858 lines
19 KiB
C#
858 lines
19 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
|
|
using BizHawk.Common;
|
|
using BizHawk.Common.StringExtensions;
|
|
using BizHawk.Emulation.Common;
|
|
using BizHawk.Emulation.Common.IEmulatorExtensions;
|
|
|
|
namespace BizHawk.Client.Common
|
|
{
|
|
/// <summary>
|
|
/// will hold buttons for 1 frame and then release them. (Calling Click() from your button click is what you want to do)
|
|
/// TODO - should the duration be controllable?
|
|
/// </summary>
|
|
public class ClickyVirtualPadController : IController
|
|
{
|
|
public ControllerDefinition Type { get; set; }
|
|
|
|
public bool this[string button]
|
|
{
|
|
get { return IsPressed(button); }
|
|
}
|
|
|
|
public float GetFloat(string name)
|
|
{
|
|
return 0.0f;
|
|
}
|
|
|
|
// TODO
|
|
public bool IsPressed(string button)
|
|
{
|
|
return _pressed.Contains(button);
|
|
}
|
|
|
|
/// <summary>
|
|
/// call this once per frame to do the timekeeping for the hold and release
|
|
/// </summary>
|
|
public void FrameTick()
|
|
{
|
|
_pressed.Clear();
|
|
}
|
|
|
|
/// <summary>
|
|
/// call this to hold the button down for one frame
|
|
/// </summary>
|
|
public void Click(string button)
|
|
{
|
|
_pressed.Add(button);
|
|
}
|
|
|
|
public void Unclick(string button)
|
|
{
|
|
_pressed.Remove(button);
|
|
}
|
|
|
|
public void Toggle(string button)
|
|
{
|
|
if (IsPressed(button))
|
|
{
|
|
_pressed.Remove(button);
|
|
}
|
|
else
|
|
{
|
|
_pressed.Add(button);
|
|
}
|
|
}
|
|
|
|
public void SetBool(string button, bool value)
|
|
{
|
|
if (value)
|
|
{
|
|
_pressed.Remove(button);
|
|
}
|
|
else
|
|
{
|
|
_pressed.Add(button);
|
|
}
|
|
}
|
|
|
|
private readonly HashSet<string> _pressed = new HashSet<string>();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Filters input for things called Up and Down while considering the client's AllowUD_LR option.
|
|
/// This is a bit gross but it is unclear how to do it more nicely
|
|
/// </summary>
|
|
public class UD_LR_ControllerAdapter : IController
|
|
{
|
|
public ControllerDefinition Type
|
|
{
|
|
get { return Source.Type; }
|
|
}
|
|
|
|
public bool this[string button]
|
|
{
|
|
get { return IsPressed(button); }
|
|
}
|
|
|
|
public IController Source { get; set; }
|
|
|
|
// The float format implies no U+D and no L+R no matter what, so just passthru
|
|
public float GetFloat(string name)
|
|
{
|
|
return Source.GetFloat(name);
|
|
}
|
|
|
|
public bool IsPressed(string button)
|
|
{
|
|
if (Global.Config.AllowUD_LR)
|
|
{
|
|
return Source.IsPressed(button);
|
|
}
|
|
|
|
string prefix;
|
|
|
|
//" C " is for N64 "P1 C Up" and the like, which should not be subject to mutexing
|
|
|
|
if (button.Contains("Down") && !button.Contains(" C "))
|
|
{
|
|
prefix = button.GetPrecedingString("Down");
|
|
if (Source.IsPressed(prefix + "Up"))
|
|
return false;
|
|
}
|
|
|
|
if (button.Contains("Up") && !button.Contains(" C "))
|
|
{
|
|
prefix = button.GetPrecedingString("Up");
|
|
if (Source.IsPressed(prefix + "Down"))
|
|
return false;
|
|
}
|
|
|
|
|
|
if (button.Contains("Right") && !button.Contains(" C "))
|
|
{
|
|
prefix = button.GetPrecedingString("Right");
|
|
