#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using ANX.Framework.NonXNA;
using ANX.Framework;
using ANX.Framework.Input;
using System.IO;
#endregion
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
namespace ANX.InputSystem.Recording
{
///
/// Wrapper arround another IKeyboard, will record all inputs and allows playback.
///
public class RecordingKeyboard : RecordableDevice, IKeyboard
{
private IKeyboard realKeyboard;
private Keys[] recordedKeys;
private byte[] keyBitmasks;
private WindowHandle tmpWindowHandle;
public WindowHandle WindowHandle
{
get
{
if (!isInitialized)
return new WindowHandle();
else
return realKeyboard.WindowHandle;
}
set
{
if (!isInitialized) //The GameWindow might assign a WindowHadle even before the real Mouse is loaded. We save this Handle and assign it in Initialize()
tmpWindowHandle = value;
else
realKeyboard.WindowHandle = value;
}
}
public KeyboardState GetState()
{
switch (RecordingState)
{
case RecordingState.None:
return realKeyboard.GetState();
case RecordingState.Playback:
return ReadKeybaordState(PlayerIndex.One);
case RecordingState.Recording:
KeyboardState realState = realKeyboard.GetState();
WriteKeyboardState(realState, PlayerIndex.One);
return realState;
default:
throw new InvalidOperationException("The recordingState is invalid!");
}
}
public KeyboardState GetState(PlayerIndex playerIndex)
{
switch (RecordingState)
{
case RecordingState.None:
return realKeyboard.GetState(playerIndex);
case RecordingState.Playback:
return ReadKeybaordState(playerIndex);
case RecordingState.Recording:
KeyboardState realState = realKeyboard.GetState(playerIndex);
WriteKeyboardState(realState, playerIndex);
return realState;
default:
throw new InvalidOperationException("The recordingState is invalid!");
}
}
private void WriteKeyboardState(KeyboardState state, PlayerIndex index)
{
Keys[] pressedKeys = state.GetPressedKeys();
if (pressedKeys.Length == 0 || !pressedKeys.Any((key) => recordedKeys.Contains(key))) //No Key or none of the recorded keys is down
{
WriteState(null);
return;
}
byte[] buffer = new byte[PacketLenght];
buffer[0] = (byte)((int)index & 3); //Just the first two bits
for (int i = 0; i < PacketLenght; i++)
{
for (int j = 0; j < 8; j++)
{
if (i == PacketLenght - 1 && j == recordedKeys.Length % 8)
break;
if (state.IsKeyDown(recordedKeys[i * 8 + j]))
buffer[i] |= keyBitmasks[i * 8 + j];
}
}
WriteState(buffer);
}
private KeyboardState ReadKeybaordState(PlayerIndex expectedIndex)
{
byte[] buffer = ReadState();
if (buffer == null)
return new KeyboardState(new Keys[0]);
if ((PlayerIndex)(buffer[0] & 3) != expectedIndex)
throw new InvalidOperationException("The requested playerIndex does no match the next recorded state. Refer to documetation.");
KeyboardState state = new KeyboardState(new Keys[0]);
for (int i = 0; i < PacketLenght; i++)
{
for (int j = 0; j < 8; j++)
{
if (i == PacketLenght - 1 && j == recordedKeys.Length % 8)
break;
if ((buffer[i] & keyBitmasks[i * 8 + j]) != 0)
state.AddPressedKey(recordedKeys[i * 8 + j]);
}
}
return state;
}
public void Dispose()
{
if (realKeyboard != null)
realKeyboard.Dispose();
}
///
/// Intializes this instance using a new MemoryStream as the Buffer and the
/// default's InputSystems Keyboard, recording the passed Keys.
///
public void Initialize(params Keys[] keys)
{
Initialize(new MemoryStream(), InputDeviceFactory.Instance.CreateDefaultKeyboard(), keys);
}
///
/// Intializes this instance using a new MemoryStream as the Buffer and the
/// passed Keyboard, recording the passed Keys.
///
public void Initialize(IKeyboard keyboard, params Keys[] keys)
{
Initialize(new MemoryStream(), keyboard, keys);
}
///
/// Intializes this instance using the passed Stream as the Buffer and the
/// default's InputSystems Keyboard, recording the passed Keys.
///
public void Initialize(Stream bufferStream, params Keys[] keys)
{
Initialize(bufferStream, InputDeviceFactory.Instance.CreateDefaultKeyboard(), keys);
}
///
/// Intializes this instance using the passed Stream as the Buffer and the
/// passed Keyboard, recording the passed Keys.
///
public void Initialize(Stream bufferStream, IKeyboard keyboard, params Keys[] keys)
{
realKeyboard = keyboard;
recordedKeys = keys;
if (tmpWindowHandle.IsValid)
WindowHandle = tmpWindowHandle;
PacketLenght = GetPaketSize(); //8bit per byte
UpdateBitmasks();
base.Initialize(bufferStream);
}
private int GetPaketSize()
{
if (recordedKeys.Length % 8 <= 6) //two bit free in the last byte
return (int)Math.Ceiling((double)recordedKeys.Length / 8.0);
else
return (int)Math.Ceiling((double)recordedKeys.Length / 8.0) + 1; //we need a additional byte to store the player index
}
private void UpdateBitmasks()
{
keyBitmasks = new byte[recordedKeys.Length];
for (int i = 0; i < recordedKeys.Length; i++)
{
keyBitmasks[i] = (byte)Math.Pow(2.0, (i + 2) % 8); //The first two bits are reserved for the player index
}
}
}
}