2011-10-31 05:36:24 +00:00
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#region Using Statements
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using System;
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2011-11-11 12:50:46 +00:00
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using System.Collections.Generic;
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2011-10-31 05:36:24 +00:00
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#endregion // Using Statements
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#region License
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//
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// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
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//
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// This file is released under the Ms-PL license.
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//
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//
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//
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// Microsoft Public License (Ms-PL)
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//
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// This license governs use of the accompanying software. If you use the software, you accept this license.
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// If you do not accept the license, do not use the software.
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//
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// 1.Definitions
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// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
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// here as under U.S. copyright law.
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// A "contribution" is the original software, or any additions or changes to the software.
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// A "contributor" is any person that distributes its contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
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//
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// 2.Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
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// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
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// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
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// or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
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// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
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// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
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// in the software or derivative works of the contribution in the software.
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//
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// 3.Conditions and Limitations
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// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends automatically.
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// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
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// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
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// object code form, you may only do so under a license that complies with this license.
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// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
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// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
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// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
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// particular purpose and non-infringement.
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#endregion // License
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namespace ANX.Framework.Input
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{
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public struct KeyboardState
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{
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2011-11-11 12:50:46 +00:00
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#region Private Members
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private KeyState[] keyState;
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private List<Keys> pressedKeys;
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#endregion // Private Members
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2012-01-16 13:48:21 +00:00
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public KeyboardState(params Keys[] keys)
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2011-11-11 12:50:46 +00:00
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{
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pressedKeys = new List<Keys>();
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pressedKeys.AddRange(keys);
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keyState = new KeyState[255];
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keyState.Initialize();
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for (int i = 0; i < keys.Length; i++)
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{
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keyState[(int)keys[i]] = KeyState.Down;
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}
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}
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public bool IsKeyDown(Keys key)
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{
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2011-11-14 19:37:05 +00:00
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return keyState != null ? keyState[(int)key] == KeyState.Down : false;
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2011-11-11 12:50:46 +00:00
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}
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public bool IsKeyUp(Keys key)
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{
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2011-11-21 19:33:09 +00:00
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return keyState != null ? keyState[(int)key] == KeyState.Up : true;
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2011-11-11 12:50:46 +00:00
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}
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public override int GetHashCode()
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{
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throw new NotImplementedException();
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}
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public override bool Equals(object obj)
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{
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if (obj != null && obj.GetType() == typeof(KeyboardState))
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{
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KeyboardState other = (KeyboardState)obj;
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if (keyState.Length != other.keyState.Length)
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{
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return false;
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}
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for (int i = 0; i < keyState.Length; i++)
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{
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if (this.keyState[i] != other.keyState[i])
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{
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return false;
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}
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}
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return true;
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}
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return false;
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}
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public static bool operator ==(KeyboardState lhs, KeyboardState rhs)
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{
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if (lhs.keyState.Length != rhs.keyState.Length)
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{
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return false;
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}
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for (int i = 0; i < lhs.keyState.Length; i++)
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{
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if (lhs.keyState[i] != rhs.keyState[i])
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{
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return false;
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}
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}
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return true;
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}
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public static bool operator !=(KeyboardState lhs, KeyboardState rhs)
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{
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return !(lhs == rhs);
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}
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public KeyState this[Keys key]
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{
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get
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{
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return keyState[(int)key];
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}
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}
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public Keys[] GetPressedKeys()
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{
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return this.pressedKeys.ToArray();
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}
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internal void AddPressedKey(Keys key)
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{
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this.pressedKeys.Add(key);
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this.keyState[(int)key] = KeyState.Down;
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}
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internal void RemovePressedKey(Keys key)
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{
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this.pressedKeys.Remove(key);
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this.keyState[(int)key] = KeyState.Up;
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}
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2011-10-31 05:36:24 +00:00
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}
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}
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