Opentk/Source/OpenTK/Input/KeyboardState.cs
Fraser Waters 1ca084cf8a [Input] Add IsAnyKey/ButtonDown/Pressed to input state.
Adds properties to KeyboardState, MouseState, JoystickState and GamePadState
(GamePadButtons), to see if any key or button is down. This should be faster
than iterating over all the public IsDown properties as we can make use of the
internal bit fields.

GamePadButtons uses IsButtonPressed rather than IsButtonDown like the others as
it more closely matches it's current interface (no down methods).
2014-11-27 22:05:33 +01:00

344 lines
10 KiB
C#

#region License
//
// The Open Toolkit Library License
//
// Copyright (c) 2006 - 2009 the Open Toolkit library.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights to
// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
// the Software, and to permit persons to whom the Software is furnished to do
// so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
// OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
// HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
// WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
// OTHER DEALINGS IN THE SOFTWARE.
//
#endregion
using System;
using System.Collections.Specialized;
using System.Text;
namespace OpenTK.Input
{
/// <summary>
/// Encapsulates the state of a Keyboard device.
/// </summary>
public struct KeyboardState : IEquatable<KeyboardState>
{
#region Fields
// Allocate enough ints to store all keyboard keys
const int IntSize = sizeof(int) * 8;
const int NumInts = ((int)Key.LastKey + IntSize - 1) / IntSize;
// The following line triggers bogus CS0214 in gmcs 2.0.1, sigh...
unsafe fixed int Keys[NumInts];
bool is_connected;
#endregion
#region Public Members
/// <summary>
/// Gets a <see cref="System.Boolean"/> indicating whether the specified
/// <see cref="OpenTK.Input.Key"/> is pressed.
/// </summary>
/// <param name="key">The <see cref="OpenTK.Input.Key"/> to check.</param>
/// <returns>True if key is pressed; false otherwise.</returns>
public bool this[Key key]
{
get { return IsKeyDown(key); }
internal set { SetKeyState(key, value); }
}
/// <summary>
/// Gets a <see cref="System.Boolean"/> indicating whether the specified
/// <see cref="OpenTK.Input.Key"/> is pressed.
/// </summary>
/// <param name="code">The scancode to check.</param>
/// <returns>True if code is pressed; false otherwise.</returns>
public bool this[short code]
{
get { return IsKeyDown((Key)code); }
}
/// <summary>
/// Gets a <see cref="System.Boolean"/> indicating whether this key is down.
/// </summary>
/// <param name="key">The <see cref="OpenTK.Input.Key"/> to check.</param>
public bool IsKeyDown(Key key)
{
return ReadBit((int)key);
}
/// <summary>
/// Gets a <see cref="System.Boolean"/> indicating whether this scan code is down.
/// </summary>
/// <param name="code">The scan code to check.</param>
public bool IsKeyDown(short code)
{
return code >= 0 && code < (short)Key.LastKey && ReadBit(code);
}
/// <summary>
/// Gets a <see cref="System.Boolean"/> indicating whether this key is up.
/// </summary>
/// <param name="key">The <see cref="OpenTK.Input.Key"/> to check.</param>
public bool IsKeyUp(Key key)
{
return !ReadBit((int)key);
}
/// <summary>
/// Gets a <see cref="System.Boolean"/> indicating whether this scan code is down.
/// </summary>
/// <param name="code">The scan code to check.</param>
public bool IsKeyUp(short code)
{
return !IsKeyDown(code);
}
/// <summary>
/// Gets a value indicating whether any key is down.
/// </summary>
/// <value><c>true</c> if any key is down; otherwise, <c>false</c>.</value>
public bool IsAnyKeyDown
{
get
{
// If any bit is set then a key is down.
unsafe
{
fixed (int* k = Keys)
{
for(int i = 0; i < NumInts; ++i)
{
if (k[i] != 0)
{
return true;
}
}
}
}
return false;
}
}
/// <summary>