if (Source.IsPressed(prefix + "Left"))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (button.Contains("Left") && !button.Contains(" C "))
|
|
{
|
|
prefix = button.GetPrecedingString("Left");
|
|
if (Source.IsPressed(prefix + "Right"))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return Source.IsPressed(button);
|
|
}
|
|
}
|
|
|
|
public class SimpleController : IController
|
|
{
|
|
public ControllerDefinition Type { get; set; }
|
|
|
|
protected WorkingDictionary<string, bool> Buttons = new WorkingDictionary<string, bool>();
|
|
protected WorkingDictionary<string, float> Floats = new WorkingDictionary<string, float>();
|
|
|
|
public virtual void Clear()
|
|
{
|
|
Buttons = new WorkingDictionary<string, bool>();
|
|
Floats = new WorkingDictionary<string, float>();
|
|
}
|
|
|
|
public virtual bool this[string button]
|
|
{
|
|
get { return Buttons[button]; }
|
|
set { Buttons[button] = value; }
|
|
}
|
|
|
|
public virtual bool IsPressed(string button)
|
|
{
|
|
return this[button];
|
|
}
|
|
|
|
public float GetFloat(string name)
|
|
{
|
|
return Floats[name];
|
|
}
|
|
|
|
public IEnumerable<KeyValuePair<string, bool>> BoolButtons()
|
|
{
|
|
return Buttons;
|
|
}
|
|
|
|
public virtual void LatchFrom(IController source)
|
|
{
|
|
foreach (var button in source.Type.BoolButtons)
|
|
{
|
|
Buttons[button] = source[button];
|
|
}
|
|
}
|
|
|
|
public void AcceptNewFloats(IEnumerable<Tuple<string, float>> newValues)
|
|
{
|
|
foreach (var sv in newValues)
|
|
{
|
|
Floats[sv.Item1] = sv.Item2;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Used by input display, to determine if either autofire or regular stickies are "in effect" because we color this scenario differently
|
|
public class StickyOrAdapter : IController
|
|
{
|
|
public bool IsPressed(string button)
|
|
{
|
|
return this[button];
|
|
}
|
|
|
|
// pass floats solely from the original source
|
|
// this works in the code because SourceOr is the autofire controller
|
|
public float GetFloat(string name) { return 0.0F; } // Floats don't make sense in sticky land
|
|
|
|
public ISticky Source { get; set; }
|
|
public ISticky SourceStickyOr { get; set; }
|
|
public ControllerDefinition Type { get { return Source.Type; } set { throw new InvalidOperationException(); } }
|
|
|
|
public bool this[string button]
|
|
{
|
|
get
|
|
{
|
|
return Source.StickyIsInEffect(button) ||
|
|
SourceStickyOr.StickyIsInEffect(button);
|
|
}
|
|
|
|
set
|
|
{
|
|
throw new InvalidOperationException();
|
|
}
|
|
}
|
|
}
|
|
|
|
public interface ISticky : IController
|
|
{
|
|
bool StickyIsInEffect(string button);
|
|
}
|
|
|
|
public class StickyXorAdapter : IController, ISticky
|
|
{
|
|
protected HashSet<string> stickySet = new HashSet<string>();
|
|
|
|
public IController Source { get; set; }
|
|
|
|
public ControllerDefinition Type
|
|
{
|
|
get { return Source.Type; }
|
|
set { throw new InvalidOperationException(); }
|
|
}
|
|
|
|
public bool Locked { get; set; } // Pretty much a hack,
|
|
|
|
public bool IsPressed(string button)
|
|
{
|
|
return this[button];
|
|
}
|
|
|
|
// if SetFloat() is called (typically virtual pads), then that float will entirely override the Source input
|
|
// otherwise, the source is passed thru.
