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1ba91af399
* GamePadState.cs: Added initial implementations. * Keyboard.cs: * KeyboardState.cs: Added a number of public members, experimentally.
77 lines
2 KiB
C#
77 lines
2 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Text;
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namespace OpenTK.Input
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{
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/// <summary>
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/// Encapsulates the state of a Keyboard device.
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/// </summary>
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public struct KeyboardState : IEquatable<KeyboardState>
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{
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#region Fields
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const int NumKeys = ((int)Key.LastKey + 16) / 32;
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unsafe fixed int Keys[NumKeys];
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#endregion
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#region Constructors
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#endregion
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#region Public Members
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/// <summary>
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/// Gets a <see cref="System.Boolean"/> indicating whether this key is down.
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/// </summary>
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/// <param name="key">The <see cref="OpenTK.Input.Key"/> to check.</param>
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public bool IsKeyDown(Key key)
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{
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return ReadBit((int)key) != 0;
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}
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/// <summary>
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/// Gets a <see cref="System.Boolean"/> indicating whether this key is up.
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/// </summary>
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/// <param name="key">The <see cref="OpenTK.Input.Key"/> to check.</param>
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public bool IsKeyUp(Key key)
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{
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return ReadBit((int)key) == 0;
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}
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#endregion
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#region Internal Members
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internal int ReadBit(int offset)
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{
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return 0;
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//unsafe { return (Keys[(offset / 32)] & (1 << (offset % 32))); }
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}
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internal enum BitValue { Zero = 0, One = 1 }
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internal void WriteBit(int offset, BitValue bit)
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{
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// Todo: this is completely broken.
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//unsafe { Keys[offset / 32] = Keys[offset / 32] ^ (~(int)bit << (offset % 32)); }
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}
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#endregion
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#region IEquatable<KeyboardState> Members
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/// <summary>
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/// Compares two KeyboardState instances.
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/// </summary>
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/// <param name="other">The instance to compare two.</param>
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/// <returns>True, if both instances are equal; false otherwise.</returns>
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public bool Equals(KeyboardState other)
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{
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throw new NotImplementedException();
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}
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#endregion
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}
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}
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