using System; using System.Collections.Generic; using System.Runtime.InteropServices; using SDL2; namespace MoonWorks.Input { public class Keyboard { public bool AnyPressed { get; private set; } public KeyboardButton AnyPressedButton { get; private set; } public IntPtr State { get; private set; } 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 TextInputBindings = new Dictionary() { { 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); Keys = new KeyboardButton[numKeys]; foreach (KeyCode keycode in Enum.GetValues(typeof(KeyCode))) { Keys[(int) keycode] = new KeyboardButton(this, keycode); } } internal void Update() { AnyPressed = false; State = SDL.SDL_GetKeyboardState(out _); foreach (int keycode in Enum.GetValues(typeof(KeyCode))) { var button = Keys[keycode]; button.Update(); if (button.IsPressed) { if (TextInputBindings.TryGetValue((KeyCode) keycode, out var textIndex)) { Inputs.OnTextInput(TextInputCharacters[(textIndex)]); } else if (IsDown(KeyCode.LeftControl) && (KeyCode) keycode == KeyCode.V) { Inputs.OnTextInput(TextInputCharacters[6]); } AnyPressed = true; AnyPressedButton = button; } } } public bool IsDown(KeyCode keycode) { return Keys[(int) keycode].IsDown; } public bool IsPressed(KeyCode keycode) { return Keys[(int) keycode].IsPressed; } public bool IsHeld(KeyCode keycode) { return Keys[(int) keycode].IsHeld; } public bool IsReleased(KeyCode keycode) { return Keys[(int) keycode].IsReleased; } public KeyboardButton Button(KeyCode keycode) { return Keys[(int) keycode]; } public ButtonState ButtonState(KeyCode keycode) { return Keys[(int) keycode].State; } } }