Opentk/Source/OpenTK/Platform/SDL2/Sdl2Keyboard.cs
thefiddler 3e33ac9280 [Platform] Refactored INativeWindow backends
All INativeWindow implementations are now derived from
NativeWindowBase. They no longer implement legacy IInputDriver
themselves, but rather rely on LegacyInputDriver provided by
NativeWindowBase for compatibility. They also implement the new Mouse*
events.
2014-05-02 16:52:11 +02:00

117 lines
4.1 KiB
C#

#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
{
KeyboardState state;
readonly List<KeyboardDevice> keyboards =
new List<KeyboardDevice>();
readonly IList<KeyboardDevice> keyboards_readonly;
public Sdl2Keyboard()
{
state.IsConnected = true;
}
#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);
KeyModifiers mods = Sdl2KeyMap.GetModifiers(e.Keysym.Mod);
if (key != Key.Unknown)
{
state.SetKeyState(key, (byte)scancode, pressed);
}
}
#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
}
}