#region --- License ---
/* Copyright (c) 2007 Stefanos Apostolopoulos
* See license.txt for license info
*/
#endregion
#region --- Using directives ---
using System;
using OpenTK.Input;
using System.Diagnostics;
#endregion
namespace OpenTK.Input
{
public sealed class Keyboard : IKeyboard
{
//private IKeyboard keyboard;
private bool[] keys = new bool[(int)Key.MaxKeys];
private string description;
private int numKeys, numFKeys, numLeds;
private IntPtr devID;
private bool repeat;
#region --- Constructors ---
public Keyboard()
{
}
#endregion
#region --- IKeyboard members ---
public bool this[Key k]
{
get { return keys[(int)k]; }
internal set
{
if (keys[(int)k] != value || KeyRepeat)
{
keys[(int)k] = value;
if (value && KeyDown != null)
{
KeyDown(this, k);
}
else if (!value && KeyUp != null)
{
KeyUp(this, k);
}
}
}
}
public int NumberOfKeys
{
get { return numKeys; }
internal set { numKeys = value; }
}
public int NumberOfFunctionKeys
{
get { return numFKeys; }
internal set { numFKeys = value; }
}
public int NumberOfLeds
{
get { return numLeds; }
internal set { numLeds = value; }
}
///
/// Device dependent ID.
///
public IntPtr DeviceID
{
get { return devID; }
internal set { devID = value; }
}
#region public bool KeyRepeat
///
/// Gets or sets a value indicating whether key repeat is turned on or off.
///
///
/// Setting key repeat to on will generate multiple KeyDown events when a key is held pressed.
/// Setting key repeat to on will generate only one KeyDown/KeyUp event pair when a key is held pressed.
///
public bool KeyRepeat
{
get { return repeat; }
set { repeat = value; }
}
#endregion
///
/// Occurs when a key is pressed.
///
public event KeyDownEvent KeyDown;
///
/// Occurs when a key is released.
///
public event KeyUpEvent KeyUp;
#endregion
#region --- IInputDevice Members ---
public string Description
{
get { return description; }
internal set { description = value; }
}
public InputDeviceType DeviceType
{
get { return InputDeviceType.Keyboard; }
}
#endregion
#region --- Public Methods ---
public override int GetHashCode()
{
//return base.GetHashCode();
return (int)(numKeys ^ numFKeys ^ numLeds ^ devID.GetHashCode() ^ description.GetHashCode());
}
public override string ToString()
{
//return base.ToString();
return String.Format("ID: {0} (keys: {1}, function keys: {2}, leds: {3})",
DeviceID, NumberOfKeys, NumberOfFunctionKeys, NumberOfLeds);
}
#endregion
}
#region public enum Key : int
///
/// The available keyboard keys.
///
public enum Key : int
{
// Modifiers
ShiftLeft = 0,
ShiftRight,
ControlLeft,
ControlRight,
AltLeft,
AltRight,
WinLeft,
WinRight,
Menu,
// Function keys (hopefully enough for most keyboards - mine has 26)
// on X11 reports up to 35 function keys.
F1, F2, F3, F4,
F5, F6, F7, F8,
F9, F10, F11, F12,
F13, F14, F15, F16,
F17, F18, F19, F20,
F21, F22, F23, F24,
F25, F26, F27, F28,
F29, F30, F31, F32,
F33, F34, F35,
// Direction arrows
Up,
Down,
Left,
Right,
Enter,
Escape,
Space,
Tab,
BackSpace,
Insert,
Delete,
PageUp,
PageDown,
Home,
End,
CapsLock,
ScrollLock,
PrintScreen,
Pause,
NumLock,
// Special keys
Clear, // Keypad5 with NumLock off.
Sleep,
/*LogOff,
Help,
Undo,
Redo,
New,
Open,
Close,
Reply,
Forward,
Send,
Spell,
Save,
Calculator,
// Folders and applications
Documents,
Pictures,
Music,
MediaPlayer,
Mail,
Browser,
Messenger,
// Multimedia keys
Mute,
PlayPause,
Stop,
VolumeUp,
VolumeDown,
TrackPrevious,
TrackNext,*/
// Keypad keys
Keypad0,
Keypad1,
Keypad2,
Keypad3,
Keypad4,
Keypad5,
Keypad6,
Keypad7,
Keypad8,
Keypad9,
KeypadDivide,
KeypadMultiply,
KeypadSubtract,
KeypadAdd,
KeypadDecimal,
//KeypadEnter,
// Letters
A, B, C, D, E, F, G,
H, I, J, K, L, M, N,
O, P, Q, R, S, T, U,
V, W, X, Y, Z,
// Numbers
Number0,
Number1,
Number2,
Number3,
Number4,
Number5,
Number6,
Number7,
Number8,
Number9,
// Symbols
Tilde,
Minus,
//Equal,
Plus,
BracketLeft,
BracketRight,
Semicolon,
Quote,
Comma,
Period,
Slash,
BackSlash,
MaxKeys
}
#endregion
}