr)
{
int bytes;
for (bytes = 0; *ptr != 0; ptr += 1, bytes += 1) ;
return bytes;
}
fixed (byte* textPtr = evt.text)
{
int bytes = MeasureStringLength(textPtr);
if (bytes > 0)
{
/* UTF8 will never encode more characters
* than bytes in a string, so bytes is a
* suitable upper estimate of size needed
*/
char* charsBuffer = stackalloc char[bytes];
int chars = Encoding.UTF8.GetChars(
textPtr,
bytes,
charsBuffer,
bytes
);
if (chars > 0)
{
textInput.AddRange(new ReadOnlySpan<char>(charsBuffer, chars));
}
}
}
}
private static void ProcessKeyDownEvent(ref SDL.SDL_KeyboardEvent ev)
{
Key key = ConvertScancode(ev.keysym.scancode);
SetKeyState(key, KeyState.Down);
}
private static void ProcessKeyUpEvent(ref SDL.SDL_KeyboardEvent ev)
{
Key key = ConvertScancode(ev.keysym.scancode);
SetKeyState(key, KeyState.Up);
}
public static void SetKeyState(Key key, KeyState state)
{
if (keys.Count >= maxPressedKeys)
{
return;
}
if (state == KeyState.Down)
{
if (!keys.Contains(key))
{
keys.Add(key);
}
}
else if (state == KeyState.Up)
{
keys.Remove(key);
}
}
private static Key ConvertScancode(SDL.SDL_Scancode scancode)
{
switch (scancode)
{
case SDL.SDL_Scancode.SDL_SCANCODE_A: return Key.A;
case SDL.SDL_Scancode.SDL_SCANCODE_B: return Key.B;
case SDL.SDL_Scancode.SDL_SCANCODE_C: return Key.C;
case SDL.SDL_Scancode.SDL_SCANCODE_D: return Key.D;
case SDL.SDL_Scancode.SDL_SCANCODE_E: return Key.E;
case SDL.SDL_Scancode.SDL_SCANCODE_F: return Key.F;
case SDL.SDL_Scancode.SDL_SCANCODE_G: return Key.G;
case SDL.SDL_Scancode.SDL_SCANCODE_H: return Key.H;
case SDL.SDL_Scancode.SDL_SCANCODE_I: return Key.I;
case SDL.SDL_Scancode.SDL_SCANCODE_J: return Key.J;
case SDL.SDL_Scancode.SDL_SCANCODE_K: return Key.K;
case SDL.SDL_Scancode.SDL_SCANCODE_L: return Key.L;
case SDL.SDL_Scancode.SDL_SCANCODE_M: return Key.M;
case SDL.SDL_Scancode.SDL_SCANCODE_N: return Key.N;
case SDL.SDL_Scancode.SDL_SCANCODE_O: return Key.O;
case SDL.SDL_Scancode.SDL_SCANCODE_P: return Key.P;
case SDL.SDL_Scancode.SDL_SCANCODE_Q: return Key.Q;
case SDL.SDL_Scancode.SDL_SCANCODE_R: return Key.R;
case SDL.SDL_Scancode.SDL_SCANCODE_S: return Key.S;
case SDL.SDL_Scancode.SDL_SCANCODE_T: return Key.T;
case SDL.SDL_Scancode.SDL_SCANCODE_U: return Key.U;
case SDL.SDL_Scancode.SDL_SCANCODE_V: return Key.V;
case SDL.SDL_Scancode.SDL_SCANCODE_W: return Key.W;
case SDL.SDL_Scancode.SDL_SCANCODE_X: return Key.X;
case SDL.SDL_Scancode.SDL_SCANCODE_Y: return Key.Y;
case SDL.SDL_Scancode.SDL_SCANCODE_Z: return Key.Z;
case SDL.SDL_Scancode.SDL_SCANCODE_1: return Key.D1;
case SDL.SDL_Scancode.SDL_SCANCODE_2: return Key.D2;
case SDL.SDL_Scancode.SDL_SCANCODE_3: return Key.D3;
case SDL.SDL_Scancode.SDL_SCANCODE_4: return Key.D4;
