mirror of
https://github.com/Ryujinx/Opentk.git
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d968281a1b
A lot of duplicated code is now moved to NativeWindowBase and LegacyInputDriver.
118 lines
3.8 KiB
C#
118 lines
3.8 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 - 2013 Stefanos Apostolopoulos for 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.Collections.Generic;
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using OpenTK.Input;
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namespace OpenTK.Platform.SDL2
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{
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class Sdl2Keyboard : IKeyboardDriver2
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{
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KeyboardState state;
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readonly List<KeyboardDevice> keyboards =
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new List<KeyboardDevice>();
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readonly IList<KeyboardDevice> keyboards_readonly;
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public Sdl2Keyboard()
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{
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state.IsConnected = true;
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}
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#region Private Members
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// Unfortunately, SDL does not report KeyDown events
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// when a modifier (e.g. shift, alt, etc) is first pressed.
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// It reports a keydown+keyup event pair when the modifier
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// is *released* - which means that we cannot use modifiers
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// for regular input (e.g. press control to fire a weapon.)
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// For that reason, we should also poll the keyboard directly
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// as necessary.
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// Fixme: this does not appear to work as expected.
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void UpdateModifiers()
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{
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Keymod mod = SDL.GetModState();
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state[Key.LAlt] = (mod & Keymod.LALT) != 0;
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state[Key.RAlt] = (mod & Keymod.RALT) != 0;
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state[Key.LControl] = (mod & Keymod.LCTRL) != 0;
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state[Key.RControl] = (mod & Keymod.RCTRL) != 0;
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state[Key.LShift] = (mod & Keymod.LSHIFT) != 0;
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state[Key.RShift] = (mod & Keymod.RSHIFT) != 0;
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state[Key.Menu] = (mod & Keymod.GUI) != 0;
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state[Key.CapsLock] = (mod & Keymod.CAPS) != 0;
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state[Key.NumLock] = (mod & Keymod.NUM) != 0;
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//state[Key.] = (mod & Keymod.MODE) != 0;
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}
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#endregion
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#region Internal Members
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internal void ProcessKeyboardEvent(KeyboardEvent e)
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{
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bool pressed = e.State != 0;
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var scancode = e.Keysym.Scancode;
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Key key = Sdl2KeyMap.GetKey(scancode);
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KeyModifiers mods = Sdl2KeyMap.GetModifiers(e.Keysym.Mod);
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if (key != Key.Unknown)
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{
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state[key] = pressed;
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}
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}
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#endregion
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#region IKeyboardDriver2 Members
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public KeyboardState GetState()
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{
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//UpdateModifiers(); // Fixme
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return state;
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}
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public KeyboardState GetState(int index)
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{
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//UpdateModifiers(); // Fixme
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if (index == 0)
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return state;
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else
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return new KeyboardState();
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}
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public string GetDeviceName(int index)
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{
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return "SDL2 Default Keyboard";
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}
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#endregion
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}
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}
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