|
|
protected readonly WorkingDictionary<string, float?> _floatSet = new WorkingDictionary<string, float?>();
|
|
|
|
public void SetFloat(string name, float? value)
|
|
{
|
|
if (value.HasValue)
|
|
{
|
|
_floatSet[name] = value;
|
|
}
|
|
else
|
|
{
|
|
_floatSet.Remove(name);
|
|
}
|
|
}
|
|
|
|
public float GetFloat(string name)
|
|
{
|
|
var val = _floatSet[name];
|
|
|
|
if (val.HasValue)
|
|
{
|
|
return val.Value;
|
|
}
|
|
|
|
if (Source == null)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
return Source.GetFloat(name);
|
|
}
|
|
|
|
public void ClearStickyFloats()
|
|
{
|
|
_floatSet.Clear();
|
|
}
|
|
|
|
public bool this[string button]
|
|
{
|
|
get
|
|
{
|
|
var source = Source[button];
|
|
source ^= stickySet.Contains(button);
|
|
return source;
|
|
}
|
|
|
|
set
|
|
{
|
|
throw new InvalidOperationException();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Determines if a sticky is current mashing the button itself,
|
|
/// If sticky is not set then false, if set, it returns true if the Source is not pressed, else false
|
|
/// </summary>
|
|
public bool StickyIsInEffect(string button)
|
|
{
|
|
if (IsSticky(button))
|
|
{
|
|
return !Source.IsPressed(button);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public void SetSticky(string button, bool isSticky)
|
|
{
|
|
if (isSticky)
|
|
{
|
|
stickySet.Add(button);
|
|
}
|
|
else
|
|
{
|
|
stickySet.Remove(button);
|
|
}
|
|
}
|
|
|
|
public void Unset(string button)
|
|
{
|
|
stickySet.Remove(button);
|
|
_floatSet.Remove(button);
|
|
}
|
|
|
|
public bool IsSticky(string button)
|
|
{
|
|
return stickySet.Contains(button);
|
|
}
|
|
|
|
public HashSet<string> CurrentStickies
|
|
{
|
|
get
|
|
{
|
|
return stickySet;
|
|
}
|
|
}
|
|
|
|
public void ClearStickies()
|
|
{
|
|
stickySet.Clear();
|
|
_floatSet.Clear();
|
|
}
|
|
|
|
public void MassToggleStickyState(List<string> buttons)
|
|
{
|
|
foreach (var button in buttons.Where(button => !_justPressed.Contains(button)))
|
|
{
|
|
if (stickySet.Contains(button))
|
|
{
|
|
stickySet.Remove(button);
|
|
}
|
|
else
|
|
{
|
|
stickySet.Add(button);
|
|
}
|
|
}
|
|
|
|
_justPressed = buttons;
|
|
}
|
|
|
|
private List<string> _justPressed = new List<string>();
|
|
}
|
|
|
|
///// SuuperW: I'm leaving the old class in case I accidentally screwed something up
|
|
//public class AutoFireStickyXorAdapter : IController, ISticky
|
|
//{
|
|
// public int On { get; set; }
|
|
// public int Off { get; set; }
|
|
// public WorkingDictionary<string, int> buttonStarts = new WorkingDictionary<string, int>();
|
|
// public WorkingDictionary<string, int> lagStarts = new WorkingDictionary<string, int>(); // TODO: need a data structure not misc dictionaries
|
|
|
|
// private readonly HashSet<string> _stickySet = new HashSet<string>();
|
|
|
|
// public IController Source { get; set; }
|
|
|
|
// public void SetOnOffPatternFromConfig()
|
|
// {
|
|
// On = Global.Config.AutofireOn < 1 ? 0 : Global.Config.AutofireOn;
|
|
// Off = Global.Config.AutofireOff < 1 ? 0 : Global.Config.AutofireOff;
|
|
// }
|
|
|
|
// public AutoFireStickyXorAdapter()
|
|
// {
|
|
// //On = Global.Config.AutofireOn < 1 ? 0 : Global.Config.AutofireOn;
|
|
// //Off = Global.Config.AutofireOff < 1 ? 0 : Global.Config.AutofireOff;
|
|
// On = 1;
|
|
// Off = 1;
|
|
// }
|
|
|
|
// public bool IsPressed(string button)
|
|
// {
|
|
