mirror of
https://github.com/Ryujinx/Opentk.git
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341 lines
8.2 KiB
C#
341 lines
8.2 KiB
C#
#region --- License ---
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/* Copyright (c) 2007 Stefanos Apostolopoulos
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* See license.txt for license info
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*/
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#endregion
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#region --- Using directives ---
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using System;
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using OpenTK.Input;
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using System.Diagnostics;
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#endregion
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namespace OpenTK.Input
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{
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/// <summary>
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/// Represents a keyboard device and provides methods to query its status.
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/// </summary>
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public sealed class KeyboardDevice : IInputDevice
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{
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//private IKeyboard keyboard;
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private bool[] keys = new bool[(int)Key.MaxKeys];
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private string description;
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private int numKeys, numFKeys, numLeds;
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private IntPtr devID;
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private bool repeat;
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#region --- Constructors ---
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internal KeyboardDevice() { }
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#endregion
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#region --- IKeyboard members ---
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/// <summary>
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/// Gets a value indicating the status of the specified Key.
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/// </summary>
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/// <param name="key">The Key to check.</param>
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/// <returns>True if the Key is pressed, false otherwise.</returns>
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public bool this[Key key]
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{
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get { return keys[(int)key]; }
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internal set
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{
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if (keys[(int)key] != value || KeyRepeat)
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{
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keys[(int)key] = value;
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if (value && KeyDown != null)
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KeyDown(this, key);
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else if (!value && KeyUp != null)
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KeyUp(this, key);
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}
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}
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}
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/// <summary>
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/// Gets an integer representing the number of keys on this KeyboardDevice.
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/// </summary>
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public int NumberOfKeys
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{
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get { return numKeys; }
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internal set { numKeys = value; }
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}
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/// <summary>
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/// Gets an integer representing the number of function keys (F-keys) on this KeyboardDevice.
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/// </summary>
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public int NumberOfFunctionKeys
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{
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get { return numFKeys; }
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internal set { numFKeys = value; }
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}
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/// <summary>
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/// Gets a value indicating the number of led indicators on this KeyboardDevice.
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/// </summary>
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public int NumberOfLeds
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{
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get { return numLeds; }
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internal set { numLeds = value; }
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}
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/// <summary>
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/// Gets an IntPtr representing a device dependent ID.
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/// </summary>
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public IntPtr DeviceID
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{
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get { return devID; }
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internal set { devID = value; }
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}
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#region public bool KeyRepeat
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/// <summary>
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/// Gets or sets a System.Boolean indicating key repeat status.
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/// </summary>
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/// <remarks>
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/// If KeyRepeat is true, multiple KeyDown events will be generated while a key is being held.
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/// Otherwise only one KeyDown event will be reported.
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/// <para>
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/// The rate of the generated KeyDown events is controlled by the Operating System. Usually,
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/// one KeyDown event will be reported, followed by a small (250-1000ms) pause and several
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/// more KeyDown events (6-30 events per second).
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/// </para>
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/// <para>
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/// Set to true to handle text input (where keyboard repeat is desirable), but set to false
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/// for game input.
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/// </para>
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/// </remarks>
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public bool KeyRepeat
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{
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get { return repeat; }
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set { repeat = value; }
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}
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#endregion
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#region public event KeyDownEvent KeyDown;
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/// <summary>
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/// Occurs when a key is pressed.
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/// </summary>
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public event KeyDownEvent KeyDown;
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#endregion
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#region public event KeyUpEvent KeyUp;
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/// <summary>
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/// Occurs when a key is released.
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/// </summary>
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public event KeyUpEvent KeyUp;
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#endregion
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#endregion
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#region --- IInputDevice Members ---
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public string Description
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{
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get { return description; }
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internal set { description = value; }
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}
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public InputDeviceType DeviceType
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{
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get { return InputDeviceType.Keyboard; }
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}
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#endregion
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#region --- Public Methods ---
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/// <summary>Returns the hash code for this KeyboardDevice.</summary>
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/// <returns>A 32-bit signed integer hash code.</returns>
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public override int GetHashCode()
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{
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//return base.GetHashCode();
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return (int)(numKeys ^ numFKeys ^ numLeds ^ devID.GetHashCode() ^ description.GetHashCode());
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}
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/// <summary>
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/// Returns a System.String representing this KeyboardDevice.