case SDL.SDL_Scancode.SDL_SCANCODE_5: return Key.D5;
case SDL.SDL_Scancode.SDL_SCANCODE_6: return Key.D6;
case SDL.SDL_Scancode.SDL_SCANCODE_7: return Key.D7;
case SDL.SDL_Scancode.SDL_SCANCODE_8: return Key.D8;
case SDL.SDL_Scancode.SDL_SCANCODE_9: return Key.D9;
case SDL.SDL_Scancode.SDL_SCANCODE_0: return Key.D0;
case SDL.SDL_Scancode.SDL_SCANCODE_RETURN: return Key.Enter;
case SDL.SDL_Scancode.SDL_SCANCODE_ESCAPE: return Key.Escape;
case SDL.SDL_Scancode.SDL_SCANCODE_BACKSPACE: return Key.Backspace;
case SDL.SDL_Scancode.SDL_SCANCODE_TAB: return Key.Tab;
case SDL.SDL_Scancode.SDL_SCANCODE_SPACE: return Key.Space;
case SDL.SDL_Scancode.SDL_SCANCODE_MINUS: return Key.Minus;
case SDL.SDL_Scancode.SDL_SCANCODE_EQUALS: return Key.Equals;
case SDL.SDL_Scancode.SDL_SCANCODE_LEFTBRACKET: return Key.LeftBracket;
case SDL.SDL_Scancode.SDL_SCANCODE_RIGHTBRACKET: return Key.RightBracket;
case SDL.SDL_Scancode.SDL_SCANCODE_BACKSLASH: return Key.Backslash;
case SDL.SDL_Scancode.SDL_SCANCODE_SEMICOLON: return Key.Semicolon;
case SDL.SDL_Scancode.SDL_SCANCODE_APOSTROPHE: return Key.Apostrophe;
case SDL.SDL_Scancode.SDL_SCANCODE_GRAVE: return Key.Tilde;
case SDL.SDL_Scancode.SDL_SCANCODE_COMMA: return Key.Comma;
case SDL.SDL_Scancode.SDL_SCANCODE_PERIOD: return Key.Period;
case SDL.SDL_Scancode.SDL_SCANCODE_SLASH: return Key.Slash;
case SDL.SDL_Scancode.SDL_SCANCODE_CAPSLOCK: return Key.CapsLock;
case SDL.SDL_Scancode.SDL_SCANCODE_F1: return Key.F1;
case SDL.SDL_Scancode.SDL_SCANCODE_F2: return Key.F2;
case SDL.SDL_Scancode.SDL_SCANCODE_F3: return Key.F3;
case SDL.SDL_Scancode.SDL_SCANCODE_F4: return Key.F4;
case SDL.SDL_Scancode.SDL_SCANCODE_F5: return Key.F5;
case SDL.SDL_Scancode.SDL_SCANCODE_F6: return Key.F6;
case SDL.SDL_Scancode.SDL_SCANCODE_F7: return Key.F7;
case SDL.SDL_Scancode.SDL_SCANCODE_F8: return Key.F8;
case SDL.SDL_Scancode.SDL_SCANCODE_F9: return Key.F9;
case SDL.SDL_Scancode.SDL_SCANCODE_F10: return Key.F10;
case SDL.SDL_Scancode.SDL_SCANCODE_F11: return Key.F11;
case SDL.SDL_Scancode.SDL_SCANCODE_F12: return Key.F12;
case SDL.SDL_Scancode.SDL_SCANCODE_PRINTSCREEN: return Key.PrintScreen;
case SDL.SDL_Scancode.SDL_SCANCODE_SCROLLLOCK: return Key.Scroll;
case SDL.SDL_Scancode.SDL_SCANCODE_PAUSE: return Key.Pause;
case SDL.SDL_Scancode.SDL_SCANCODE_INSERT: return Key.Insert;
case SDL.SDL_Scancode.SDL_SCANCODE_HOME: return Key.Home;
case SDL.SDL_Scancode.SDL_SCANCODE_PAGEUP: return Key.PageUp;
case SDL.SDL_Scancode.SDL_SCANCODE_DELETE: return Key.Delete;
case SDL.SDL_Scancode.SDL_SCANCODE_END: return Key.End;
case SDL.SDL_Scancode.SDL_SCANCODE_PAGEDOWN: return Key.PageDown;
case SDL.SDL_Scancode.SDL_SCANCODE_RIGHT: return Key.Right;
