#region License // // The Open Toolkit Library License // // Copyright (c) 2006 - 2013 Stefanos Apostolopoulos for 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; using System.Collections.Generic; using OpenTK.Input; namespace OpenTK.Platform.SDL2 { class Sdl2Keyboard : IKeyboardDriver2, IKeyboardDriver { KeyboardState state; readonly List keyboards = new List(); readonly IList keyboards_readonly; public Sdl2Keyboard() { state.IsConnected = true; keyboards.Add(new KeyboardDevice()); keyboards[0].Description = "Standard keyboard"; keyboards[0].NumberOfFunctionKeys = 12; keyboards[0].NumberOfKeys = 101; keyboards[0].NumberOfLeds = 3; keyboards_readonly = keyboards.AsReadOnly(); } #region Private Members // Unfortunately, SDL does not report KeyDown events // when a modifier (e.g. shift, alt, etc) is first pressed. // It reports a keydown+keyup event pair when the modifier // is *released* - which means that we cannot use modifiers // for regular input (e.g. press control to fire a weapon.) // For that reason, we should also poll the keyboard directly // as necessary. // Fixme: this does not appear to work as expected. void UpdateModifiers() { Keymod mod = SDL.GetModState(); state.SetKeyState(Key.LAlt, (byte)Scancode.LALT, (mod & Keymod.LALT) != 0); state.SetKeyState(Key.RAlt, (byte)Scancode.RALT, (mod & Keymod.RALT) != 0); state.SetKeyState(Key.LControl, (byte)Scancode.LCTRL, (mod & Keymod.LCTRL) != 0); state.SetKeyState(Key.RControl, (byte)Scancode.RCTRL, (mod & Keymod.CTRL) != 0); state.SetKeyState(Key.LShift, (byte)Scancode.LSHIFT, (mod & Keymod.LSHIFT) != 0); state.SetKeyState(Key.RShift, (byte)Scancode.RSHIFT, (mod & Keymod.RSHIFT) != 0); state.SetKeyState(Key.Menu, (byte)Scancode.APPLICATION, (mod & Keymod.GUI) != 0); state.SetKeyState(Key.CapsLock, (byte)Scancode.CAPSLOCK, (mod & Keymod.CAPS) != 0); state.SetKeyState(Key.NumLock, (byte)Scancode.NUMLOCKCLEAR, (mod & Keymod.NUM) != 0); //state.SetKeyState(Key., (byte)Scancode.MODE, (mod & Keymod.MODE) != 0); } #endregion #region Internal Members internal void ProcessKeyboardEvent(KeyboardEvent e) { bool pressed = e.State != 0; var scancode = e.Keysym.Scancode; Key key = Sdl2KeyMap.GetKey(scancode); if (key != Key.Unknown) { state.SetKeyState(key, (byte)scancode, pressed); keyboards[0].SetKey(key, (byte)scancode, pressed); } } #endregion #region IKeyboardDriver Members public IList Keyboard { get { return keyboards_readonly; } } #endregion #region IKeyboardDriver2 Members public KeyboardState GetState() { //UpdateModifiers(); // Fixme return state; } public KeyboardState GetState(int index) { //UpdateModifiers(); // Fixme if (index == 0) return state; else return new KeyboardState(); } public string GetDeviceName(int index) { return "SDL2 Default Keyboard"; } #endregion } }