Files
RobustToolbox/Robust.Shared/Input/BoundKeyEventArgs.cs
ShadowCommander a8d6c294ab Input System Refactor (#840)
* Fixes right click menu stopping input

Removed a flag change when the modal stack was showing, which preventing the click from getting passed to the next function.

* Added parsing for mod2 and mod3 from Keybind YAML

* Fixes a crash on context change when a keybind is not defined in keybinds.yml

* Implemented ShowDebugConsole Hotkey

* Refactored input system

Refactored input system to run Key and Mouse input through the InputManager before doing stuff.

* Upgraded LineEdit and classes that use it. Fixed input while KeyboardFocused.

Upgraded LineEdit to use Keybinds.
Upgraded DebugConsole to use Keybinds.
Replaced all references to MouseDown, MouseUp, KeyDown, and KeyUp with KeyBindUp and KeyBindDown.
Moved UserInterfaceManager call from GameController.Input to InputManager event.
Stopped input going to simulation while a control has focus in UserInterfaceManager.

* Some fixes for input system

Fixed keybinds getting stuck when selecting a LineEdit.
Changed MenuBar to not error.
Fixed a few cases where LineEdit would eat input if you hovered over it and where mouse input got eaten when clicking in the world while a LineEdit was selected.

* Removed extra dependencies

* Added GUIBoundKeyEventArgs to ButtonEventArgs

* Fixes for input with LineEdit selected

Fixed multiple keybinds mapped to the same key not triggering.
Fixed keybind input not getting to LineEdit when hovering over a control.

* Implemented Key Repeat for LineEdit

* Fix for input on Robust.Lite Launcher

* Renames NonFocusKeybinds to EnableAllKeybinds

Renamed NonFocusKeybinds to EnableAllKeybinds and added comment to clarify usage

* Adds repeating keybinds

Used for TextBackspace, TextCursorLeft, and TextCursorRight
Reverts a change to LineEdit that implemented repeating keys
Adds some documentation comments
2019-08-21 17:13:48 +02:00

56 lines
1.7 KiB
C#

using System;
using Robust.Shared.Map;
namespace Robust.Shared.Input
{
/// <summary>
/// Event data values for a bound key state change.
/// </summary>
public class BoundKeyEventArgs : EventArgs
{
/// <summary>
/// Bound key that that is changing.
/// </summary>
public BoundKeyFunction Function { get; }
/// <summary>
/// New state of the <see cref="BoundKeyFunction"/>.
/// </summary>
public BoundKeyState State { get; }
/// <summary>
/// Current Pointer location in screen coordinates.
/// </summary>
public ScreenCoordinates PointerLocation { get; }
/// <summary>
/// Whether the Bound key can change the focused control.
/// </summary>
public bool CanFocus { get; internal set; }
public bool Handled { get; private set; }
/// <summary>
/// Constructs a new instance of <see cref="BoundKeyEventArgs"/>.
/// </summary>
/// <param name="function">Bound key that that is changing.</param>
/// <param name="state">New state of the function.</param>
/// <param name="pointerLocation">Current Pointer location in screen coordinates.</param>
public BoundKeyEventArgs(BoundKeyFunction function, BoundKeyState state, ScreenCoordinates pointerLocation, bool canFocus)
{
Function = function;
State = state;
PointerLocation = pointerLocation;
CanFocus = canFocus;
}
/// <summary>
/// Mark this event as handled.
/// </summary>
public void Handle()
{
Handled = true;
}
}
}