Opentk/Source/OpenTK/Platform/SDL2/Sdl2Keyboard.cs
thefiddler d968281a1b [OpenTK] Refactor keyboard and mouse handling
A lot of duplicated code is now moved to NativeWindowBase and
LegacyInputDriver.
2014-05-04 17:05:08 +02:00

118 lines
3.8 KiB
C#

#region License
//
// The Open Toolkit Library License
//
// Copyright (c) 2006 - 2013 Stefanos Apostolopoulos for 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.Generic;
using OpenTK.Input;
namespace OpenTK.Platform.SDL2
{
class Sdl2Keyboard : IKeyboardDriver2
{
KeyboardState state;
readonly List<KeyboardDevice> keyboards =
new List<KeyboardDevice>();
readonly IList<KeyboardDevice> keyboards_readonly;
public Sdl2Keyboard()
{
state.IsConnected = true;
}
#region Private Members
// Unfortunately, SDL does not report KeyDown events
// when a modifier (e.g. shift, alt, etc) is first pressed.
// It reports a keydown+keyup event pair when the modifier
// is *released* - which means that we cannot use modifiers
// for regular input (e.g. press control to fire a weapon.)
// For that reason, we should also poll the keyboard directly
// as necessary.
// Fixme: this does not appear to work as expected.
void UpdateModifiers()
{
Keymod mod = SDL.GetModState();
state[Key.LAlt] = (mod & Keymod.LALT) != 0;
state[Key.RAlt] = (mod & Keymod.RALT) != 0;
state[Key.LControl] = (mod & Keymod.LCTRL) != 0;
state[Key.RControl] = (mod & Keymod.RCTRL) != 0;
state[Key.LShift] = (mod & Keymod.LSHIFT) != 0;
state[Key.RShift] = (mod & Keymod.RSHIFT) != 0;
state[Key.Menu] = (mod & Keymod.GUI) != 0;
state[Key.CapsLock] = (mod & Keymod.CAPS) != 0;
state[Key.NumLock] = (mod & Keymod.NUM) != 0;
//state[Key.] = (mod & Keymod.MODE) != 0;
}
#endregion
#region Internal Members
internal void ProcessKeyboardEvent(KeyboardEvent e)
{
bool pressed = e.State != 0;
var scancode = e.Keysym.Scancode;
Key key = Sdl2KeyMap.GetKey(scancode);
KeyModifiers mods = Sdl2KeyMap.GetModifiers(e.Keysym.Mod);
if (key != Key.Unknown)
{
state[key] = pressed;
}
}
#endregion
#region IKeyboardDriver2 Members
public KeyboardState GetState()
{
//UpdateModifiers(); // Fixme
return state;
}
public KeyboardState GetState(int index)
{
//UpdateModifiers(); // Fixme
if (index == 0)
return state;
else
return new KeyboardState();
}
public string GetDeviceName(int index)
{
return "SDL2 Default Keyboard";
}
#endregion
}
}