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https://github.com/Ryujinx/Opentk.git
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6bb01d4cbb
Added WinInputBase as a base abstraction for all win32 input class.
205 lines
5.8 KiB
C#
205 lines
5.8 KiB
C#
#region License
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//
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// The Open Toolkit Library License
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//
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// Copyright (c) 2006 - 2010 the Open Toolkit library.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights to
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// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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// the Software, and to permit persons to whom the Software is furnished to do
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// so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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// OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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// HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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// WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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// OTHER DEALINGS IN THE SOFTWARE.
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//
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#endregion
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using System;
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using System.Diagnostics;
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using System.Runtime.InteropServices;
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using System.Threading;
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using OpenTK.Input;
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namespace OpenTK.Platform.Windows
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{
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abstract class WinInputBase : IInputDriver2
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{
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#region Fields
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readonly WindowProcedure WndProc;
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readonly Thread InputThread;
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readonly AutoResetEvent InputReady = new AutoResetEvent(false);
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IntPtr OldWndProc;
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INativeWindow native;
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protected INativeWindow Native { get { return native; } private set { native = value; } }
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protected WinWindowInfo Parent { get { return (WinWindowInfo)Native.WindowInfo; } }
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static readonly IntPtr Unhandled = new IntPtr(-1);
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#endregion
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#region Constructors
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public WinInputBase()
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{
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WndProc = WindowProcedure;
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InputThread = new Thread(ProcessEvents);
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InputThread.IsBackground = true;
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InputThread.Start();
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InputReady.WaitOne();
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}
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#endregion
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#region Private Members
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#region ConstructMessageWindow
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INativeWindow ConstructMessageWindow()
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{
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Debug.WriteLine("Initializing input driver.");
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Debug.Indent();
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// Create a new message-only window to retrieve WM_INPUT messages.
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INativeWindow native = new NativeWindow();
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native.ProcessEvents();
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WinWindowInfo parent = native.WindowInfo as WinWindowInfo;
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Functions.SetParent(parent.WindowHandle, Constants.MESSAGE_ONLY);
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native.ProcessEvents();
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Debug.Unindent();
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return native;
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}
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#endregion
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#region ProcessEvents
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void ProcessEvents()
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{
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Native = ConstructMessageWindow();
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CreateDrivers();
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// Subclass the window to retrieve the events we are interested in.
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OldWndProc = Functions.SetWindowLong(Parent.WindowHandle, WndProc);
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Debug.Print("Input window attached to {0}", Parent);
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InputReady.Set();
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MSG msg = new MSG();
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while (Native.Exists)
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{
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Native.ProcessEvents();
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//int ret = Functions.GetMessage(ref msg, Parent.WindowHandle, 0, 0);
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//if (ret == -1)
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//{
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// throw new PlatformException(String.Format(
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// "An error happened while processing the message queue. Windows error: {0}",
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// Marshal.GetLastWin32Error()));
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//}
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//Functions.TranslateMessage(ref msg);
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//Functions.DispatchMessage(ref msg);
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}
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}
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#endregion
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#region WndProcHandler
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IntPtr WndProcHandler(
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IntPtr handle, WindowMessage message, IntPtr wParam, IntPtr lParam)
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{
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IntPtr ret = WindowProcedure(handle, message, wParam, lParam);
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if (ret == Unhandled)
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return Functions.CallWindowProc(OldWndProc, handle, message, wParam, lParam);
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else
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return ret;
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}
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#endregion
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#endregion
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#region Protected Members
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#region WindowProcedure
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protected virtual IntPtr WindowProcedure(
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IntPtr handle, WindowMessage message, IntPtr wParam, IntPtr lParam)
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{
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return Unhandled;
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}
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#endregion
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#region CreateDrivers
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// Note: this method is called through the input thread.
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protected abstract void CreateDrivers();
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#endregion
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#endregion
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#region IInputDriver2 Members
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public abstract IMouseDriver2 MouseDriver { get; }
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public abstract IKeyboardDriver2 KeyboardDriver { get; }
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public abstract IGamePadDriver GamePadDriver { get; }
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#endregion
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#region IDisposable Members
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protected bool Disposed;
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public void Dispose()
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{
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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protected virtual void Dispose(bool manual)
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{
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if (!Disposed)
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{
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if (manual)
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{
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if (Native != null)
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{
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Native.Close();
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Native.Dispose();
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}
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}
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Disposed = true;
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}
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}
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~WinInputBase()
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{
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Debug.Print("[Warning] Resource leaked: {0}.", this);
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Dispose(false);
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}
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#endregion
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}
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}
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