Opentk/Source/OpenTK/Input/KeyboardState.cs
the_fiddler 1ba91af399 * GamePad.cs:
* GamePadState.cs: Added initial implementations.
* Keyboard.cs:
* KeyboardState.cs: Added a number of public members, experimentally.
2009-09-03 20:53:48 +00:00

77 lines
2 KiB
C#

using System;
using System.Collections.Generic;
using System.Text;
namespace OpenTK.Input
{
/// <summary>
/// Encapsulates the state of a Keyboard device.
/// </summary>
public struct KeyboardState : IEquatable<KeyboardState>
{
#region Fields
const int NumKeys = ((int)Key.LastKey + 16) / 32;
unsafe fixed int Keys[NumKeys];
#endregion
#region Constructors
#endregion
#region Public Members
/// <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) != 0;
}
/// <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) == 0;
}
#endregion
#region Internal Members
internal int ReadBit(int offset)
{
return 0;
//unsafe { return (Keys[(offset / 32)] & (1 << (offset % 32))); }
}
internal enum BitValue { Zero = 0, One = 1 }
internal void WriteBit(int offset, BitValue bit)
{
// Todo: this is completely broken.
//unsafe { Keys[offset / 32] = Keys[offset / 32] ^ (~(int)bit << (offset % 32)); }
}
#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)
{
throw new NotImplementedException();
}
#endregion
}
}