Initial commit: Theriapolis baseline at port/godot branch point

Captures the pre-Godot-port state of the codebase. This is the rollback
anchor for the Godot port (M0 of theriapolis-rpg-implementation-plan-godot-port.md).
All Phase 0 through Phase 6.5 work is included; Phase 7 is in flight.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Christopher Wiebe
2026-04-30 20:40:51 -07:00
commit b451f83174
525 changed files with 75786 additions and 0 deletions
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
namespace Theriapolis.Game.Input;
/// <summary>
/// Single-frame input snapshot with helper methods.
/// Call Update() once per frame before any input queries.
/// </summary>
public sealed class InputManager
{
private KeyboardState _prevKeys;
private KeyboardState _currKeys;
private MouseState _prevMouse;
private MouseState _currMouse;
public void Update()
{
_prevKeys = _currKeys;
_currKeys = Keyboard.GetState();
_prevMouse = _currMouse;
_currMouse = Mouse.GetState();
}
// ── Keyboard ──────────────────────────────────────────────────────────────
public bool IsDown(Keys key) => _currKeys.IsKeyDown(key);
public bool JustPressed(Keys key) => _currKeys.IsKeyDown(key) && _prevKeys.IsKeyUp(key);
public bool JustReleased(Keys key) => _currKeys.IsKeyUp(key) && _prevKeys.IsKeyDown(key);
// ── Mouse ─────────────────────────────────────────────────────────────────
public Vector2 MousePosition => new(_currMouse.X, _currMouse.Y);
public bool LeftDown => _currMouse.LeftButton == ButtonState.Pressed;
public bool LeftJustDown => _currMouse.LeftButton == ButtonState.Pressed && _prevMouse.LeftButton == ButtonState.Released;
public bool LeftJustUp => _currMouse.LeftButton == ButtonState.Released && _prevMouse.LeftButton == ButtonState.Pressed;
public bool RightDown => _currMouse.RightButton == ButtonState.Pressed;
public bool RightJustDown => _currMouse.RightButton == ButtonState.Pressed && _prevMouse.RightButton == ButtonState.Released;
/// <summary>Mouse wheel delta in scroll "ticks" (positive = forward/up).</summary>
public int ScrollDelta => _currMouse.ScrollWheelValue - _prevMouse.ScrollWheelValue;
private Vector2 _dragStart;
private bool _dragging;
private bool _dragActivated;
private const float DragActivationPixels = 4f;
public bool IsDragging => _dragging;
/// <summary>
/// Returns the world-space pan delta from mouse dragging. Panning is
/// suppressed until the mouse moves more than <see cref="DragActivationPixels"/>
/// from the press position, so hand-jitter during a click doesn't pan the
/// camera (at low zoom, one screen pixel can be many world pixels).
/// </summary>
public Vector2 ConsumeDragDelta(Rendering.Camera2D camera)
{
if (LeftJustDown)
{
_dragStart = MousePosition;
_dragging = true;
_dragActivated = false;
}
if (LeftJustUp)
{
_dragging = false;
_dragActivated = false;
}
if (!_dragging || !LeftDown) return Vector2.Zero;
if (!_dragActivated)
{
if (Vector2.Distance(MousePosition, _dragStart) < DragActivationPixels)
return Vector2.Zero;
_dragActivated = true;
_dragStart = MousePosition; // start panning from here, not from press
}
Vector2 delta = MousePosition - _dragStart;
_dragStart = MousePosition;
return -delta / camera.Zoom;
}
}