case SDL.SDL_Scancode.SDL_SCANCODE_LEFT: return Key.Left;
case SDL.SDL_Scancode.SDL_SCANCODE_DOWN: return Key.Down;
case SDL.SDL_Scancode.SDL_SCANCODE_UP: return Key.Up;
case SDL.SDL_Scancode.SDL_SCANCODE_NUMLOCKCLEAR: return Key.NumLock;
case SDL.SDL_Scancode.SDL_SCANCODE_KP_DIVIDE: return Key.Divide;
case SDL.SDL_Scancode.SDL_SCANCODE_KP_MULTIPLY: return Key.Multiply;
case SDL.SDL_Scancode.SDL_SCANCODE_KP_MINUS: return Key.Subtract;
case SDL.SDL_Scancode.SDL_SCANCODE_KP_PLUS: return Key.Add;
case SDL.SDL_Scancode.SDL_SCANCODE_KP_ENTER: return Key.Enter;
case SDL.SDL_Scancode.SDL_SCANCODE_KP_1: return Key.NumPad1;
case SDL.SDL_Scancode.SDL_SCANCODE_KP_2: return Key.NumPad2;
case SDL.SDL_Scancode.SDL_SCANCODE_KP_3: return Key.NumPad3;
case SDL.SDL_Scancode.SDL_SCANCODE_KP_4: return Key.NumPad4;
case SDL.SDL_Scancode.SDL_SCANCODE_KP_5: return Key.NumPad5;
case SDL.SDL_Scancode.SDL_SCANCODE_KP_6: return Key.NumPad6;
case SDL.SDL_Scancode.SDL_SCANCODE_KP_7: return Key.NumPad7;
case SDL.SDL_Scancode.SDL_SCANCODE_KP_8: return Key.NumPad8;
case SDL.SDL_Scancode.SDL_SCANCODE_KP_9: return Key.NumPad9;
case SDL.SDL_Scancode.SDL_SCANCODE_KP_0: return Key.NumPad0;
case SDL.SDL_Scancode.SDL_SCANCODE_KP_PERIOD: return Key.Period;
case SDL.SDL_Scancode.SDL_SCANCODE_APPLICATION: return Key.Apps;
case SDL.SDL_Scancode.SDL_SCANCODE_KP_EQUALS: return Key.Equals;
case SDL.SDL_Scancode.SDL_SCANCODE_F13: return Key.F13;
case SDL.SDL_Scancode.SDL_SCANCODE_F14: return Key.F14;
case SDL.SDL_Scancode.SDL_SCANCODE_F15: return Key.F15;
case SDL.SDL_Scancode.SDL_SCANCODE_F16: return Key.F16;
case SDL.SDL_Scancode.SDL_SCANCODE_F17: return Key.F17;
case SDL.SDL_Scancode.SDL_SCANCODE_F18: return Key.F18;
case SDL.SDL_Scancode.SDL_SCANCODE_F19: return Key.F19;
case SDL.SDL_Scancode.SDL_SCANCODE_F20: return Key.F20;
case SDL.SDL_Scancode.SDL_SCANCODE_F21: return Key.F21;
case SDL.SDL_Scancode.SDL_SCANCODE_F22: return Key.F22;
case SDL.SDL_Scancode.SDL_SCANCODE_F23: return Key.F23;
case SDL.SDL_Scancode.SDL_SCANCODE_F24: return Key.F24;
case SDL.SDL_Scancode.SDL_SCANCODE_EXECUTE: return Key.Execute;
case SDL.SDL_Scancode.SDL_SCANCODE_HELP: return Key.Help;
case SDL.SDL_Scancode.SDL_SCANCODE_MENU: return Key.Apps;
case SDL.SDL_Scancode.SDL_SCANCODE_SELECT: return Key.Select;
case SDL.SDL_Scancode.SDL_SCANCODE_KP_COMMA: return Key.Comma;
case SDL.SDL_Scancode.SDL_SCANCODE_LCTRL: return Key.LeftControl;
case SDL.SDL_Scancode.SDL_SCANCODE_LSHIFT: return Key.LeftShift;
case SDL.SDL_Scancode.SDL_SCANCODE_LALT: return Key.LeftAlt;
case SDL.SDL_Scancode.SDL_SCANCODE_LGUI: return Key.LeftSuper;
case SDL.SDL_Scancode.SDL_SCANCODE_RCTRL: return Key.RightControl;
