* GamePad.cs:
* GamePadState.cs: Added initial implementations. * Keyboard.cs: * KeyboardState.cs: Added a number of public members, experimentally.
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4 changed files with 130 additions and 7 deletions
46
Source/OpenTK/Input/GamePad.cs
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46
Source/OpenTK/Input/GamePad.cs
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#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 - 2009 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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namespace OpenTK.Input
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{
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/// <summary>
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/// Provides access to GamePad devices.
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/// </summary>
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public class GamePad
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{
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#region Constructors
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static GamePad()
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{
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throw new NotImplementedException();
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}
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#endregion
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}
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}
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38
Source/OpenTK/Input/GamePadState.cs
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38
Source/OpenTK/Input/GamePadState.cs
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#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 - 2009 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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namespace OpenTK.Input
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{
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/// <summary>
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/// Encapsulates the state of a GamePad device.
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/// </summary>
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public struct GamePadState
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{
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}
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}
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@ -19,6 +19,7 @@ namespace OpenTK.Input
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static Keyboard()
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{
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throw new NotImplementedException();
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//driver = Platform.Factory.Default.CreateKeyboardDriver();
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}
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@ -32,7 +33,7 @@ namespace OpenTK.Input
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/// <returns>A <see cref="OpenTK.Input.KeyboardState"/> structure containing the state of the keyboard device.</returns>
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public static KeyboardState GetState()
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{
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throw new NotImplementedException();
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return new KeyboardState();
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}
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/// <summary>
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@ -42,7 +43,7 @@ namespace OpenTK.Input
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/// <returns>A <see cref="OpenTK.Input.KeyboardState"/> structure containing the state of the keyboard device.</returns>
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public static KeyboardState GetState(int index)
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{
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throw new NotImplementedException();
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return new KeyboardState();
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}
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#endregion
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@ -5,20 +5,58 @@ using System.Text;
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namespace OpenTK.Input
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{
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/// <summary>
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/// Encapsulates the state of a keyboard device.
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/// Encapsulates the state of a Keyboard device.
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/// </summary>
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public struct KeyboardState : IEquatable<KeyboardState>
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{
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#region Constructors
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#region Fields
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internal KeyboardState(Key[] keys)
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{
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}
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const int NumKeys = ((int)Key.LastKey + 16) / 32;
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unsafe fixed int Keys[NumKeys];
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#endregion
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#region Constructors
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#endregion
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#region Public Members
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/// <summary>
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/// Gets a <see cref="System.Boolean"/> indicating whether this key is down.
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/// </summary>
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/// <param name="key">The <see cref="OpenTK.Input.Key"/> to check.</param>
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public bool IsKeyDown(Key key)
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{
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return ReadBit((int)key) != 0;
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}
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/// <summary>
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/// Gets a <see cref="System.Boolean"/> indicating whether this key is up.
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/// </summary>
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/// <param name="key">The <see cref="OpenTK.Input.Key"/> to check.</param>
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public bool IsKeyUp(Key key)
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{
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return ReadBit((int)key) == 0;
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}
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#endregion
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#region Internal Members
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internal int ReadBit(int offset)
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{
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return 0;
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//unsafe { return (Keys[(offset / 32)] & (1 << (offset % 32))); }
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}
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internal enum BitValue { Zero = 0, One = 1 }
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internal void WriteBit(int offset, BitValue bit)
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{
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// Todo: this is completely broken.
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//unsafe { Keys[offset / 32] = Keys[offset / 32] ^ (~(int)bit << (offset % 32)); }
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}
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#endregion
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#region IEquatable<KeyboardState> Members
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