Opentk/Source/OpenTK/Input/KeyboardState.cs
the_fiddler ca30b85bad * Input/KeyboardState.cs: Fixed the amount of storage for keyboard
keys (the code would allocate one less int than necessary when
  "number of keys % 32" falls between 1 and 15).
Fixed the implementation of the Equals method to compare the two
  instances (instead of comparing this instance against itself).
2010-10-20 15:14:26 +00:00

138 lines
4.1 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 NumInts = ((int)Key.LastKey + 31) / 32;
// The following line triggers bogus CS0214 in gmcs 2.0.1, sigh...
unsafe fixed int Keys[NumInts];
#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);
}
/// <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);
}
#endregion
#region Internal Members
internal bool ReadBit(int offset)
{
int int_offset = offset / 32;
int bit_offset = offset % 32;
unsafe
{
fixed (int* k = Keys)
{
return (*(k + int_offset) & (1 << bit_offset)) != 0u;
}
}
}
internal void EnableBit(int offset)
{
int int_offset = offset / 32;
int bit_offset = offset % 32;
unsafe
{
fixed (int* k = Keys)
{
*(k + int_offset) |= 1 << bit_offset;
}
}
}
internal void DisableBit(int offset)
{
int int_offset = offset / 32;
int bit_offset = offset % 32;
unsafe
{
fixed (int* k = Keys)
{
*(k + int_offset) &= ~(1 << bit_offset);
}
}
}
#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
{
fixed (int* k1 = Keys)
fixed (int* k2 = other.Keys)
{
for (int i = 0; equal && i < NumInts; i++)
equal &= *(k1 + i) == *(k2 + i);
}
}
return equal;
}
#endregion
}
}