case SDL.SDL_Scancode.SDL_SCANCODE_RSHIFT: return Key.RightShift;
case SDL.SDL_Scancode.SDL_SCANCODE_RALT: return Key.RightAlt;
case SDL.SDL_Scancode.SDL_SCANCODE_RGUI: return Key.RightSuper;
default: return Key.None;
}
}
}

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using System.Numerics;
using SDL2;
namespace Nerfed.Runtime;
internal static class Mouse
{
public static Vector2 Position { get; private set; }
private static readonly ButtonState[] buttonStates;
private static readonly ButtonState[] lastButtonStates;
private static int wheelX;
private static int wheelY;
static Mouse()
{
int numButtons = Enum.GetValues<MouseButton>().Length;
buttonStates = new ButtonState[numButtons];
lastButtonStates = new ButtonState[numButtons];
}
/// /// <summary>
/// True if the button is pressed or continued to be held this frame.
/// </summary>
public static bool IsButtonDown(MouseButton button)
{
return buttonStates[(int)button] == ButtonState.Pressed;
}
/// <summary>
/// True if the button is pressed this frame.
/// </summary>
public static bool IsButtonPressed(MouseButton button)
{
return buttonStates[(int)button] == ButtonState.Pressed && lastButtonStates[(int)button] == ButtonState.Released;
}
/// <summary>
/// True if the button is released or continued to be released this frame.
/// </summary>
/// <param name="button"></param>
/// <returns></returns>
public static bool IsButtonUp(MouseButton button)
{
return buttonStates[(int)button] == ButtonState.Released;
}
/// <summary>
/// True if the button is released this frame.
/// </summary>
public static bool IsButtonReleased(MouseButton button)
{
return buttonStates[(int)button] == ButtonState.Released && lastButtonStates[(int)button] == ButtonState.Pressed;
}
public static int GetWheel()
{
return wheelY;
}
public static int GetWheelHorizontal()
{
return wheelX;
}
internal static void Update()
{
Array.Copy(buttonStates, lastButtonStates, buttonStates.Length);
}
internal static void ProcessEvent(ref SDL.SDL_Event ev)
{
switch (ev.type)
{
case SDL.SDL_EventType.SDL_MOUSEBUTTONDOWN:
ProcessButtonDownEvent(ref ev.button);
break;
case SDL.SDL_EventType.SDL_MOUSEBUTTONUP:
ProcessButtonUpEvent(ref ev.button);
break;
case SDL.SDL_EventType.SDL_MOUSEWHEEL:
ProcessWheelEvent(ref ev.wheel);
break;
case SDL.SDL_EventType.SDL_MOUSEMOTION:
ProcessMotionEvent(ref ev.motion);
break;
}
}
private static void ProcessButtonDownEvent(ref SDL.SDL_MouseButtonEvent ev)
{
if (TryConvertButton(ev.button, out MouseButton button))
{
buttonStates[(int)button] = ButtonState.Pressed;
}
}
private static void ProcessButtonUpEvent(ref SDL.SDL_MouseButtonEvent ev)
{
if (TryConvertButton(ev.button, out MouseButton button))
{
