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https://github.com/Ryujinx/Opentk.git
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ec34bed972
Made GameWindow.Dispose() virtual.
81 lines
2.6 KiB
C#
81 lines
2.6 KiB
C#
#region --- License ---
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/* Copyright (c) 2006, 2007 Stefanos Apostolopoulos
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* See license.txt for license info
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Text;
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using OpenTK.Input;
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namespace OpenTK.Platform.X11
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{
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/// <summary>
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/// Drives Mouse devices on X11.
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/// This class supports OpenTK, and is not intended for use by OpenTK programs.
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/// </summary>
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internal sealed class X11Mouse : IMouseDriver
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{
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WindowInfo window;
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List<Mouse> mice = new List<Mouse>();
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#region Constructor
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public X11Mouse(WindowInfo window)
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{
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this.window = window;
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// Just create one mouse now.
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// TODO: support for multiple devices through evdev.
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Mouse m = new Mouse();
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m.Description = "Default X11 mouse";
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m.DeviceID = IntPtr.Zero;
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m.NumberOfButtons = 5;
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m.NumberOfWheels = 1;
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mice.Add(m);
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}
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#endregion
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#region --- IMouseDriver Members ---
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public IList<Mouse> Mouse
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{
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get { return mice; }
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}
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#endregion
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/// <summary>
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/// Processes XButtonEvents.
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/// </summary>
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/// <param name="e">The X11.XButtonEvent to process.</param>
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/// <returns>True if the event was processed, false otherwise.</returns>
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internal bool ProcessButton(ref X11.XButtonEvent e)
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{
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Mouse m = mice[0];
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bool pressed = e.type == XEventName.ButtonPress;
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if ((e.state & (int)X11.MouseMask.Button1Mask) != 0) m[OpenTK.Input.MouseButton.Button1] = pressed;
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if ((e.state & (int)X11.MouseMask.Button2Mask) != 0) m[OpenTK.Input.MouseButton.Button2] = pressed;
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if ((e.state & (int)X11.MouseMask.Button3Mask) != 0) m[OpenTK.Input.MouseButton.Button3] = pressed;
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if ((e.state & (int)X11.MouseMask.Button4Mask) != 0) m[OpenTK.Input.MouseButton.Button4] = pressed;
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if ((e.state & (int)X11.MouseMask.Button5Mask) != 0) m[OpenTK.Input.MouseButton.Button5] = pressed;
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return true;
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}
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/// <summary>
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/// Processes XMotionEvents.
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/// </summary>
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/// <param name="e">The X11.XMotionEvent to process.</param>
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/// <returns>True if the event was processed, false otherwise.</returns>
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internal bool ProcessMotion(ref X11.XMotionEvent e)
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{
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Mouse m = mice[0];
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m.X = e.x;
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m.Y = e.y;
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return true;
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}
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}
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}
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