Opentk/Source/OpenTK/Input/Keyboard.cs
the_fiddler 33527aa2c9 Added KeyDown and KeyUp events to IKeyboard and Keyboard.
Improved input logger test to hook on the aforementioned events.
Removed Debug printing of keys in OpenTK.Input.Keyboard.
Beautified X11Keyboard.cs
Added experimental code to handle X11 keyboard events (not used yet).
2007-08-20 13:45:04 +00:00

266 lines
5.5 KiB
C#

#region --- License ---
/* Copyright (c) 2007 Stefanos Apostolopoulos
* See license.txt for license info
*/
#endregion
#region --- Using directives ---
using System;
using OpenTK.Input;
using System.Diagnostics;
#endregion
namespace OpenTK.Input
{
public sealed class Keyboard : IKeyboard
{
//private IKeyboard keyboard;
private bool[] keys = new bool[(int)Key.MaxKeys];
private string description;
private int numKeys, numFKeys, numLeds;
private long devID;
#region --- Constructors ---
public Keyboard()
{
}
#endregion
#region --- IKeyboard members ---
public bool this[Key k]
{
get { return keys[(int)k]; }
internal set
{
keys[(int)k] = value;
if (value && KeyDown != null)
{
KeyDown(this, k);
}
else if (!value && KeyUp != null)
{
KeyUp(this, k);
}
}
}
public int NumberOfKeys
{
get { return numKeys; }
internal set { numKeys = value; }
}
public int NumberOfFunctionKeys
{
get { return numFKeys; }
internal set { numFKeys = value; }
}
public int NumberOfLeds
{
get { return numLeds; }
internal set { numLeds = value; }
}
/// <summary>
/// Device dependent ID.
/// </summary>
public long DeviceID
{
get { return devID; }
internal set { devID = value; }
}
/// <summary>
/// Occurs when a key is pressed.
/// </summary>
public event KeyDownEvent KeyDown;
/// <summary>
/// Occurs when a key is released.
/// </summary>
public event KeyUpEvent KeyUp;
#endregion
#region --- IInputDevice Members ---
public string Description
{
get { return description; }
internal set { description = value; }
}
public InputDeviceType DeviceType
{
get { return InputDeviceType.Keyboard; }
}
#endregion
#region --- Public Methods ---
public override int GetHashCode()
{
//return base.GetHashCode();
return (int)(numKeys ^ numFKeys ^ numLeds ^ devID.GetHashCode() ^ description.GetHashCode());
}
public override string ToString()
{
//return base.ToString();
return String.Format("ID: {0} (keys: {1}, function keys: {2}, leds: {3}",
DeviceID, NumberOfKeys, NumberOfFunctionKeys, NumberOfLeds);
}
#endregion
}
#region public enum Key : int
/// <summary>
/// The available keyboard keys.
/// </summary>
public enum Key : int
{
// Modifiers
ShiftLeft = 0,
ShiftRight,
ControlLeft,
ControlRight,
AltLeft,
AltRight,
WinLeft,
WinRight,
Menu,
// Function keys (hopefully enough for most keyboards - mine has 26)
// <keysymdef.h> on X11 reports up to 35 function keys.
F1, F2, F3, F4,
F5, F6, F7, F8,
F9, F10, F11, F12,
F13, F14, F15, F16,
F17, F18, F19, F20,
F21, F22, F23, F24,
F25, F26, F27, F28,
F29, F30, F31, F32,
F33, F34, F35,
// Direction arrows
Up,
Down,
Left,
Right,
Enter,
Escape,
Space,
Tab,
BackSpace,
Insert,
Delete,
PageUp,
PageDown,
Home,
End,
CapsLock,
PrintScreen,
Pause,
NumLock,
// Special keys
Sleep,
/*LogOff,
Help,
Undo,
Redo,
New,
Open,
Close,
Reply,
Forward,
Send,
Spell,
Save,
Calculator,
// Folders and applications
Documents,
Pictures,
Music,
MediaPlayer,
Mail,
Browser,
Messenger,
// Multimedia keys
Mute,
PlayPause,
Stop,
VolumeUp,
VOlumeDown,
PreviousTrack,
NextTrack,*/
// Keypad keys
Keypad0,
Keypad1,
Keypad2,
Keypad3,
Keypad4,
Keypad5,
Keypad6,
Keypad7,
Keypad8,
Keypad9,
KeypadDivide,
KeypadMultiply,
KeypadSubtract,
KeypadAdd,
KeypadDecimal,
//KeypadEnter,
// Letters
A, B, C, D, E, F, G,
H, I, J, K, L, M, N,
O, P, Q, R, S, T, U,
V, W, X, Y, Z,
// Numbers
Number0,
Number1,
Number2,
Number3,
Number4,
Number5,
Number6,
Number7,
Number8,
Number9,
// Symbols
Tilde,
Minus,
//Equal,
Plus,
BracketLeft,
BracketRight,
Semicolon,
Quote,
Comma,
Period,
Slash,
BackSlash,
MaxKeys
}
#endregion
}