MoonWorks/src/Input/Keyboard.cs

110 lines
2.3 KiB
C#

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<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);
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;
}
}
}