// return this[button];
|
|
// }
|
|
|
|
// public bool this[string button]
|
|
// {
|
|
// get
|
|
// {
|
|
// var source = Source[button];
|
|
|
|
// if (_stickySet.Contains(button))
|
|
// {
|
|
// var lagcount = 0;
|
|
// if (Global.Emulator.CanPollInput() && Global.Config.AutofireLagFrames)
|
|
// {
|
|
// lagcount = Global.Emulator.AsInputPollable().LagCount;
|
|
// }
|
|
|
|
// var a = ((Global.Emulator.Frame - lagcount) - (buttonStarts[button] - lagStarts[button])) % (On + Off);
|
|
// if (a < On)
|
|
// {
|
|
// return source ^= true;
|
|
// }
|
|
// else
|
|
// {
|
|
// return source ^= false;
|
|
// }
|
|
// }
|
|
|
|
// return source;
|
|
// }
|
|
|
|
// set
|
|
// {
|
|
// throw new InvalidOperationException();
|
|
// }
|
|
// }
|
|
|
|
// public ControllerDefinition Type { get { return Source.Type; } set { throw new InvalidOperationException(); } }
|
|
// public bool Locked { get; set; } // Pretty much a hack,
|
|
|
|
// // dumb passthrough for floats, because autofire doesn't care about them
|
|
// public float GetFloat(string name)
|
|
// {
|
|
// return Source.GetFloat(name);
|
|
// }
|
|
|
|
// public void SetSticky(string button, bool isSticky)
|
|
// {
|
|
// if (isSticky)
|
|
// {
|
|
// _stickySet.Add(button);
|
|
// buttonStarts.Add(button, Global.Emulator.Frame);
|
|
|
|
// if (Global.Emulator.CanPollInput())
|
|
// {
|
|
// lagStarts.Add(button, Global.Emulator.AsInputPollable().LagCount);
|
|
// }
|
|
// else
|
|
// {
|
|
// lagStarts.Add(button, 0);
|
|
// }
|
|
// }
|
|
// else
|
|
// {
|
|
// _stickySet.Remove(button);
|
|
// buttonStarts.Remove(button);
|
|
// lagStarts.Remove(button);
|
|
// }
|
|
// }
|
|
|
|
// public bool IsSticky(string button)
|
|
// {
|
|
// return this._stickySet.Contains(button);
|
|
// }
|
|
|
|
// public HashSet<string> CurrentStickies
|
|
// {
|
|
// get
|
|
// {
|
|
// return this._stickySet;
|
|
// }
|
|
// }
|
|
|
|
// public void ClearStickies()
|
|
// {
|
|
// _stickySet.Clear();
|
|
// buttonStarts.Clear();
|
|
// lagStarts.Clear();
|
|
// }
|
|
|
|
// public void MassToggleStickyState(List<string> buttons)
|
|
// {
|
|
// foreach (var button in buttons.Where(button => !_justPressed.Contains(button)))
|
|
// {
|
|
// if (_stickySet.Contains(button))
|
|
// {
|
|
// _stickySet.Remove(button);
|
|
// }
|
|
// else
|
|
// {
|
|
// _stickySet.Add(button);
|
|
// }
|
|
// }
|
|
|
|
// _justPressed = buttons;
|
|
// }
|
|
|
|
// /// <summary>
|
|
// /// Determines if a sticky is current mashing the button itself,
|
|
// /// If sticky is not set then false, if set, it returns true if the Source is not pressed, else false
|
|
// /// </summary>
|
|
// public bool StickyIsInEffect(string button)
|
|
// {
|
|
// if (Source.IsPressed(button))
|
|
// {
|
|
// return false;
|
|
// }
|
|
|
|
// return (IsPressed(button)); // Shortcut logic since we know the Source isn't pressed, Ispressed can only return true if the autofire sticky is in effect for this frame
|
|
// }
|
|
|
|
// private List<string> _justPressed = new List<string>();
|
|
//}
|
|
|
|
// commenting this out, it breaks the autofire hotkey
|
|
public class AutoFireStickyXorAdapter : IController, ISticky
|
|
{
|
|
// TODO: Change the AutoHold adapter to be one of these, with an 'Off' value of 0?
|
|
// Probably would have slightly lower performance, but it seems weird to have such a similar class that is only used once.
