Opentk/Source/OpenTK/Input/MouseState.cs
the_fiddler 671457b60a * OpenTK.csproj:
* Input/MouseState.cs:
* Platform/X11/Structs.cs:
* Platform/X11/XI2Mouse.cs:
* Platform/X11/Functions.cs:
* Platform/X11/X11Factory.cs: Added XInput2 driver for mice.
  Multi-mouse support pending.

* Platform/X11/X11Mouse.cs: Log the driver type for debugging
  purposes.
2010-10-21 12:32:00 +00:00

319 lines
10 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.Generic;
using System.Text;
namespace OpenTK.Input
{
/// <summary>
/// Encapsulates the state of a mouse device.
/// </summary>
public struct MouseState : IEquatable<MouseState>
{
#region Fields
// Allocate enough ints to store all mouse buttons
const int NumInts = ((int)MouseButton.LastButton + 31) / 32;
// The following line triggers bogus CS0214 in gmcs 2.0.1, sigh...
unsafe fixed int Buttons[NumInts];
int x, y;
float wheel;
#endregion
#region Public Members
/// <summary>
/// Gets a <see cref="System.Boolean"/> indicating whether this button is down.
/// </summary>
/// <param name="button">The <see cref="OpenTK.Input.MouseButton"/> to check.</param>
public bool IsButtonDown(MouseButton button)
{
return ReadBit((int)button);
}
/// <summary>
/// Gets a <see cref="System.Boolean"/> indicating whether this button is up.
/// </summary>
/// <param name="button">The <see cref="OpenTK.Input.MouseButton"/> to check.</param>
public bool IsButtonUp(MouseButton button)
{
return !ReadBit((int)button);
}
/// <summary>
/// Gets the absolute wheel position in integer units.
/// To support high-precision mice, it is recommended to use <see cref="WheelPrecise"/> instead.
/// </summary>
public int Wheel
{
get { return (int)Math.Round(wheel, MidpointRounding.AwayFromZero); }
}
/// <summary>
/// Gets the absolute wheel position in floating-point units.
/// </summary>
public float WheelPrecise
{
get { return wheel; }
internal set
{
wheel = value;
}
}
/// <summary>
/// Gets an integer representing the absolute x position of the pointer, in window pixel coordinates.
/// </summary>
public int X
{
get { return x; }
internal set { x = value; }
}
/// <summary>
/// Gets an integer representing the absolute y position of the pointer, in window pixel coordinates.
/// </summary>
public int Y
{
get { return y; }
internal set { y = value; }
}
/// <summary>
/// Gets a System.Boolean indicating the state of the specified MouseButton.
/// </summary>
/// <param name="button">The MouseButton to check.</param>
/// <returns>True if the MouseButton is pressed, false otherwise.</returns>
public bool this[MouseButton button]
{
get
{
return IsButtonDown(button);
}
}
/// <summary>
/// Gets a <see cref="System.Boolean" indicating whether the left mouse button is pressed.
/// This property is intended for XNA compatibility.
/// </summary>
public ButtonState LeftButton
{
get { return IsButtonDown(MouseButton.Left) ? ButtonState.Pressed : ButtonState.Released; }
}
/// <summary>
/// Gets a <see cref="System.Boolean" indicating whether the middle mouse button is pressed.
/// This property is intended for XNA compatibility.
/// </summary>
public ButtonState MiddleButton
{
get { return IsButtonDown(MouseButton.Middle) ? ButtonState.Pressed : ButtonState.Released; }
}
/// <summary>
/// Gets a <see cref="System.Boolean" indicating whether the right mouse button is pressed.
/// This property is intended for XNA compatibility.
/// </summary>
public ButtonState RightButton
{
get { return IsButtonDown(MouseButton.Right) ? ButtonState.Pressed : ButtonState.Released; }
}
/// <summary>
/// Gets a <see cref="System.Boolean" indicating whether the first extra mouse button is pressed.
/// This property is intended for XNA compatibility.