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/// </summary>
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/// <returns>A System.String representing this KeyboardDevice.</returns>
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public override string ToString()
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{
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//return base.ToString();
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return String.Format("ID: {0} ({1}). Keys: {2}, Function keys: {3}, Leds: {4}",
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DeviceID, Description, NumberOfKeys, NumberOfFunctionKeys, NumberOfLeds);
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}
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#endregion
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#region --- Internal Methods ---
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#region internal void ClearKeys()
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internal void ClearKeys()
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{
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for (int i = 0; i < (int)Key.MaxKeys; i++)
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if (this[(Key)i]) // Make sure KeyUp events are *not* raised for keys that are up, even if key repeat is on.
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this[(Key)i] = false;
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}
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#endregion
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#endregion
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}
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public delegate void KeyDownEvent(KeyboardDevice sender, Key key);
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public delegate void KeyUpEvent(KeyboardDevice sender, Key key);
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#region public enum Key : int
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/// <summary>
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/// The available keyboard keys.
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/// </summary>
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public enum Key : int
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{
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// Modifiers
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ShiftLeft = 0,
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ShiftRight,
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ControlLeft,
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ControlRight,
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AltLeft,
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AltRight,
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WinLeft,
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WinRight,
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Menu,
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// Function keys (hopefully enough for most keyboards - mine has 26)
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// <keysymdef.h> on X11 reports up to 35 function keys.
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F1, F2, F3, F4,
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F5, F6, F7, F8,
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F9, F10, F11, F12,
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F13, F14, F15, F16,
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F17, F18, F19, F20,
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F21, F22, F23, F24,
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F25, F26, F27, F28,
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F29, F30, F31, F32,
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F33, F34, F35,
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// Direction arrows
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Up,
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Down,
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Left,
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Right,
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Enter,
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Escape,
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Space,
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Tab,
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BackSpace,
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Insert,
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Delete,
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PageUp,
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PageDown,
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Home,
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End,
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CapsLock,
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ScrollLock,
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PrintScreen,
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Pause,
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NumLock,
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// Special keys
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Clear, // Keypad5 with NumLock off.
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Sleep,
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/*LogOff,
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Help,
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Undo,
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Redo,
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New,
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Open,
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Close,
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Reply,
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Forward,
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Send,
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Spell,
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Save,
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Calculator,
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// Folders and applications
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Documents,
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Pictures,
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Music,
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MediaPlayer,
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Mail,
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Browser,
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Messenger,
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// Multimedia keys
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Mute,
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PlayPause,
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Stop,
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VolumeUp,
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VolumeDown,
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TrackPrevious,
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TrackNext,*/
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// Keypad keys
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Keypad0,
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Keypad1,
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Keypad2,
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Keypad3,
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Keypad4,
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Keypad5,
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Keypad6,
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Keypad7,
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Keypad8,
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Keypad9,
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KeypadDivide,
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KeypadMultiply,
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KeypadSubtract,
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KeypadAdd,
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KeypadDecimal,
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KeypadEnter,
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// Letters
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A, B, C, D, E, F, G,
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H, I, J, K, L, M, N,
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O, P, Q, R, S, T, U,
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V, W, X, Y, Z,
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// Numbers
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Number0,
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Number1,
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Number2,
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Number3,
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Number4,
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Number5,
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Number6,
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Number7,
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Number8,
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Number9,
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// Symbols
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Tilde,
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Minus,
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//Equal,
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Plus,
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BracketLeft,
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BracketRight,
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Semicolon,
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Quote,
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Comma,
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Period,
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Slash,
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BackSlash,
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MaxKeys
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}
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#endregion
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} |