|
|
private int On;
|
|
private int Off;
|
|
public void SetOnOffPatternFromConfig()
|
|
{
|
|
On = Global.Config.AutofireOn < 1 ? 0 : Global.Config.AutofireOn;
|
|
Off = Global.Config.AutofireOff < 1 ? 0 : Global.Config.AutofireOff;
|
|
}
|
|
|
|
private WorkingDictionary<string, AutoPatternBool> _boolPatterns = new WorkingDictionary<string, AutoPatternBool>();
|
|
private WorkingDictionary<string, AutoPatternFloat> _floatPatterns = new WorkingDictionary<string, AutoPatternFloat>();
|
|
|
|
public AutoFireStickyXorAdapter()
|
|
{
|
|
On = 1; Off = 1;
|
|
}
|
|
|
|
public IController Source { get; set; }
|
|
|
|
public ControllerDefinition Type
|
|
{
|
|
get { return Source.Type; }
|
|
}
|
|
|
|
public bool Locked { get; set; } // Pretty much a hack,
|
|
|
|
public bool IsPressed(string button)
|
|
{
|
|
return this[button];
|
|
}
|
|
|
|
public void SetFloat(string name, float? value, AutoPatternFloat pattern = null)
|
|
{
|
|
if (value.HasValue)
|
|
{
|
|
if (pattern == null)
|
|
pattern = new AutoPatternFloat(value.Value, On, 0, Off);
|
|
_floatPatterns[name] = pattern;
|
|
}
|
|
else
|
|
{
|
|
_floatPatterns.Remove(name);
|
|
}
|
|
}
|
|
|
|
public float GetFloat(string name)
|
|
{
|
|
if (_floatPatterns.ContainsKey(name))
|
|
return _floatPatterns[name].PeekNextValue();
|
|
|
|
if (Source == null)
|
|
return 0;
|
|
|
|
return Source.GetFloat(name);
|
|
}
|
|
|
|
public void ClearStickyFloats()
|
|
{
|
|
_floatPatterns.Clear();
|
|
}
|
|
|
|
public bool this[string button]
|
|
{
|
|
get
|
|
{
|
|
var source = Source[button];
|
|
bool patternValue = false;
|
|
if (_boolPatterns.ContainsKey(button))
|
|
{ // I can't figure a way to determine right here if it should Peek or Get.
|
|
patternValue = _boolPatterns[button].PeekNextValue();
|
|
}
|
|
source ^= patternValue;
|
|
|
|
return source;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Determines if a sticky is current mashing the button itself,
|
|
/// If sticky is not set then false, if set, it returns true if the Source is not pressed, else false
|
|
/// </summary>
|
|
public bool StickyIsInEffect(string button)
|
|
{
|
|
if (IsSticky(button))
|
|
{
|
|
return !Source.IsPressed(button);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public void SetSticky(string button, bool isSticky, AutoPatternBool pattern = null)
|
|
{
|
|
if (isSticky)
|
|
{
|
|
if (pattern == null)
|
|
pattern = new AutoPatternBool(On, Off);
|
|
_boolPatterns[button] = pattern;
|
|
}
|
|
else
|
|
{
|
|
_boolPatterns.Remove(button);
|
|
}
|
|
}
|
|
|
|
public void Unset(string button)
|
|
{
|
|
_boolPatterns.Remove(button);
|
|
_floatPatterns.Remove(button);
|
|
}
|
|
|
|
public bool IsSticky(string button)
|
|
{
|
|
return _boolPatterns.ContainsKey(button) || _floatPatterns.ContainsKey(button);
|
|
}
|
|
|
|
public HashSet<string> CurrentStickies
|
|
{
|
|
get
|
|
{
|
|
return new HashSet<string>(_boolPatterns.Keys);
|
|
}
|
|
}
|
|
|
|
public void ClearStickies()
|
|
{
|
|
_boolPatterns.Clear();
|
|
_floatPatterns.Clear();
|
|
}
|
|
|
|
public void IncrementLoops(bool lagged)
|
|
{
|
|
for (int i = 0; i < _boolPatterns.Count; i++)
|
|
_boolPatterns.ElementAt(i).Value.GetNextValue(lagged);
|
|
for (int i = 0; i < _floatPatterns.Count; i++)
|
|
_floatPatterns.ElementAt(i).Value.GetNextValue(lagged);
|
|
}
|
|
|
|
private List<string> _justPressed = new List<string>();
|
|
public void MassToggleStickyState(List<string> buttons)
|
|
{
|
|
foreach (var button in buttons.Where(button => !_justPressed.Contains(button)))
|
|
{
|
|
if (_boolPatterns.ContainsKey(button))
|
|
SetSticky(button, false);
|
|
else
|
|
SetSticky(button, true);
|
|
}
|
|
|
|
_justPressed = buttons;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Just copies source to sink, or returns whatever a NullController would if it is disconnected. useful for immovable hardpoints.
