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https://github.com/aharabada/glitchy-engine-beef.git
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69 lines
3.3 KiB
C#
69 lines
3.3 KiB
C#
using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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namespace GlitchyEngine;
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/// <summary>
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/// Provides methods to query the state of the input devices.
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/// </summary>
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public static class Input
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{
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/// <summary>
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/// Returns <see langword="true"/> if the specified key is in the pressed down state.
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/// </summary>
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/// <param name="key">The key to query.</param>
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public static bool IsKeyPressed(Key key) => ScriptGlue.Input_IsKeyPressed(key);
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/// <summary>
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/// Returns <see langword="true"/> if the specified <see cref="key"/> is in the released state.
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/// </summary>
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/// <param name="key">The key to query.</param>
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public static bool IsKeyReleased(Key key) => ScriptGlue.Input_IsKeyReleased(key);
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/// <summary>
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/// Returns <see langword="true"/> if the state of the specified <see cref="key"/> changed this frame (i.e. changed from pressed to released or from released to pressed).
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/// </summary>
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/// <param name="key">The key to query.</param>
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public static bool IsKeyToggled(Key key) => ScriptGlue.Input_IsKeyToggled(key);
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/// <summary>
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/// Returns <see langword="true"/> if <see cref="key"/> is being pressed down this frame
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/// (<see cref="IsKeyPressed"/> was <see langword="false"/> last frame and is <see langword="true"/> this frame).
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/// </summary>
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/// <param name="key">The key to query.</param>
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public static bool IsKeyPressing(Key key) => ScriptGlue.Input_IsKeyPressing(key);
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/// <summary>
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/// Returns <see langword="true"/> if <see cref="key"/> is being released this frame
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/// (<see cref="IsKeyPressed"/> was <see langword="true"/> last frame and is <see langword="false"/> this frame).
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/// </summary>
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/// <param name="key">The key to query.</param>
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public static bool IsKeyReleasing(Key key) => ScriptGlue.Input_IsKeyReleasing(key);
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/// <summary>
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/// Returns <see langword="true"/> if the specified mouse button is in the pressed down state.
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/// </summary>
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/// <param name="mouseButton">The button to query.</param>
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public static bool IsMouseButtonPressed(MouseButton mouseButton) => ScriptGlue.Input_IsMouseButtonPressed(mouseButton);
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/// <summary>
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/// Returns <see langword="true"/> if the specified mouse button is in the released state.
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/// </summary>
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/// <param name="mouseButton">The button to query.</param>
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public static bool IsMouseButtonReleased(MouseButton mouseButton) => ScriptGlue.Input_IsMouseButtonReleased(mouseButton);
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/// <summary>
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/// Returns <see langword="true"/> if the mouse button is being pressed down this frame
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/// (<see cref="IsMouseButtonPressed"/> was <see langword="false"/> last frame and is <see langword="true"/> this frame).
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/// </summary>
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/// <param name="mouseButton">The button to query.</param>
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public static bool IsMouseButtonPressing(MouseButton mouseButton) => ScriptGlue.Input_IsMouseButtonPressing(mouseButton);
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/// <summary>
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/// Returns <see langword="true"/> if the mouse button is being released this frame
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/// (<see cref="IsMouseButtonPressed"/> was <see langword="true"/> last frame and is <see langword="false"/> this frame).
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/// </summary>
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/// <param name="mouseButton">The button to query.</param>
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public static bool IsMouseButtonReleasing(MouseButton mouseButton) => ScriptGlue.Input_IsMouseButtonReleasing(mouseButton);
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}
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