/// </summary>
public ButtonState XButton1
{
get { return IsButtonDown(MouseButton.Button1) ? ButtonState.Pressed : ButtonState.Released; }
}
/// <summary>
/// Gets a <see cref="System.Boolean" indicating whether the second extra mouse button is pressed.
/// This property is intended for XNA compatibility.
/// </summary>
public ButtonState XButton2
{
get { return IsButtonDown(MouseButton.Button2) ? ButtonState.Pressed : ButtonState.Released; }
}
/// <summary>
/// Gets the absolute wheel position in integer units. This property is intended for XNA compatibility.
/// To support high-precision mice, it is recommended to use <see cref="WheelPrecise"/> instead.
/// </summary>
public int ScrollWheelValue
{
get { return Wheel; }
}
/// <summary>
/// Checks whether two <see cref="MouseState" /> instances are equal.
/// </summary>
/// <param name="left">
/// A <see cref="MouseState"/> instance.
/// </param>
/// <param name="right">
/// A <see cref="MouseState"/> instance.
/// </param>
/// <returns>
/// True if both left is equal to right; false otherwise.
/// </returns>
public static bool operator ==(MouseState left, MouseState right)
{
return left.Equals(right);
}
/// <summary>
/// Checks whether two <see cref="MouseState" /> instances are not equal.
/// </summary>
/// <param name="left">
/// A <see cref="MouseState"/> instance.
/// </param>
/// <param name="right">
/// A <see cref="MouseState"/> instance.
/// </param>
/// <returns>
/// True if both left is not equal to right; false otherwise.
/// </returns>
public static bool operator !=(MouseState left, MouseState right)
{
return !left.Equals(right);
}
/// <summary>
/// Compares to an object instance for equality.
/// </summary>
/// <param name="obj">
/// The <see cref="System.Object"/> to compare to.
/// </param>
/// <returns>
/// True if this instance is equal to obj; false otherwise.
/// </returns>
public override bool Equals(object obj)
{
if (obj is MouseState)
{
return this == (MouseState)obj;
}
else
{
return false;
}
}
/// <summary>
/// Generates a hashcode for the current instance.
/// </summary>
/// <returns>
/// A <see cref="System.Int32"/> represting the hashcode for this instance.
/// </returns>
public override int GetHashCode()
{
unsafe
{
fixed (int* b = Buttons)
{
return b->GetHashCode() ^ X.GetHashCode() ^ Y.GetHashCode() ^ WheelPrecise.GetHashCode();
}
}
}
#endregion
#region Internal Members
internal bool ReadBit(int offset)
{
int int_offset = offset / 32;
int bit_offset = offset % 32;
unsafe
{
fixed (int* b = Buttons)
{
return (*(b + int_offset) & (1 << bit_offset)) != 0u;
}
}
}
internal void EnableBit(int offset)
{
int int_offset = offset / 32;
int bit_offset = offset % 32;
unsafe
{
fixed (int* b = Buttons)
{
*(b + int_offset) |= 1 << bit_offset;
}
}
}
internal void DisableBit(int offset)
{
int int_offset = offset / 32;
int bit_offset = offset % 32;
unsafe
{
fixed (int* b = Buttons)
{
*(b + int_offset) &= ~(1 << bit_offset);
}
}
}
#endregion
#region IEquatable<MouseState> Members
/// <summary>
/// Compares two MouseState instances.
/// </summary>
/// <param name="other">The instance to compare two.</param>
/// <returns>True, if both instances are equal; false otherwise.</returns>
public bool Equals(MouseState other)
{
bool equal = true;
unsafe
{
fixed (int* b1 = Buttons)
fixed (int* b2 = other.Buttons)
{
for (int i = 0; equal && i < NumInts; i++)
equal &= *(b1 + i) == *(b2 + i);
}
equal &= X == other.X && Y == other.Y && WheelPrecise == other.WheelPrecise;
}
return equal;
}
#endregion
}
}