* GamePad.cs:

* GamePadState.cs: Added initial implementations.
* Keyboard.cs:
* KeyboardState.cs: Added a number of public members, experimentally.
This commit is contained in:
the_fiddler 2009-09-03 20:53:48 +00:00
parent f1b57fe47e
commit 0fdcb94ca9
4 changed files with 130 additions and 7 deletions

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@ -0,0 +1,46 @@
#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;
namespace OpenTK.Input
{
/// <summary>
/// Provides access to GamePad devices.
/// </summary>
public class GamePad
{
#region Constructors
static GamePad()
{
throw new NotImplementedException();
}
#endregion
}
}

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@ -0,0 +1,38 @@
#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;
namespace OpenTK.Input
{
/// <summary>
/// Encapsulates the state of a GamePad device.
/// </summary>
public struct GamePadState
{
}
}

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@ -19,6 +19,7 @@ namespace OpenTK.Input
static Keyboard()
{
throw new NotImplementedException();
//driver = Platform.Factory.Default.CreateKeyboardDriver();
}
@ -32,7 +33,7 @@ namespace OpenTK.Input
/// <returns>A <see cref="OpenTK.Input.KeyboardState"/> structure containing the state of the keyboard device.</returns>
public static KeyboardState GetState()
{
throw new NotImplementedException();
return new KeyboardState();
}
/// <summary>
@ -42,7 +43,7 @@ namespace OpenTK.Input
/// <returns>A <see cref="OpenTK.Input.KeyboardState"/> structure containing the state of the keyboard device.</returns>
public static KeyboardState GetState(int index)
{
throw new NotImplementedException();
return new KeyboardState();
}
#endregion

View file

@ -5,20 +5,58 @@ using System.Text;
namespace OpenTK.Input
{
/// <summary>
/// Encapsulates the state of a keyboard device.
/// Encapsulates the state of a Keyboard device.
/// </summary>
public struct KeyboardState : IEquatable<KeyboardState>
{
#region Constructors
#region Fields
internal KeyboardState(Key[] keys)
{
}
const int NumKeys = ((int)Key.LastKey + 16) / 32;
unsafe fixed int Keys[NumKeys];
#endregion
#region Constructors
#endregion
#region Public Members
/// <summary>
/// Gets a <see cref="System.Boolean"/> indicating whether this key is down.
/// </summary>
/// <param name="key">The <see cref="OpenTK.Input.Key"/> to check.</param>
public bool IsKeyDown(Key key)
{
return ReadBit((int)key) != 0;
}
/// <summary>
/// Gets a <see cref="System.Boolean"/> indicating whether this key is up.
/// </summary>
/// <param name="key">The <see cref="OpenTK.Input.Key"/> to check.</param>
public bool IsKeyUp(Key key)
{
return ReadBit((int)key) == 0;
}
#endregion
#region Internal Members
internal int ReadBit(int offset)
{
return 0;
//unsafe { return (Keys[(offset / 32)] & (1 << (offset % 32))); }
}
internal enum BitValue { Zero = 0, One = 1 }
internal void WriteBit(int offset, BitValue bit)
{
// Todo: this is completely broken.
//unsafe { Keys[offset / 32] = Keys[offset / 32] ^ (~(int)bit << (offset % 32)); }
}
#endregion
#region IEquatable<KeyboardState> Members