Opentk/Source/OpenTK/Input/MouseState.cs
Fraser Waters 1ca084cf8a [Input] Add IsAnyKey/ButtonDown/Pressed to input state.
Adds properties to KeyboardState, MouseState, JoystickState and GamePadState
(GamePadButtons), to see if any key or button is down. This should be faster
than iterating over all the public IsDown properties as we can make use of the
internal bit fields.

GamePadButtons uses IsButtonPressed rather than IsButtonDown like the others as
it more closely matches it's current interface (no down methods).
2014-11-27 22:05:33 +01:00

374 lines
12 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
internal const int MaxButtons = 16; // we are storing in an ushort
Vector2 position;
MouseScroll scroll;
ushort buttons;
bool is_connected;
#endregion
#region Public Members
/// <summary>
/// Gets a <see cref="System.Boolean"/> indicating whether the specified
/// <see cref="OpenTK.Input.MouseButton"/> is pressed.
/// </summary>
/// <param name="button">The <see cref="OpenTK.Input.MouseButton"/> to check.</param>
/// <returns>True if key is pressed; false otherwise.</returns>
public bool this[MouseButton button]
{
get { return IsButtonDown(button); }
internal set
{
if (value)
EnableBit((int)button);
else
DisableBit((int)button);
}
}
/// <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(scroll.Y, MidpointRounding.AwayFromZero); }
}
/// <summary>
/// Gets the absolute wheel position in floating-point units.
/// </summary>
public float WheelPrecise
{
get { return scroll.Y; }
}
/// <summary>
/// Gets a <see cref="OpenTK.Input.MouseScroll"/> instance,
/// representing the current state of the mouse scroll wheel.
/// </summary>
public MouseScroll Scroll
{
get { return scroll; }
}
/// <summary>
/// Gets an integer representing the absolute x position of the pointer, in window pixel coordinates.
/// </summary>
public int X
{
get { return (int)Math.Round(position.X); }
internal set { position.X = value; }
}
/// <summary>
/// Gets an integer representing the absolute y position of the pointer, in window pixel coordinates.
/// </summary>
public int Y
{
get { return (int)Math.Round(position.Y); }
internal set { position.Y = value; }
}
/// <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 a value indicating whether any button is down.
/// </summary>
/// <value><c>true</c> if any button is down; otherwise, <c>false</c>.</value>
public bool IsAnyButtonDown
{
get
{
// If any bit is set then a button is down.
return buttons != 0;
}
}
/// <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>
/// Gets a value indicating whether this instance is connected.
/// </summary>
/// <value><c>true</c> if this instance is connected; otherwise, <c>false</c>.</value>
public bool IsConnected
{
get { return is_connected; }
internal set { is_connected = value; }
}
/// <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()
{
return buttons.GetHashCode() ^ X.GetHashCode() ^ Y.GetHashCode() ^ scroll.GetHashCode();
}
/// <summary>
/// Returns a <see cref="System.String"/> that represents the current <see cref="OpenTK.Input.MouseState"/>.
/// </summary>
/// <returns>A <see cref="System.String"/> that represents the current <see cref="OpenTK.Input.MouseState"/>.</returns>
public override string ToString()
{
string b = Convert.ToString(buttons, 2).PadLeft(10, '0');
return String.Format("[X={0}, Y={1}, Scroll={2}, Buttons={3}, IsConnected={4}]",
X, Y, Scroll, b, IsConnected);
}
#endregion
#region Internal Members
internal Vector2 Position
{
get { return position; }
set { position = value; }
}
internal bool ReadBit(int offset)
{
ValidateOffset(offset);
return (buttons & (1 << offset)) != 0;
}
internal void EnableBit(int offset)
{
ValidateOffset(offset);
buttons |= unchecked((ushort)(1 << offset));
}
internal void DisableBit(int offset)
{
ValidateOffset(offset);
buttons &= unchecked((ushort)(~(1 << offset)));
}
internal void MergeBits(MouseState other)
{
buttons |= other.buttons;
SetScrollRelative(other.scroll.X, other.scroll.Y);
X += other.X;
Y += other.Y;
IsConnected |= other.IsConnected;
}
internal void SetIsConnected(bool value)
{
IsConnected = value;
}
#region Internal Members
internal void SetScrollAbsolute(float x, float y)
{
scroll.X = x;
scroll.Y = y;
}
internal void SetScrollRelative(float x, float y)
{
scroll.X += x;
scroll.Y += y;
}
#endregion
#endregion
#region Private Members
static void ValidateOffset(int offset)
{
if (offset < 0 || offset >= 16)
throw new ArgumentOutOfRangeException("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)
{
return
buttons == other.buttons &&
X == other.X &&
Y == other.Y &&
Scroll == other.Scroll;
}
#endregion
}
}