|
|
/// </summary>
|
|
public class CopyControllerAdapter : IController
|
|
{
|
|
public IController Source { get; set; }
|
|
|
|
private readonly NullController _null = new NullController();
|
|
|
|
private IController Curr
|
|
{
|
|
get
|
|
{
|
|
if (Source == null)
|
|
{
|
|
return _null;
|
|
}
|
|
else
|
|
{
|
|
return Source;
|
|
}
|
|
}
|
|
}
|
|
|
|
public ControllerDefinition Type
|
|
{
|
|
get { return Curr.Type; }
|
|
}
|
|
|
|
public bool this[string button]
|
|
{
|
|
get { return Curr[button]; }
|
|
}
|
|
|
|
public bool IsPressed(string button)
|
|
{
|
|
return Curr.IsPressed(button);
|
|
}
|
|
|
|
public float GetFloat(string name)
|
|
{
|
|
return Curr.GetFloat(name);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Used to pass into an Override method to manage the logic overriding input
|
|
/// This only works with bool buttons!
|
|
/// </summary>
|
|
public class OverrideAdaptor : IController
|
|
{
|
|
private readonly Dictionary<string, bool> _overrides = new Dictionary<string, bool>();
|
|
private readonly Dictionary<string, float> _floatOverrides = new Dictionary<string, float>();
|
|
private readonly List<string> _inverses = new List<string>();
|
|
|
|
public bool this[string button]
|
|
{
|
|
get
|
|
{
|
|
if (_overrides.ContainsKey(button))
|
|
{
|
|
return _overrides[button];
|
|
}
|
|
|
|
throw new InvalidOperationException();
|
|
}
|
|
|
|
set
|
|
{
|
|
if (_overrides.ContainsKey(button))
|
|
{
|
|
_overrides[button] = value;
|
|
}
|
|
else
|
|
{
|
|
_overrides.Add(button, value);
|
|
}
|
|
}
|
|
}
|
|
|
|
public ControllerDefinition Type { get; set; }
|
|
|
|
public IEnumerable<string> Overrides
|
|
{
|
|
get
|
|
{
|
|
foreach (var kvp in _overrides)
|
|
{
|
|
yield return kvp.Key;
|
|
}
|
|
}
|
|
}
|
|
|
|
public IEnumerable<string> FloatOverrides
|
|
{
|
|
get
|
|
{
|
|
foreach (var kvp in _floatOverrides)
|
|
{
|
|
yield return kvp.Key;
|
|
}
|
|
}
|
|
}
|
|
|
|
public IEnumerable<string> InversedButtons
|
|
{
|
|
get
|
|
{
|
|
foreach (var name in _inverses)
|
|
{
|
|
yield return name;
|
|
}
|
|
}
|
|
}
|
|
|
|
public void SetFloat(string name, float value)
|
|
{
|
|
if (_floatOverrides.ContainsKey(name))
|
|
{
|
|
_floatOverrides[name] = value;
|
|
}
|
|
else
|
|
{
|
|
_floatOverrides.Add(name, value);
|
|
}
|
|
}
|
|
|
|
public float GetFloat(string name)
|
|
{
|
|
if (_floatOverrides.ContainsKey(name))
|
|
{
|
|
return _floatOverrides[name];
|
|
}
|
|
|
|
return 0.0F;
|
|
}
|
|
|
|
public bool IsPressed(string button) { return this[button]; }
|
|
|
|
public void SetButton(string button, bool value)
|
|
{
|
|
this[button] = value;
|
|
_inverses.Remove(button);
|
|
}
|
|
|
|
public void UnSet(string button)
|
|
{
|
|
_overrides.Remove(button);
|
|
_inverses.Remove(button);
|
|
}
|
|
|
|
public void SetInverse(string button)
|
|
{
|
|
_inverses.Add(button);
|
|
}
|
|
|
|
public void FrameTick()
|
|
{
|
|
_overrides.Clear();
|
|
_floatOverrides.Clear();
|
|
_inverses.Clear();
|
|
}
|
|
}
|
|
} |