MoonWorks/src/Input/Keyboard.cs

156 lines
3.5 KiB
C#

using System;
using System.Collections.Generic;
using SDL2;
namespace MoonWorks.Input
{
/// <summary>
/// The keyboard input device abstraction.
/// </summary>
public class Keyboard
{
/// <summary>
/// True if any button on the keyboard is active. Useful for input remapping.
/// </summary>
public bool AnyPressed { get; private set; }
/// <summary>
/// Contains a reference to an arbitrary KeyboardButton that was pressed this frame. Useful for input remapping.
/// </summary>
public KeyboardButton AnyPressedButton { get; private set; }
internal IntPtr State { get; private set; }
private KeyCode[] KeyCodes;
private KeyboardButton[] Keys { get; }
private int numKeys;
private static readonly char[] TextInputCharacters = new char[]
{
(char) 2, // Home
(char) 3, // End
(char) 8, // Backspace
(char) 9, // Tab
(char) 13, // Enter
(char) 127, // Delete
(char) 22 // Ctrl+V (Paste)
};
private static readonly Dictionary<KeyCode, int> TextInputBindings = new Dictionary<KeyCode, int>()
{
{ KeyCode.Home, 0 },
{ KeyCode.End, 1 },
{ KeyCode.Backspace, 2 },
{ KeyCode.Tab, 3 },
{ KeyCode.Return, 4 },
{ KeyCode.Delete, 5 }
// Ctrl+V is special!
};
internal Keyboard()
{
SDL.SDL_GetKeyboardState(out numKeys);
KeyCodes = Enum.GetValues<KeyCode>();
Keys = new KeyboardButton[numKeys];
foreach (KeyCode keycode in KeyCodes)
{
Keys[(int) keycode] = new KeyboardButton(this, keycode);
}
}
internal void Update()
{
AnyPressed = false;
State = SDL.SDL_GetKeyboardState(out _);
foreach (KeyCode keycode in KeyCodes)
{
var button = Keys[(int) keycode];
button.Update();
if (button.IsPressed)
{
if (TextInputBindings.TryGetValue(keycode, out var textIndex))
{
Inputs.OnTextInput(TextInputCharacters[(textIndex)]);
}
else if (IsDown(KeyCode.LeftControl) && keycode == KeyCode.V)
{
Inputs.OnTextInput(TextInputCharacters[6]);
}
AnyPressed = true;
AnyPressedButton = button;
}
}
}
/// <summary>
/// True if the button was pressed this frame.
/// </summary>
public bool IsPressed(KeyCode keycode)
{
return Keys[(int) keycode].IsPressed;
}
/// <summary>
/// True if the button was pressed this frame and the previous frame.
/// </summary>
public bool IsHeld(KeyCode keycode)
{
return Keys[(int) keycode].IsHeld;
}
/// <summary>
/// True if the button was either pressed or continued to be held this frame.
/// </summary>
public bool IsDown(KeyCode keycode)
{
return Keys[(int) keycode].IsDown;
}
/// <summary>
/// True if the button was let go this frame.
/// </summary>
public bool IsReleased(KeyCode keycode)
{
return Keys[(int) keycode].IsReleased;
}
/// <summary>
/// True if the button was not pressed this frame or the previous frame.
/// </summary>
public bool IsIdle(KeyCode keycode)
{
return Keys[(int) keycode].IsIdle;
}
/// <summary>
/// True if the button was either idle or released this frame.
/// </summary>
public bool IsUp(KeyCode keycode)
{
return Keys[(int) keycode].IsUp;
}
/// <summary>
/// Gets a reference to a keyboard button object using a key code.
/// </summary>
public KeyboardButton Button(KeyCode keycode)
{
return Keys[(int) keycode];
}
/// <summary>
/// Gets the state of a keyboard button from a key code.
/// </summary>
public ButtonState ButtonState(KeyCode keycode)
{
return Keys[(int) keycode].State;
}
}
}