/// Gets a <see cref="System.Boolean"/> indicating whether this keyboard
/// is connected.
/// </summary>
public bool IsConnected
{
get { return is_connected; }
internal set { is_connected = value; }
}
#if false
// Disabled until the correct cross-platform API can be determined.
public bool IsLedOn(KeyboardLeds led)
{
return false;
}
public bool IsLedOff(KeyboardLeds led)
{
return false;
}
#endif
/// <summary>
/// Checks whether two <see cref="KeyboardState" /> instances are equal.
/// </summary>
/// <param name="left">
/// A <see cref="KeyboardState"/> instance.
/// </param>
/// <param name="right">
/// A <see cref="KeyboardState"/> instance.
/// </param>
/// <returns>
/// True if both left is equal to right; false otherwise.
/// </returns>
public static bool operator ==(KeyboardState left, KeyboardState right)
{
return left.Equals(right);
}
/// <summary>
/// Checks whether two <see cref="KeyboardState" /> instances are not equal.
/// </summary>
/// <param name="left">
/// A <see cref="KeyboardState"/> instance.
/// </param>
/// <param name="right">
/// A <see cref="KeyboardState"/> instance.
/// </param>
/// <returns>
/// True if both left is not equal to right; false otherwise.
/// </returns>
public static bool operator !=(KeyboardState left, KeyboardState right)
{
return !left.Equals(right);
}
/// <summary>
/// Compares to an object instance for equality.
/// </summary>
/// <param name="obj">
/// The <see cref="System.Object"/> to compare to.
/// </param>
/// <returns>
/// True if this instance is equal to obj; false otherwise.
/// </returns>
public override bool Equals(object obj)
{
if (obj is KeyboardState)
{
return this == (KeyboardState)obj;
}
else
{
return false;
}
}
/// <summary>
/// Generates a hashcode for the current instance.
/// </summary>
/// <returns>
/// A <see cref="System.Int32"/> represting the hashcode for this instance.
/// </returns>
public override int GetHashCode()
{
unsafe
{
fixed (int* k = Keys)
{
int hashcode = 0;
for (int i = 0; i < NumInts; i++)
hashcode ^= (k + i)->GetHashCode();
return hashcode;
}
}
}
#endregion
#region Internal Members
internal void SetKeyState(Key key, bool down)
{
if (down)
{
EnableBit((int)key);
}
else
{
DisableBit((int)key);
}
}
internal bool ReadBit(int offset)
{
ValidateOffset(offset);
int int_offset = offset / IntSize;
int bit_offset = offset % IntSize;
unsafe
{
fixed (int* k = Keys) { return (*(k + int_offset) & (1 << bit_offset)) != 0u; }
}
}
internal void EnableBit(int offset)
{
ValidateOffset(offset);
int int_offset = offset / IntSize;
int bit_offset = offset % IntSize;
unsafe
{
fixed (int* k = Keys) { *(k + int_offset) |= 1 << bit_offset; }
}
}
internal void DisableBit(int offset)
{
ValidateOffset(offset);
int int_offset = offset / IntSize;
int bit_offset = offset % IntSize;
unsafe
{
fixed (int* k = Keys) { *(k + int_offset) &= ~(1 << bit_offset); }
}
}
internal void MergeBits(KeyboardState other)
{
unsafe
{
int* k2 = other.Keys;
fixed (int* k1 = Keys)
{
for (int i = 0; i < NumInts; i++)
*(k1 + i) |= *(k2 + i);
}
}
IsConnected |= other.IsConnected;
}
internal void SetIsConnected(bool value)
{
IsConnected = value;
}
#endregion
#region Private Members
static void ValidateOffset(int offset)
{
if (offset < 0 || offset >= NumInts * IntSize)
throw new ArgumentOutOfRangeException();
}
#endregion
#region IEquatable<KeyboardState> Members
/// <summary>
/// Compares two KeyboardState instances.
/// </summary>
/// <param name="other">The instance to compare two.</param>
/// <returns>True, if both instances are equal; false otherwise.</returns>
public bool Equals(KeyboardState other)
{
bool equal = true;
unsafe
{
int* k2 = other.Keys;
fixed (int* k1 = Keys)
{
for (int i = 0; equal && i < NumInts; i++)
equal &= *(k1 + i) == *(k2 + i);
}
}
return equal;
}
#endregion
}
}