buttonStates[(int)button] = ButtonState.Released;
}
}
private static void ProcessWheelEvent(ref SDL.SDL_MouseWheelEvent ev)
{
wheelX += ev.x;
wheelY += ev.y;
}
private static void ProcessMotionEvent(ref SDL.SDL_MouseMotionEvent ev)
{
Position = new Vector2(ev.x, ev.y);
}
private static bool TryConvertButton(byte rawButton, out MouseButton button)
{
MouseButton? result = rawButton switch
{
(byte)SDL.SDL_BUTTON_LEFT => MouseButton.Left,
(byte)SDL.SDL_BUTTON_MIDDLE => MouseButton.Middle,
(byte)SDL.SDL_BUTTON_RIGHT => MouseButton.Right,
(byte)SDL.SDL_BUTTON_X1 => MouseButton.XButton1,
(byte)SDL.SDL_BUTTON_X2 => MouseButton.XButton2,
_ => null
};
button = result.GetValueOrDefault();
return result.HasValue;
}
}

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namespace Nerfed.Runtime;
public enum GamePadAxis
{
LeftTrigger,
RightTrigger,
LeftThumbStickX,
LeftThumbStickY,
RightThumbStickX,
RightThumbStickY
}

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namespace Nerfed.Runtime;
public enum GamePadButton
{
Start,
A,
B,
X,
Y,
DPadLeft,
DPadRight,
DPadUp,
DPadDown,
RightShoulder,
LeftShoulder,
LeftStick,
RightStick,
Back,
BigButton
}

127
Nerfed.Runtime/Input/Key.cs Normal file
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namespace Nerfed.Runtime;
public enum Key : int // must be int32 (see KeyboardState)
{
None,
Backspace,
Tab,
Enter,
CapsLock,
Escape,
Space,
PageUp,
PageDown,
End,
Home,
Left,
Up,
Right,
Down,
Select,
Execute,
PrintScreen,
Insert,
Delete,
Help,
D0,
D1,
D2,
D3,
D4,
D5,
D6,
D7,
D8,
D9,
A,
B,
C,
D,
E,
F,
G,
H,
I,
J,
K,
L,
M,
N,
O,
P,
Q,
R,
S,
T,
U,
V,
W,
X,
Y,
Z,
LeftSuper,
RightSuper,
Apps,
NumPad0,
NumPad1,
NumPad2,
NumPad3,
NumPad4,
NumPad5,
NumPad6,
NumPad7,
NumPad8,
NumPad9,
Multiply,
Add,
Separator,
Subtract,
Decimal,
Divide,
F1,
F2,
F3,
F4,
F5,
F6,
F7,
F8,
F9,
F10,
F11,
F12,
F13,
F14,
F15,
F16,
F17,
F18,
F19,
F20,
F21,
F22,
F23,
F24,
NumLock,
Scroll,
LeftShift,
RightShift,
LeftControl,
RightControl,
LeftAlt,
RightAlt,
Semicolon,
Equals,
Comma,
Minus,
Period,
Slash,
Tilde,
LeftBracket,
Backslash,
RightBracket,
Apostrophe,
Pause,
Count
}

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@ -0,0 +1,7 @@
namespace Nerfed.Runtime;
public enum KeyState
{
Up,
Down
}

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@ -0,0 +1,10 @@
namespace Nerfed.Runtime;
public enum MouseButton
{
Left,
Middle,
Right,
XButton1,
XButton2
}

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@ -0,0 +1,14 @@
using System.Numerics;
namespace Nerfed.Runtime;
public struct MouseState
{
public Vector2 position;
public ButtonState left;
public ButtonState middle;
public ButtonState right;
public ButtonState x1;
public ButtonState x2;
public int wheel;
}