2020-10-03 20:19:44 +10:00
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using System;
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using UnityEngine;
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2020-10-23 01:50:33 +11:00
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using ExplorerBeta.Helpers;
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2020-10-18 21:41:04 +11:00
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using System.Diagnostics.CodeAnalysis;
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2020-10-09 21:11:15 +11:00
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#if CPP
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using UnhollowerBaseLib;
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#endif
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2020-10-03 20:19:44 +10:00
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2020-10-23 01:50:33 +11:00
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namespace ExplorerBeta.Input
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{
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[SuppressMessage("Style", "IDE1006:Naming Styles", Justification = "Unity style")]
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public static class InputManager
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{
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private static IHandleInput m_inputModule;
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public static void Init()
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{
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if (InputSystem.TKeyboard != null || (ReflectionHelpers.LoadModule("Unity.InputSystem") && InputSystem.TKeyboard != null))
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{
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m_inputModule = new InputSystem();
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}
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else if (LegacyInput.TInput != null || (ReflectionHelpers.LoadModule("UnityEngine.InputLegacyModule") && LegacyInput.TInput != null))
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{
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m_inputModule = new LegacyInput();
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}
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if (m_inputModule == null)
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{
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ExplorerCore.LogWarning("Could not find any Input module!");
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m_inputModule = new NoInput();
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}
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}
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public static Vector3 MousePosition => m_inputModule.MousePosition;
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public static bool GetKeyDown(KeyCode key) => m_inputModule.GetKeyDown(key);
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public static bool GetKey(KeyCode key) => m_inputModule.GetKey(key);
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public static bool GetMouseButtonDown(int btn) => m_inputModule.GetMouseButtonDown(btn);
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public static bool GetMouseButton(int btn) => m_inputModule.GetMouseButton(btn);
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2020-10-11 20:49:14 +11:00
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#if CPP
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internal delegate void d_ResetInputAxes();
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public static void ResetInputAxes() => ICallHelper.GetICall<d_ResetInputAxes>("UnityEngine.Input::ResetInputAxes").Invoke();
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#else
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public static void ResetInputAxes() => UnityEngine.Input.ResetInputAxes();
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#endif
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2020-10-14 20:47:19 +11:00
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#if CPP
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// public extern static string compositionString { get; }
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internal delegate IntPtr d_get_compositionString();
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public static string compositionString
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{
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get
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{
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var iCall = ICallHelper.GetICall<d_get_compositionString>("UnityEngine.Input::get_compositionString");
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return IL2CPP.Il2CppStringToManaged(iCall.Invoke());
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}
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}
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// public extern static Vector2 compositionCursorPos { get; set; }
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internal delegate void d_get_compositionCursorPos(out Vector2 ret);
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internal delegate void d_set_compositionCursorPos(ref Vector2 value);
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public static Vector2 compositionCursorPos
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{
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get
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{
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var iCall = ICallHelper.GetICall<d_get_compositionCursorPos>("UnityEngine.Input::get_compositionCursorPos_Injected");
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iCall.Invoke(out Vector2 ret);
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return ret;
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}
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set
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{
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var iCall = ICallHelper.GetICall<d_set_compositionCursorPos>("UnityEngine.Input::set_compositionCursorPos_Injected");
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iCall.Invoke(ref value);
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}
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}
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#endif
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}
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}
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