mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-09-03 02:27:08 +02:00
Let's be real, it's pretty damn broken already and will never be fixed.
78 lines
2.4 KiB
C#
78 lines
2.4 KiB
C#
using Robust.Client.Input;
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namespace Robust.Client
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{
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internal sealed partial class GameController
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{
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/// <summary>
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/// Invoked when a key on the keyboard is pressed down.
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/// </summary>
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public void KeyDown(KeyEventArgs keyEvent)
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{
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_userInterfaceManager.KeyDown(keyEvent);
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if (keyEvent.Handled)
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{
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return;
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}
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_inputManager.KeyDown(keyEvent);
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}
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/// <summary>
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/// Invoked when a key on the keyboard is released.
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/// </summary>
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public void KeyUp(KeyEventArgs keyEvent)
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{
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// Unlike KeyDown, InputManager still gets key ups.
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// My logic is that it should be fine dealing with redundant key ups and this *might* prevent edge cases.
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_userInterfaceManager.KeyUp(keyEvent);
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_inputManager.KeyUp(keyEvent);
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}
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public void TextEntered(TextEventArgs textEvent)
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{
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_userInterfaceManager.TextEntered(textEvent);
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}
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/// <summary>
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/// Invoked when a button on the mouse is pressed down.
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/// </summary>
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public void MouseDown(MouseButtonEventArgs mouseEvent)
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{
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_userInterfaceManager.MouseDown(mouseEvent);
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_stateManager.MouseDown(mouseEvent);
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}
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/// <summary>
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/// Invoked when a button on the mouse is released.
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/// </summary>
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public void MouseUp(MouseButtonEventArgs mouseButtonEventArgs)
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{
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_userInterfaceManager.MouseUp(mouseButtonEventArgs);
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_stateManager.MouseUp(mouseButtonEventArgs);
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}
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/// <summary>
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/// Invoked when the mouse is moved inside the game window.
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/// </summary>
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public void MouseMove(MouseMoveEventArgs mouseMoveEventArgs)
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{
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_userInterfaceManager.MouseMove(mouseMoveEventArgs);
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_stateManager.MouseMove(mouseMoveEventArgs);
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}
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/// <summary>
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/// Invoked when the mouse wheel is moved.
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/// </summary>
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public void MouseWheel(MouseWheelEventArgs mouseWheelEventArgs)
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{
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_userInterfaceManager.MouseWheel(mouseWheelEventArgs);
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if (mouseWheelEventArgs.Handled)
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{
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return;
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}
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_stateManager.MouseWheelMove(mouseWheelEventArgs);
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}
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}
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}
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